프랑스는 불어권과 유럽에 지대한 영향을 미치고 있는 역사와 전통이 깊은 큰 나라이다. 한국인들은 그러한 프랑스라는 나라를 비교적 잘 알고 있지만, 프랑스인들뿐만 아니라 유럽인들 중에서 한국에 관해 잘 아는 사람들은 많지 않다. 필자가 프랑스에서 유학하던 시절, 가장 놀랐던 것은 대형 도서관과 서점에 일본과 중국에 관한 책들은 많았지만, 한국에 관한 책들은 거의 없었다는 점이다. 그러한 연유로, 한국이 어디에 위치하고 있는지 모르는 것은 당연한 일이며, 한국은 전통적으로 중국의 속국이었다가 일제강점기를 거쳐 현재는 미국의 식민지처럼 여기는 사람들조차 있다. 필자는 박사논문의 틀을 짜는 과정에서 이러한 유럽에서의 한국에 관한 상황을 고려하였으며, 따라서 학위논문을 통하여 유럽인들에게 한국에 관한 사실적이고 긍정적인 이미지를 갖게 해 주고 싶었다. 그리하여 학교교육으로서의 지리를 민족과 제국의 교과로 설정[Une discipline entre nation et empires : histoire de la geographie scolaire en Coree, 18762012]하고 한국의 근현대사를 지리적 관점에서 전개하였다. 오늘날 유럽인들이 보기에 한반도는 지정학적으로 가장 불안정한 곳으로 인식되는데, 아이러니컬하게도, 그러한 한국의 학교에서 지리가 제대로 가르쳐지지 않고 있다는 것은 유럽인들에게는 정말로 이해하기 어려운 상황이었다.
학위논문과는 별도로 이번에 프랑스 학술지 〈공간과 사회(이 저널은 국립연구센터(CNRS)에 소속된 것으로 이 저널에 실린 논문의 신뢰도와 인용지수는 상당하다.)에 발표한 논문은 한불 지리교육사 비교연구[Geographie scolaires a l’epreuve du Monde, elements d’approche comparee des cas sudcoreen et francais]를 통하여, 조선의 지리학적 전통, 한국인의 역사와 문화를 유럽인들에게 소개하고자 하였으며, 특히, 학교지리에 영향을 미친 다양한 주체와 역사적 요인들을 다루면서 일제가 그들의 식민정책과 팽창주의를 정당화하고 미화하기 위해 지리를 왜곡했던 근거를 보여줌으로써 일제의 부정적인 이미지를 밝히고, 동시에, 우리의 고유한 영토인 독도에 관해 간접적으로 어필하고자 하였다.
한국과 프랑스의 근대 지리교육 비교 : 한국의 근대 지리학적 연구성과 소개 및 일제의 지리 왜곡 현황 비판
이번에 발표된 논문은 근대 이전, 지리가 근대 학교교과로 도입되기 이전부터 오늘날까지 다양한 주체와 외부 요인으로부터 영향을 받아온 상황과 근대화 이후, 세계화의 급류 속에서 글로벌한 스케일과 관점에서 지리지식의 순환관계를 포착하고자 하였다. 한국의 전통 지리사상과 지리학적 연구물은 놀라울 정도로 방대하다. 그러나 그러한 노작들이 일제 식민지를 경험하면서 근대 교육과 이어지지 못했던 점은 참으로 안타까운 일이다. 이 논문에서는 서구세계에 알려지지 않았던 한국인들의 정서와 사상의 근본이 되는 한국의¹¹ 풍수 개념과 근대화 소용돌이 속에서 국민계몽과 세계에 관한 지식을 가르치기 위해 집필되었던 한국 최초의 지리교과서였던 《사민필지(士民必知)》를 소개하면서 근대 프랑스 지리교육과 대등한 수준에서 비교하고자 하였다.
1402년에 조선에서 제작된 〈혼일강리역대국도지도(混一疆理歷代國都之圖)>(출처: 김사형, 일본 류코쿠 대학 소장. 이 지도는 동서양의 교류를 통해 중국을 거쳐 조선까지 들어온 이슬람 지리학의 영향과 전통적인 중화사상적 세계관이 결합된 형태로 제작 되었다. 조선의 사신들이 중국에서 수집한 여러 세계의 지도들을 조선으로 가져와 재편집했을 것으로 추정된다. 이 지도의 중심은 중국이며, 조선은 중국 다음으로 크게 표현된 반면, 유럽이나 아프리카는 명확하게 인식은 되고 있으나 상대적으로 작게 그려져 있다.)는 비록 중화중심의 세계지도였지만 유럽과 아프리카까지 포함하는 당시로서는 세계 최고수준의 지도였다. 이 지도는 이슬람 지리학의 영향으로 서구세계에 관한 지리지식이 동아시아의 조선에까지 미친 사례의 산물인데, 정작 이슬람 지리학의 전통이 우리에게 알려진 것은 거의 없다. 마찬가지로, 유럽에서 조선의 지리학에 관해 제대로 아는 사람은 거의 없으며, 한국인들의 문화적 정체성을 알 수 있게 해주는 자료 또한 거의 없는 실정이다. 이러한 상황에서 이 논문은 한국인의 역사와 문화적 정체성을 서구인들에게 알게 해 주는 좋은 자료로서 의미가 있을 것으로 보인다.
프랑스는 보불전쟁(1870년)에서 패하면서 지리학의 역할과 그것이 국가교육에 미치는 가치를 깨닫고 근대교육에 학교지리를 도입하였다. 근대 한국에서는 중화사상으로부터 탈피하고 더 넓은 세계에 대한 지식을 가르치기 위해, 그리고 국가적 위기 상황에서 국토에 관한 지리 지식은 곧 민족교육과 애국심교육으로 이어지는 것으로 믿고 지리를 중요한 교과목으로 가르치게 되었다. 한국과 프랑스의 근대 지리교육의 도입배경은 다소 차이가 있기는 하지만, 양국의 사례를 비교하는 것은 학술적으로 큰 의미가 있다고 여겨진다.
이 논문의 중반부에서는 20세기의 학교지리 변천과정을 다루면서, 일제강점기 동안에 일제가 팽창주의와 군국주의를 정당화하고, 식민정책을 미화하기 위해 지리교과를 왜곡시켜 활용했던 근거를 보여줌으로써 과거에 일본이 행했던 부정적인 측면을 지적하였다. 이어서, 한국에 대한 미국의 영향, 남북관계, 주변국간의 관계 등이 학교지리에 어떻게 영향을 미치고, 교육과정에 반영되었는가를 다루면서, 자연스럽게, 유럽세계에 일본 편향적으로 알려져 있던 독도에 관한 교과서 내용을 다뤄줌으로써, 한국식 독도 명칭과 이미지, 그리고 독도는 한국 고유의 영토라는 점을 부각시키려 하였다.
이 논문을 통해 필자는 한국 근현대사 속에서 소용돌이치는 세계화의 흐름을 지리를 통하여 분명하게 보여주고자 하였으며, 그러한 과정에서 한국에 영향을 미친 서구의 여러 국가와 학문적 영향 관계를 구체적으로 다루었다. 유럽인들은 한국뿐만 아니라 북한에 관해서도 관심이 대단히 많은데, 이 논문에서는 소위 ‘두 개의 코리아, 그리고 지리교육의 공유면’이라는 틀을 설정하여, 남북한 지리교육의 차이점과 공통점이 무엇인지를 보여주면서 비록 남북 간의 정치체제는 다르지만, 한국의 교과서에서는 북한에 관하여 긍정적인 측면을 다루고 있는 것 또한 소개하였다.
일본에 우호적인 불어권에서 독도 명칭의 일반적 사용 기대
독도는 1849년에 프랑스 포경선 리앙쿠르 호에 의해 발견됨에 따라 서구세계에 리앙쿠르 암(Rochers Liancourt)이라는 명칭으로 알려졌다. 그 후, 불어권은 물론 영미권에까지 독도의 명칭은 리앙쿠르 암으로 통용되었는데, 프랑스의 저명한 지리학자 이브 라코스트(Yves Lacoste)가 1984년에 프랑스에서 발간되는 지정학 잡지 〈Herodote〉에 실은 그의 논문에서 독도를 ‘다케시마’로 표기하고, “이 섬은 분쟁중”이라고 설명함에 따라 프랑스에서는 ‘리앙쿠르’라는 명칭은 사라지고, 오늘날까지 ‘다케시마’라는 명칭이 일반적으로 사용되었다.
프랑스는 전통적으로 일본에 우호적이며, 오늘날에도 세계지도에서 일본해 단일 명칭 고수 등과 같이 일본 편향적 정책을 견지하고 있다. 그런데, 지리학과 지리학자의 권위가 강한 프랑스에서 지리학 잡지에 일제강점기 동안에 일제가 지리를 부정하게 활용했던 정황과 독도가 한국의 고유한 영토라는 점을 간접적으로 강조해줌으로써 우리의 영토주권 수호에 크게 기여할 것으로 전망된다.
일본의 독도영유권 주장이 점점 더 커지는 상황에서 우리는 독도 영토주권 수호를 위하여 지금까지 해왔던 방식보다 더 치밀하고 장기적으로 이 문제에 대처해야 한다. 특히 서구세계의 학계에 글을 적극적으로 발표해 외국 학계와 언론을 상대로 논리적ㆍ학문적으로 납득시킴으로써 우리의 입장을 이해하고 지지해 줄 수 있는 근거를 마련해야 할 것이다.
최근 들어 IT 산업에서 클라우드 컴퓨팅이 차지하는 비중이 높아지고 있다. 그럼에도 불구하고, 클라우드 컴퓨팅에 대한 개념과 내용이 불확실한 것이 현실이다. 본고에서는 클라우드 컴퓨팅과 관련한 논의가 가진 개념과 범주의 불확실성을 극복하기 위해 클라우드 컴퓨팅의 가장 본질적인 것으로 이해될 수 있는 속성을 도출하였다. 하드웨어 통합, 데이터 이전, 아키텍처의 세 가지 이슈를 중심으로 클라우드 컴퓨팅의 서비스와 전개 모델과 상관없이 클라우드 컴퓨팅 논의에 포함되어야 하는 최소한의 공통점인 본질적 속성에 대해 정리하였다.
2006년 구글 회의에서 처음으로 등장한 ‘클라우드 컴퓨팅(cloud computing)’이라는 용어는 최근 2~3년 사이에 IT산업의 중요한 화두로 자리매김하였다. ‘클라우드 컴퓨팅(cloud computing)’은 가트너가 선정한 10대 전략에서 2010년에 이어 2011년에도 1위를 차지하였으며, 구글, IBM, MS 등 글로벌 IT 기업들이 클라우드 컴퓨팅을 핵심 사업으로 삼고 있다. 클라우드 컴퓨팅에 대한 이 같은 뜨거운 관심을 반영하여 우리 정부에서도 이를 육성하기 위한 움직임을 보이고 있다. 이러한 움직임의 하나로 2009년 말에 국내 클라우드 컴퓨팅 산업을 육성하기 시작하여 2014년 세계시장 점유율 10%에 이르는 클라우드 컴퓨팅 강국 실현을 목적으로 하는 ‘범정부 클라우드 활성화 종합계획’을 행정안전부, 지식경제부, 방송통신위 등의 3개 부처가 공동으로 수립하였다.
The Egyptians related the course of cosmic chronology to physical
structures by the passage of our Sun’s motion through the sky (and by
Earth’s annual orbital spin). Witnessing one whole degree of sky, with
gnomonic and/or sextant (astrolabe) referencing and with tally marks,
they were enabled to foster the origins of geometrical art, modern
physics and biology, and various standards of weights and measures.
According to their observations of total solar standstills throughout
any given year, 5 days (2 solstices of nearly 2.5-day-long/60-hour
standstills each) were discounted from the apparent (synodic) orbit of
360 days. This supplied the 360 degree compass system, and is
conveniently a multiple to lowest common denominations of division by
the digits 1, 2, 3, 4, 5, (six is a larger 3), (8 is a larger 4), and
9, which skips seven – leading us to better comprehension of the 7th
day “rest” of the solar deity in universal (mathematical) creation, and
the symbolic mystique of that scythe shaped figure 7 in early writing.
The geometrical correlations to this science rendered the common
religious symmetries of the circle (one point or one whole), the vesica
piscis (2 pointed fish or eye), the triangle (3 points either “upward”
or “downward”), the cross (4 points or a tetrahedron – the original
three dimensional platonic solid), the pentalpha (5 points representing
the Golden Ratio or a pyramid), the Star of David (6 points or two
equally inverted triangles), and the globally Gnostic
octo-and-dodecahedral starbursts (8 and 12 points respectfully).
Masterfully utilizing astronomy for rational arithmetic, the precession
of the equinoxes (wherein the night sky shifts completely over 25920
years) was fit into Egyptian geo-metrical divisions by according 72
subdivisions, in every single degree of a day’s cycle, to obtain that
large total number of the celestial Heavens. The Hebrew named these
astro-horological units “barleycorn,” and later, “Helakim;” each unit
lasted for 3.333 of today’s seconds.
Here is a fundamental example of an easily perfected scientific
instrument to discover the speed of sound: being that shifts in visible
light are transmitted almost instantaneously, one man can stand at a
distance to another and shout at the same time he waves his hand, while
the observing man calculates how long it takes for that shout to
travel. The observer could use a metronome constructed of a flow
control screw-valve (which the Egyptians invented for irrigation,
levitation, steam power, and transmission) which would tap a keg full
of liquid set accurately to drip once per Helakim. The result is that a
numerically symbolic unit of length (distance) measure could be derived
simply by the shouting man retreating from or advancing to the observer
until they coordinate a particular distance of rope-knotted “degrees;”
and, the speed of sound in air would then have a rational distance per
Helakim associated to it. The speed of sound is 1080 feet per second at
freezing (0 degrees Celcius), and, this works out to be an auditory
“speed” of 3600 feet per Helakim. Being that one hour contains 3600
seconds, it could be easily postulated that the creation of the second
hand was an action relative to this measure, originally manifested from
close attention to the dance of stars and the Moon above.
In the Old Testament, the 1/8th-mile “furlong” (or agricultural
furrow-long which later evolve into the ‘acre’) of 660-ft/
440-modern-cubits was prominent in usage; it is also currently the “E”
note, in Hertzian notation, of Western music (with 440 arguably the ‘A’
note). Being that the angels of Biblical metaphor were equated with
song and the Word of God, and that acoustical pressure is the only real
difference between instantaneous light waves and slower material
existence, the ‘Word’ truly did “part the waters” as the evolution of
frequencies, and henceforth, elemental chemistry carried onward. To
really understand this separation of light and sound waves (and oneness
of them all), and even of heavy material forms much more divided into
unseen particle-waves, was quite the aim of many esoteric alchemical
studies. ‘Angel’ is translatable to ‘angle,’ in terms of word meaning;
representative of a being (a geometer) cognizant of the irrationality
of light, and the opposed rationality of human-created number, weight,
and measure, the word was synonymous with scholar, guardian, craftsman,
teacher, visionary, and more. Revelations 21:17 says “and he measured
the wall thereof, an hundred and forty and four cubits, according to
the measure of a man, that is, of the angel.
The Royal Cubit has an interesting root of formulation in furlong
numerals. Divisible by 20, and also by 33 (an often-mentioned number in
sacred geometry representing otherwise irrational and Holy or Masonic
thirds in decimal systems), and, being a 5:4 ratio ‘E’ note musical
product of the obscure and ancient solfeggio “Mi” note of 528hz, the
furlong-number of 660 has many peculiar ties. The number 660 is even an
11/6 ratio for the common cross-cultural (geomantic) number 360, which
tells much allegory in and of itself, and can easily justify the
conception of our musical frequency system as based on our annual orbit
– hence the general keynote 360 Hz ‘F’ of ancient Greece and Asia. At
72 degrees Fahrenheit (termed as the perfect human comfort zone), a
number once again associated to the 25920-year Precession of the
Equinoxes and to the numerical Hebrew Gematria equivalent of “YHVH” (
the original spelling of Yahweh or Jesus), as well as symbolic of
fifth-divisions of 360 degrees (the 72 degree separations of pentalpha
points), the speed of sound is 1130.81 feet per second, because wave
(sound) speed is dependent upon pressure/temperature in the medium.
This amount, divided by the curious 660, gives 20.56 inches of measure,
which is just under the length of Biblical Royal Cubit proportion. The
Cubit, however, was divided by 7 “palms” of 4 “fingers” each (much like
the 4-week lunar 13 month calendar), and inasmuch, it is affirmed that
this product would be rounded up to Moses’ proclaimed 20.6” unit in
said system. The fact that this particular measure can be fabricated
from anywhere in the world by two people and some equipment, to also
derive this temperature measurement system of old, is of even further
value. This might have led to the eventual popularization of the German
“Fahrenheit” notation through the feverish and complete old-world
dominations of Alexander the Great (an pre-Germanic Aryan and esteemed
Grecian conqueror).
If the Royal Cubit came from calculations of geometrical distancing and
sound, so did the inch. One other standard of Cubit division was by the
“construction remen” standard of 20 notches (and its further 1/16th
binary subdivisions named ”Ro”). In this tradition was the Gizeh
pyramid built up to a height of 320 Cubits (like the 320 Ro within a
Cubit). As above, so below. After time, the Royal Cubit made way for
the contemporary Cubit of 24 Fingers (instead of 28), measuring 18
total inches, or a musical-termed dominant “perfect fifth” in relation
to the Roman “foot;” and, the same second-hand time (instead of
Hekalim) that begot this whole schema also made its gradual way into
international decree by a Papal Bull from Pope Gregory the XIII. The
speed of sound, after all, had to relatively match the numerations of
Heavenly motions, so instead of 3600 feet per Helakim, it became 1080
feet per tick (second). Seconds also split up the day by the 12 major
Signs, their halves, and the 60-within-60 units in each Sign. The Star
of David contains points separated each by 60 degrees, and 60 is a
special number because it is the lowest one divisible by all numbers
through 12 (minus 7 and 11 – the fabled digits). The 18-inch Cubit
became “Lunar” because of its relation to the 18-year lunar “Saros,”
wherein the phase and proximity of the moon would be exactly recycled
yet one third around the world distanced from the original observation.
Three (holy number) of these periods comprises one “exiligmos” (“turn
of the wheel” in Greek) of 54 years, and by this magic math one can
precisely predict eclipse cycles and tidal changes, because the moon
will be exacted back to 3/3rds its rotation (full circle) in the same
phase, altitude, azimuth, and even distance (between perigee and
apogee) from Earth.
The rosary of Christianity and the mala of Hindu or Vedic belief
systems is made of 108 beads, a multiple of 54, relative to the
(startling) 1080 foot-per-second speed of sound at freezing – relating
the passage of vibratory waves through a compacted gas medium, the
1080-mile radius of the moon, the 108000 mile 1/8th radius of the Sun,
and 1/24th the precession of the equinoxes. Henceforth, the
overwhelmingly future-safe popularity of an 18-inch, 24 digit Cubit
over the original was warranted for geomancers, Yogi, and Magi alike.
To mathe-magicians, anyhow, 12s and 9s are quite definitive for
cosmological theology. In fact, after the furlong and the Royal Cubit
were mostly dispensed of, the blockbuster key tonality for music became
the 108Hz ‘A’ note, mythically (or not so much) labeled the “solar
tone.” The beautiful sound of mathematical symmetry in music performed
in concert pitch 432Hz or ‘A3’ tuning was taken to quite rapidly by the
artistic community, and the Grecian “Pythagorean Brotherhood” even
considered the knowledge behind it quite empowering and critical in
order to gain leverage over self and over community. They swore their
lives upon this knowledge, and upon the rational harmonies of a sacred
geometrical symbol called the “Tetractys,” also related to
Egyptian/Hebrew Gematria and Vedic numerology, and protected the
ancient science coherent to the mystery of the Golden Spiral (and its
geometrically symbolic pentacle – similar to how 72 x 5 = 360), as well
as the soon-to-be-added revelatory “Number of the Beast” pertaining to
the living, geometrical Cosmos: 216 (108 x 2) is 6 cubed (6x6x6).
Whoever possessed this knowledge was a threat to power mongering
religio-domination tyrants.
Mayan priest-Kings (high shamans), on the other side of the world, also
observed these cycles and, similarly, kept the profound knowledge to
themselves. Remaining records of Mayan astronomical majesty scarcely
recognize the coveted eclipse prediction sciences. Kings had much
political and economical power to gain from their own familiar kin
group secrets. The Egyptian laborer’s (or geometer’s) one-inch “remen”
measure of the Royal Cubit was analogous to the
astronomically-correlated vegisimal (20 point) numbering system of the
ancient Mayan people of Mesoamerica, too. Even the Mayan “xo’ot”
construction/distancing unit of 144 feet is a numerical mind-blowing
standard in multiplicity of that famous Egyptian/Indian/Hebrew ‘72.’
When the 12-inch, 12 digit foot measure was soon to come in Rome (an
evolution of this science), the Maya were not too far behind in the
game. 144 is 12 squared (and also the twelfth successive numeral in the
Fibonacci sequence relative to Phi), and seems to be a fantastic way to
encode some of the most brilliant research executed by the human
species, yet these unexplainably alien numbers, to the rest of their
mostly asymmetrical arithmetic, can only relate to the sorcerer’s
secrets of the sun-moon conjunctions (or alignments) and the orbital
tilt the Earth has in relation to it all.
Inquiring minds can always discover the truth: it was encoded in their
“long count” only (their mathematical divisions of the observed
precession of the equinoxes); 144000 days (400 years) is a Bak’tun,
strikingly similar (surely astrological in symbolism) to the 144000
“survivors” in Revelations, and, also the length of time it takes for
the Earth’s core (and magnetism) to rotate once around. This is binary,
of course, like the makeup of so many things natural, as each 400-year
Bak’tun (literally marking global historical paradigm shifts in Mayan
philosophy) is actually 1/64th the time it takes for a Precession of
the Equinoxes (25920 years). Again, as in many natural entities and/or
events, there are connections to be made. Even their culturally unique
13/20 time measurement system of the 260-day long Tzol’kin calendar
(differing from the Egypto-Euro12/60 system) might be called relative
to the far Easterners; the 660-foot furlong unit of inch-conception,
multiplied by two, equals 1320. It is not hard to deduce that a people
would wish to create either a 20-point (660) or 10-point (1320) basis
of mathematics, because the decimal and vegisimal systems are both
easily counted on fingers and/or toes, each system requires simple
input to produce larger multiplications or create scientific notation
(power functions), and, as so coveted by the Kaballists, the Magi, and
the Pythagorean Brotherhood (and acclaimed by Socrates), the 1:2:3:4
ratio triangular design of the mathematical wonder called “Tetractys”
(and YHVH) adds right up to the human number 10.
Fu Xi’s now popular I-Ching, a geometrical representation of Taoist
Gnostic understanding and astronomical observation, is either seen as
an eight-trigram circle or as a 64 hexgram circle. Human DNA contains
64 codons for genetic inscription. Every biological thing is somewhat
diamagnetic (repelling magnetic fields and creating electrical charges
as a product), and so, at least at the Biophotonic level, must be
affected by these various “magi-cal” cycles. Geomagnetic hourhands and
minutehands truly do alter the course of life on Earth – it’s just up
to us to decide how we wish to self-consciously express it. Many Asian
people still celebrate a 13-moon calendar, closer in precision to tidal
motions, wildlife tracking or farming, and even human menstruation
cycles. Music, measure, architecture, dance, gearing, and electronics
are just some of the ways we’ve already integrated these strange
numbers into our existence, and a common person can find them in any
school, car, electrical system, or market place; these days, many of
those who “know” are always seeking like-minded correspondence and
partnership, and putting the signs right in front of us. The cosmic
inch is multinational because of ground, sound, water, and the Light of
the alchemical “One Thing” – that is the Sun, and all material elements
because of it.
~Chronos is divided Light and matter; Kairos is
curved Truth and cosmic ether; both are the equal and opposingly
diametric measures of life itself. The grass is greener nowhere more
than right here in the already Eternal Heavens, and we’re meant to
enjoy it through Craft. Creation never ended. We are all one.~
CM Magazine: Arty Facts. Teachers who are looking for suitable art activities to complement their science units will find plenty of great ideas in the “Arty Facts” series.
20세기 후반 인터넷의 등장으로 생겨난 '인터넷 아트'! 예술교양서 시리즈「시공아트」50번째 이야기.『인터넷 아트: 사이버 시대의 예술』은 20세기 후반에 현대 대중들의 네트워크 커뮤니케이션 공간인 웹에서 등장한 인터넷 아트(넷 아트)에 관해 이야기한다. 인터넷 아트를 사이버 시대의 생활 방식과 관련해 고찰하고, 인터넷
아트와 기존 미술의 관계에 대해 논의하였다. 인터넷 아트는 원격 컴퓨터로 예술 공간을 확장
The book investigates the ways Internet art resists and shifts assumptions about authorship, originality, arid intellectual property; the social role of the...
“Our fine arts were developed, their types and uses were established, in times very different from the present, by men whose power of action upon things was insignificant in comparison with ours. But the amazing growth of our techniques, the adaptability and precision they have attained, the ideas and habits they are creating, make it a certainty that profound changes are impending in the ancient craft of the Beautiful. In all the arts there is a physical component which can no longer be considered or treated as it used to be, which cannot remain unaffected by our modern knowledge and power. For the last twenty years neither matter nor space nor time has been what it was from time immemorial. We must expect great innovations to transform the entire technique of the arts, thereby affecting artistic invention itself and perhaps even bringing about an amazing change in our very notion of art.” Paul Valéry, Pièces sur L’Art, 1931 Le Conquete de l’ubiquite
Preface
When Marx undertook his critique of the capitalistic mode of production, this mode was in its infancy. Marx directed his efforts in such a way as to give them prognostic value. He went back to the basic conditions underlying capitalistic production and through his presentation showed what could be expected of capitalism in the future. The result was that one could expect it not only to exploit the proletariat with increasing intensity, but ultimately to create conditions which would make it possible to abolish capitalism itself.
The transformation of the superstructure, which takes place far more slowly than that of the substructure, has taken more than half a century to manifest in all areas of culture the change in the conditions of production. Only today can it be indicated what form this has taken. Certain prognostic requirements should be met by these statements. However, theses about the art of the proletariat after its assumption of power or about the art of a classless society would have less bearing on these demands than theses about the developmental tendencies of art under present conditions of production. Their dialectic is no less noticeable in the superstructure than in the economy. It would therefore be wrong to underestimate the value of such theses as a weapon. They brush aside a number of outmoded concepts, such as creativity and genius, eternal value and mystery – concepts whose uncontrolled (and at present almost uncontrollable) application would lead to a processing of data in the Fascist sense. The concepts which are introduced into the theory of art in what follows differ from the more familiar terms in that they are completely useless for the purposes of Fascism. They are, on the other hand, useful for the formulation of revolutionary demands in the politics of art.
I
In principle a work of art has always been reproducible. Man-made artifacts could always be imitated by men. Replicas were made by pupils in practice of their craft, by masters for diffusing their works, and, finally, by third parties in the pursuit of gain. Mechanical reproduction of a work of art, however, represents something new. Historically, it advanced intermittently and in leaps at long intervals, but with accelerated intensity. The Greeks knew only two procedures of technically reproducing works of art: founding and stamping. Bronzes, terra cottas, and coins were the only art works which they could produce in quantity. All others were unique and could not be mechanically reproduced. With the woodcut graphic art became mechanically reproducible for the first time, long before script became reproducible by print. The enormous changes which printing, the mechanical reproduction of writing, has brought about in literature are a familiar story. However, within the phenomenon which we are here examining from the perspective of world history, print is merely a special, though particularly important, case. During the Middle Ages engraving and etching were added to the woodcut; at the beginning of the nineteenth century lithography made its appearance. With lithography the technique of reproduction reached an essentially new stage. This much more direct process was distinguished by the tracing of the design on a stone rather than its incision on a block of wood or its etching on a copperplate and permitted graphic art for the first time to put its products on the market, not only in large numbers as hitherto, but also in daily changing forms. Lithography enabled graphic art to illustrate everyday life, and it began to keep pace with printing. But only a few decades after its invention, lithography was surpassed by photography. For the first time in the process of pictorial reproduction, photography freed the hand of the most important artistic functions which henceforth devolved only upon the eye looking into a lens. Since the eye perceives more swiftly than the hand can draw, the process of pictorial reproduction was accelerated so enormously that it could keep pace with speech. A film operator shooting a scene in the studio captures the images at the speed of an actor’s speech. Just as lithography virtually implied the illustrated newspaper, so did photography foreshadow the sound film. The technical reproduction of sound was tackled at the end of the last century. These convergent endeavors made predictable a situation which Paul Valery pointed up in this sentence:
“Just as water, gas, and electricity are brought into our houses from far off to satisfy our needs in response to a minimal effort, so we shall be supplied with visual or auditory images, which will appear and disappear at a simple movement of the hand, hardly more than a sign.”
Around 1900 technical reproduction had reached a standard that not only permitted it to reproduce all transmitted works of art and thus to cause the most profound change in their impact upon the public; it also had captured a place of its own among the artistic processes. For the study of this standard nothing is more revealing than the nature of the repercussions that these two different manifestations – the reproduction of works of art and the art of the film – have had on art in its traditional form.
II
Even the most perfect reproduction of a work of art is lacking in one element: its presence in time and space, its unique existence at the place where it happens to be. This unique existence of the work of art determined the history to which it was subject throughout the time of its existence. This includes the changes which it may have suffered in physical condition over the years as well as the various changes in its ownership. The traces of the first can be revealed only by chemical or physical analyses which it is impossible to perform on a reproduction; changes of ownership are subject to a tradition which must be traced from the situation of the original.
The presence of the original is the prerequisite to the concept of authenticity. Chemical analyses of the patina of a bronze can help to establish this, as does the proof that a given manuscript of the Middle Ages stems from an archive of the fifteenth century. The whole sphere of authenticity is outside technical – and, of course, not only technical – reproducibility. Confronted with its manual reproduction, which was usually branded as a forgery, the original preserved all its authority; not so vis-à-vis technical reproduction. The reason is twofold. First, process reproduction is more independent of the original than manual reproduction. For example, in photography, process reproduction can bring out those aspects of the original that are unattainable to the naked eye yet accessible to the lens, which is adjustable and chooses its angle at will. And photographic reproduction, with the aid of certain processes, such as enlargement or slow motion, can capture images which escape natural vision. Secondly, technical reproduction can put the copy of the original into situations which would be out of reach for the original itself. Above all, it enables the original to meet the beholder halfway, be it in the form of a photograph or a phonograph record. The cathedral leaves its locale to be received in the studio of a lover of art; the choral production, performed in an auditorium or in the open air, resounds in the drawing room.
The situations into which the product of mechanical reproduction can be brought may not touch the actual work of art, yet the quality of its presence is always depreciated. This holds not only for the art work but also, for instance, for a landscape which passes in review before the spectator in a movie. In the case of the art object, a most sensitive nucleus – namely, its authenticity – is interfered with whereas no natural object is vulnerable on that score. The authenticity of a thing is the essence of all that is transmissible from its beginning, ranging from its substantive duration to its testimony to the history which it has experienced. Since the historical testimony rests on the authenticity, the former, too, is jeopardized by reproduction when substantive duration ceases to matter. And what is really jeopardized when the historical testimony is affected is the authority of the object.
One might subsume the eliminated element in the term “aura” and go on to say: that which withers in the age of mechanical reproduction is the aura of the work of art. This is a symptomatic process whose significance points beyond the realm of art. One might generalize by saying: the technique of reproduction detaches the reproduced object from the domain of tradition. By making many reproductions it substitutes a plurality of copies for a unique existence. And in permitting the reproduction to meet the beholder or listener in his own particular situation, it reactivates the object reproduced. These two processes lead to a tremendous shattering of tradition which is the obverse of the contemporary crisis and renewal of mankind. Both processes are intimately connected with the contemporary mass movements. Their most powerful agent is the film. Its social significance, particularly in its most positive form, is inconceivable without its destructive, cathartic aspect, that is, the liquidation of the traditional value of the cultural heritage. This phenomenon is most palpable in the great historical films. It extends to ever new positions. In 1927 Abel Gance exclaimed enthusiastically:
“Shakespeare, Rembrandt, Beethoven will make films... all legends, all mythologies and all myths, all founders of religion, and the very religions... await their exposed resurrection, and the heroes crowd each other at the gate.”
Presumably without intending it, he issued an invitation to a far-reaching liquidation.
III
During long periods of history, the mode of human sense perception changes with humanity’s entire mode of existence. The manner in which human sense perception is organized, the medium in which it is accomplished, is determined not only by nature but by historical circumstances as well. The fifth century, with its great shifts of population, saw the birth of the late Roman art industry and the Vienna Genesis, and there developed not only an art different from that of antiquity but also a new kind of perception. The scholars of the Viennese school, Riegl and Wickhoff, who resisted the weight of classical tradition under which these later art forms had been buried, were the first to draw conclusions from them concerning the organization of perception at the time. However far-reaching their insight, these scholars limited themselves to showing the significant, formal hallmark which characterized perception in late Roman times. They did not attempt – and, perhaps, saw no way – to show the social transformations expressed by these changes of perception. The conditions for an analogous insight are more favorable in the present. And if changes in the medium of contemporary perception can be comprehended as decay of the aura, it is possible to show its social causes.
The concept of aura which was proposed above with reference to historical objects may usefully be illustrated with reference to the aura of natural ones. We define the aura of the latter as the unique phenomenon of a distance, however close it may be. If, while resting on a summer afternoon, you follow with your eyes a mountain range on the horizon or a branch which casts its shadow over you, you experience the aura of those mountains, of that branch. This image makes it easy to comprehend the social bases of the contemporary decay of the aura. It rests on two circumstances, both of which are related to the increasing significance of the masses in contemporary life. Namely, the desire of contemporary masses to bring things “closer” spatially and humanly, which is just as ardent as their bent toward overcoming the uniqueness of every reality by accepting its reproduction. Every day the urge grows stronger to get hold of an object at very close range by way of its likeness, its reproduction. Unmistakably, reproduction as offered by picture magazines and newsreels differs from the image seen by the unarmed eye. Uniqueness and permanence are as closely linked in the latter as are transitoriness and reproducibility in the former. To pry an object from its shell, to destroy its aura, is the mark of a perception whose “sense of the universal equality of things” has increased to such a degree that it extracts it even from a unique object by means of reproduction. Thus is manifested in the field of perception what in the theoretical sphere is noticeable in the increasing importance of statistics. The adjustment of reality to the masses and of the masses to reality is a process of unlimited scope, as much for thinking as for perception.
IV
The uniqueness of a work of art is inseparable from its being imbedded in the fabric of tradition. This tradition itself is thoroughly alive and extremely changeable. An ancient statue of Venus, for example, stood in a different traditional context with the Greeks, who made it an object of veneration, than with the clerics of the Middle Ages, who viewed it as an ominous idol. Both of them, however, were equally confronted with its uniqueness, that is, its aura. Originally the contextual integration of art in tradition found its expression in the cult. We know that the earliest art works originated in the service of a ritual – first the magical, then the religious kind. It is significant that the existence of the work of art with reference to its aura is never entirely separated from its ritual function. In other words, the unique value of the “authentic” work of art has its basis in ritual, the location of its original use value. This ritualistic basis, however remote, is still recognizable as secularized ritual even in the most profane forms of the cult of beauty. The secular cult of beauty, developed during the Renaissance and prevailing for three centuries, clearly showed that ritualistic basis in its decline and the first deep crisis which befell it. With the advent of the first truly revolutionary means of reproduction, photography, simultaneously with the rise of socialism, art sensed the approaching crisis which has become evident a century later. At the time, art reacted with the doctrine of l’art pour l’art, that is, with a theology of art. This gave rise to what might be called a negative theology in the form of the idea of “pure” art, which not only denied any social function of art but also any categorizing by subject matter. (In poetry, Mallarme was the first to take this position.)
An analysis of art in the age of mechanical reproduction must do justice to these relationships, for they lead us to an all-important insight: for the first time in world history, mechanical reproduction emancipates the work of art from its parasitical dependence on ritual. To an ever greater degree the work of art reproduced becomes the work of art designed for reproducibility. From a photographic negative, for example, one can make any number of prints; to ask for the “authentic” print makes no sense. But the instant the criterion of authenticity ceases to be applicable to artistic production, the total function of art is reversed. Instead of being based on ritual, it begins to be based on another practice – politics.
V
Works of art are received and valued on different planes. Two polar types stand out; with one, the accent is on the cult value; with the other, on the exhibition value of the work. Artistic production begins with ceremonial objects destined to serve in a cult. One may assume that what mattered was their existence, not their being on view. The elk portrayed by the man of the Stone Age on the walls of his cave was an instrument of magic. He did expose it to his fellow men, but in the main it was meant for the spirits. Today the cult value would seem to demand that the work of art remain hidden. Certain statues of gods are accessible only to the priest in the cella; certain Madonnas remain covered nearly all year round; certain sculptures on medieval cathedrals are invisible to the spectator on ground level. With the emancipation of the various art practices from ritual go increasing opportunities for the exhibition of their products. It is easier to exhibit a portrait bust that can be sent here and there than to exhibit the statue of a divinity that has its fixed place in the interior of a temple. The same holds for the painting as against the mosaic or fresco that preceded it. And even though the public presentability of a mass originally may have been just as great as that of a symphony, the latter originated at the moment when its public presentability promised to surpass that of the mass.
With the different methods of technical reproduction of a work of art, its fitness for exhibition increased to such an extent that the quantitative shift between its two poles turned into a qualitative transformation of its nature. This is comparable to the situation of the work of art in prehistoric times when, by the absolute emphasis on its cult value, it was, first and foremost, an instrument of magic. Only later did it come to be recognized as a work of art. In the same way today, by the absolute emphasis on its exhibition value the work of art becomes a creation with entirely new functions, among which the one we are conscious of, the artistic function, later may be recognized as incidental. This much is certain: today photography and the film are the most serviceable exemplifications of this new function.
VI
In photography, exhibition value begins to displace cult value all along the line. But cult value does not give way without resistance. It retires into an ultimate retrenchment: the human countenance. It is no accident that the portrait was the focal point of early photography. The cult of remembrance of loved ones, absent or dead, offers a last refuge for the cult value of the picture. For the last time the aura emanates from the early photographs in the fleeting expression of a human face. This is what constitutes their melancholy, incomparable beauty. But as man withdraws from the photographic image, the exhibition value for the first time shows its superiority to the ritual value. To have pinpointed this new stage constitutes the incomparable significance of Atget, who, around 1900, took photographs of deserted Paris streets. It has quite justly been said of him that he photographed them like scenes of crime. The scene of a crime, too, is deserted; it is photographed for the purpose of establishing evidence. With Atget, photographs become standard evidence for historical occurrences, and acquire a hidden political significance. They demand a specific kind of approach; free-floating contemplation is not appropriate to them. They stir the viewer; he feels challenged by them in a new way. At the same time picture magazines begin to put up signposts for him, right ones or wrong ones, no matter. For the first time, captions have become obligatory. And it is clear that they have an altogether different character than the title of a painting. The directives which the captions give to those looking at pictures in illustrated magazines soon become even more explicit and more imperative in the film where the meaning of each single picture appears to be prescribed by the sequence of all preceding ones.
VII
The nineteenth-century dispute as to the artistic value of painting versus photography today seems devious and confused. This does not diminish its importance, however; if anything, it underlines it. The dispute was in fact the symptom of a historical transformation the universal impact of which was not realized by either of the rivals. When the age of mechanical reproduction separated art from its basis in cult, the semblance of its autonomy disappeared forever. The resulting change in the function of art transcended the perspective of the century; for a long time it even escaped that of the twentieth century, which experienced the development of the film. Earlier much futile thought had been devoted to the question of whether photography is an art. The primary question – whether the very invention of photography had not transformed the entire nature of art – was not raised. Soon the film theoreticians asked the same ill-considered question with regard to the film. But the difficulties which photography caused traditional aesthetics were mere child’s play as compared to those raised by the film. Whence the insensitive and forced character of early theories of the film. Abel Gance, for instance, compares the film with hieroglyphs: “Here, by a remarkable regression, we have come back to the level of expression of the Egyptians ... Pictorial language has not yet matured because our eyes have not yet adjusted to it. There is as yet insufficient respect for, insufficient cult of, what it expresses.” Or, in the words of Séverin-Mars: “What art has been granted a dream more poetical and more real at the same time! Approached in this fashion the film might represent an incomparable means of expression. Only the most high-minded persons, in the most perfect and mysterious moments of their lives, should be allowed to enter its ambience.” Alexandre Arnoux concludes his fantasy about the silent film with the question: “Do not all the bold descriptions we have given amount to the definition of prayer?” It is instructive to note how their desire to class the film among the “arts” forces these theoreticians to read ritual elements into it – with a striking lack of discretion. Yet when these speculations were published, films like L’Opinion publique and The Gold Rush had already appeared. This, however, did not keep Abel Gance from adducing hieroglyphs for purposes of comparison, nor Séverin-Mars from speaking of the film as one might speak of paintings by Fra Angelico. Characteristically, even today ultrareactionary authors give the film a similar contextual significance – if not an outright sacred one, then at least a supernatural one. Commenting on Max Reinhardt’s film version of A Midsummer Night’s Dream, Werfel states that undoubtedly it was the sterile copying of the exterior world with its streets, interiors, railroad stations, restaurants, motorcars, and beaches which until now had obstructed the elevation of the film to the realm of art. “The film has not yet realized its true meaning, its real possibilities ... these consist in its unique faculty to express by natural means and with incomparable persuasiveness all that is fairylike, marvelous, supernatural.”
VIII
The artistic performance of a stage actor is definitely presented to the public by the actor in person; that of the screen actor, however, is presented by a camera, with a twofold consequence. The camera that presents the performance of the film actor to the public need not respect the performance as an integral whole. Guided by the cameraman, the camera continually changes its position with respect to the performance. The sequence of positional views which the editor composes from the material supplied him constitutes the completed film. It comprises certain factors of movement which are in reality those of the camera, not to mention special camera angles, close-ups, etc. Hence, the performance of the actor is subjected to a series of optical tests. This is the first consequence of the fact that the actor’s performance is presented by means of a camera. Also, the film actor lacks the opportunity of the stage actor to adjust to the audience during his performance, since he does not present his performance to the audience in person. This permits the audience to take the position of a critic, without experiencing any personal contact with the actor. The audience’s identification with the actor is really an identification with the camera. Consequently the audience takes the position of the camera; its approach is that of testing. This is not the approach to which cult values may be exposed.
IX
For the film, what matters primarily is that the actor represents himself to the public before the camera, rather than representing someone else. One of the first to sense the actor’s metamorphosis by this form of testing was Pirandello. Though his remarks on the subject in his novel Si Gira were limited to the negative aspects of the question and to the silent film only, this hardly impairs their validity. For in this respect, the sound film did not change anything essential. What matters is that the part is acted not for an audience but for a mechanical contrivance – in the case of the sound film, for two of them. “The film actor,” wrote Pirandello, “feels as if in exile – exiled not only from the stage but also from himself. With a vague sense of discomfort he feels inexplicable emptiness: his body loses its corporeality, it evaporates, it is deprived of reality, life, voice, and the noises caused by his moving about, in order to be changed into a mute image, flickering an instant on the screen, then vanishing into silence .... The projector will play with his shadow before the public, and he himself must be content to play before the camera.” This situation might also be characterized as follows: for the first time – and this is the effect of the film – man has to operate with his whole living person, yet forgoing its aura. For aura is tied to his presence; there can be no replica of it. The aura which, on the stage, emanates from Macbeth, cannot be separated for the spectators from that of the actor. However, the singularity of the shot in the studio is that the camera is substituted for the public. Consequently, the aura that envelops the actor vanishes, and with it the aura of the figure he portrays.
It is not surprising that it should be a dramatist such as Pirandello who, in characterizing the film, inadvertently touches on the very crisis in which we see the theater. Any thorough study proves that there is indeed no greater contrast than that of the stage play to a work of art that is completely subject to or, like the film, founded in, mechanical reproduction. Experts have long recognized that in the film “the greatest effects are almost always obtained by ‘acting’ as little as possible ... ” In 1932 Rudolf Arnheim saw “the latest trend ... in treating the actor as a stage prop chosen for its characteristics and... inserted at the proper place.” With this idea something else is closely connected. The stage actor identifies himself with the character of his role. The film actor very often is denied this opportunity. His creation is by no means all of a piece; it is composed of many separate performances. Besides certain fortuitous considerations, such as cost of studio, availability of fellow players, décor, etc., there are elementary necessities of equipment that split the actor’s work into a series of mountable episodes. In particular, lighting and its installation require the presentation of an event that, on the screen, unfolds as a rapid and unified scene, in a sequence of separate shootings which may take hours at the studio; not to mention more obvious montage. Thus a jump from the window can be shot in the studio as a jump from a scaffold, and the ensuing flight, if need be, can be shot weeks later when outdoor scenes are taken. Far more paradoxical cases can easily be construed. Let us assume that an actor is supposed to be startled by a knock at the door. If his reaction is not satisfactory, the director can resort to an expedient: when the actor happens to be at the studio again he has a shot fired behind him without his being forewarned of it. The frightened reaction can be shot now and be cut into the screen version. Nothing more strikingly shows that art has left the realm of the “beautiful semblance” which, so far, had been taken to be the only sphere where art could thrive.
X
The feeling of strangeness that overcomes the actor before the camera, as Pirandello describes it, is basically of the same kind as the estrangement felt before one’s own image in the mirror. But now the reflected image has become separable, transportable. And where is it transported? Before the public. Never for a moment does the screen actor cease to be conscious of this fact. While facing the camera he knows that ultimately he will face the public, the consumers who constitute the market. This market, where he offers not only his labor but also his whole self, his heart and soul, is beyond his reach. During the shooting he has as little contact with it as any article made in a factory. This may contribute to that oppression, that new anxiety which, according to Pirandello, grips the actor before the camera. The film responds to the shriveling of the aura with an artificial build-up of the “personality” outside the studio. The cult of the movie star, fostered by the money of the film industry, preserves not the unique aura of the person but the “spell of the personality,” the phony spell of a commodity. So long as the movie-makers’ capital sets the fashion, as a rule no other revolutionary merit can be accredited to today’s film than the promotion of a revolutionary criticism of traditional concepts of art. We do not deny that in some cases today’s films can also promote revolutionary criticism of social conditions, even of the distribution of property. However, our present study is no more specifically concerned with this than is the film production of Western Europe.
It is inherent in the technique of the film as well as that of sports that everybody who witnesses its accomplishments is somewhat of an expert. This is obvious to anyone listening to a group of newspaper boys leaning on their bicycles and discussing the outcome of a bicycle race. It is not for nothing that newspaper publishers arrange races for their delivery boys. These arouse great interest among the participants, for the victor has an opportunity to rise from delivery boy to professional racer. Similarly, the newsreel offers everyone the opportunity to rise from passer-by to movie extra. In this way any man might even find himself part of a work of art, as witness Vertov’s Three Songs About Lenin or Ivens’ Borinage. Any man today can lay claim to being filmed. This claim can best be elucidated by a comparative look at the historical situation of contemporary literature.
For centuries a small number of writers were confronted by many thousands of readers. This changed toward the end of the last century. With the increasing extension of the press, which kept placing new political, religious, scientific, professional, and local organs before the readers, an increasing number of readers became writers – at first, occasional ones. It began with the daily press opening to its readers space for “letters to the editor.” And today there is hardly a gainfully employed European who could not, in principle, find an opportunity to publish somewhere or other comments on his work, grievances, documentary reports, or that sort of thing. Thus, the distinction between author and public is about to lose its basic character. The difference becomes merely functional; it may vary from case to case. At any moment the reader is ready to turn into a writer. As expert, which he had to become willy-nilly in an extremely specialized work process, even if only in some minor respect, the reader gains access to authorship. In the Soviet Union work itself is given a voice. To present it verbally is part of a man’s ability to perform the work. Literary license is now founded on polytechnic rather than specialized training and thus becomes common property.
All this can easily be applied to the film, where transitions that in literature took centuries have come about in a decade. In cinematic practice, particularly in Russia, this change-over has partially become established reality. Some of the players whom we meet in Russian films are not actors in our sense but people who portray themselves and primarily in their own work process. In Western Europe the capitalistic exploitation of the film denies consideration to modern man’s legitimate claim to being reproduced. Under these circumstances the film industry is trying hard to spur the interest of the masses through illusion-promoting spectacles and dubious speculations.
XI
The shooting of a film, especially of a sound film, affords a spectacle unimaginable anywhere at any time before this. It presents a process in which it is impossible to assign to a spectator a viewpoint which would exclude from the actual scene such extraneous accessories as camera equipment, lighting machinery, staff assistants, etc. – unless his eye were on a line parallel with the lens. This circumstance, more than any other, renders superficial and insignificant any possible similarity between a scene in the studio and one on the stage. In the theater one is well aware of the place from which the play cannot immediately be detected as illusionary. There is no such place for the movie scene that is being shot. Its illusionary nature is that of the second degree, the result of cutting. That is to say, in the studio the mechanical equipment has penetrated so deeply into reality that its pure aspect freed from the foreign substance of equipment is the result of a special procedure, namely, the shooting by the specially adjusted camera and the mounting of the shot together with other similar ones. The equipment-free aspect of reality here has become the height of artifice; the sight of immediate reality has become an orchid in the land of technology.
Even more revealing is the comparison of these circumstances, which differ so much from those of the theater, with the situation in painting. Here the question is: How does the cameraman compare with the painter? To answer this we take recourse to an analogy with a surgical operation. The surgeon represents the polar opposite of the magician. The magician heals a sick person by the laying on of hands; the surgeon cuts into the patient’s body. The magician maintains the natural distance between the patient and himself; though he reduces it very slightly by the laying on of hands, he greatly increases it by virtue of his authority. The surgeon does exactly the reverse; he greatly diminishes the distance between himself and the patient by penetrating into the patient’s body, and increases it but little by the caution with which his hand moves among the organs. In short, in contrast to the magician - who is still hidden in the medical practitioner – the surgeon at the decisive moment abstains from facing the patient man to man; rather, it is through the operation that he penetrates into him.
Magician and surgeon compare to painter and cameraman. The painter maintains in his work a natural distance from reality, the cameraman penetrates deeply into its web. There is a tremendous difference between the pictures they obtain. That of the painter is a total one, that of the cameraman consists of multiple fragments which are assembled under a new law. Thus, for contemporary man the representation of reality by the film is incomparably more significant than that of the painter, since it offers, precisely because of the thoroughgoing permeation of reality with mechanical equipment, an aspect of reality which is free of all equipment. And that is what one is entitled to ask from a work of art.
XII
Mechanical reproduction of art changes the reaction of the masses toward art. The reactionary attitude toward a Picasso painting changes into the progressive reaction toward a Chaplin movie. The progressive reaction is characterized by the direct, intimate fusion of visual and emotional enjoyment with the orientation of the expert. Such fusion is of great social significance. The greater the decrease in the social significance of an art form, the sharper the distinction between criticism and enjoyment by the public. The conventional is uncritically enjoyed, and the truly new is criticized with aversion. With regard to the screen, the critical and the receptive attitudes of the public coincide. The decisive reason for this is that individual reactions are predetermined by the mass audience response they are about to produce, and this is nowhere more pronounced than in the film. The moment these responses become manifest they control each other. Again, the comparison with painting is fruitful. A painting has always had an excellent chance to be viewed by one person or by a few. The simultaneous contemplation of paintings by a large public, such as developed in the nineteenth century, is an early symptom of the crisis of painting, a crisis which was by no means occasioned exclusively by photography but rather in a relatively independent manner by the appeal of art works to the masses.
Painting simply is in no position to present an object for simultaneous collective experience, as it was possible for architecture at all times, for the epic poem in the past, and for the movie today. Although this circumstance in itself should not lead one to conclusions about the social role of painting, it does constitute a serious threat as soon as painting, under special conditions and, as it were, against its nature, is confronted directly by the masses. In the churches and monasteries of the Middle Ages and at the princely courts up to the end of the eighteenth century, a collective reception of paintings did not occur simultaneously, but by graduated and hierarchized mediation. The change that has come about is an expression of the particular conflict in which painting was implicated by the mechanical reproducibility of paintings. Although paintings began to be publicly exhibited in galleries and salons, there was no way for the masses to organize and control themselves in their reception. Thus the same public which responds in a progressive manner toward a grotesque film is bound to respond in a reactionary manner to surrealism.
XIII
The characteristics of the film lie not only in the manner in which man presents himself to mechanical equipment but also in the manner in which, by means of this apparatus, man can represent his environment. A glance at occupational psychology illustrates the testing capacity of the equipment. Psychoanalysis illustrates it in a different perspective. The film has enriched our field of perception with methods which can be illustrated by those of Freudian theory. Fifty years ago, a slip of the tongue passed more or less unnoticed. Only exceptionally may such a slip have revealed dimensions of depth in a conversation which had seemed to be taking its course on the surface. Since the Psychopathology of Everyday Life things have changed. This book isolated and made analyzable things which had heretofore floated along unnoticed in the broad stream of perception. For the entire spectrum of optical, and now also acoustical, perception the film has brought about a similar deepening of apperception. It is only an obverse of this fact that behavior items shown in a movie can be analyzed much more precisely and from more points of view than those presented on paintings or on the stage. As compared with painting, filmed behavior lends itself more readily to analysis because of its incomparably more precise statements of the situation. In comparison with the stage scene, the filmed behavior item lends itself more readily to analysis because it can be isolated more easily. This circumstance derives its chief importance from its tendency to promote the mutual penetration of art and science. Actually, of a screened behavior item which is neatly brought out in a certain situation, like a muscle of a body, it is difficult to say which is more fascinating, its artistic value or its value for science. To demonstrate the identity of the artistic and scientific uses of photography which heretofore usually were separated will be one of the revolutionary functions of the film.
By close-ups of the things around us, by focusing on hidden details of familiar objects, by exploring common place milieus under the ingenious guidance of the camera, the film, on the one hand, extends our comprehension of the necessities which rule our lives; on the other hand, it manages to assure us of an immense and unexpected field of action. Our taverns and our metropolitan streets, our offices and furnished rooms, our railroad stations and our factories appeared to have us locked up hopelessly. Then came the film and burst this prison-world asunder by the dynamite of the tenth of a second, so that now, in the midst of its far-flung ruins and debris, we calmly and adventurously go traveling. With the close-up, space expands; with slow motion, movement is extended. The enlargement of a snapshot does not simply render more precise what in any case was visible, though unclear: it reveals entirely new structural formations of the subject. So, too, slow motion not only presents familiar qualities of movement but reveals in them entirely unknown ones “which, far from looking like retarded rapid movements, give the effect of singularly gliding, floating, supernatural motions.” Evidently a different nature opens itself to the camera than opens to the naked eye – if only because an unconsciously penetrated space is substituted for a space consciously explored by man. Even if one has a general knowledge of the way people walk, one knows nothing of a person’s posture during the fractional second of a stride. The act of reaching for a lighter or a spoon is familiar routine, yet we hardly know what really goes on between hand and metal, not to mention how this fluctuates with our moods. Here the camera intervenes with the resources of its lowerings and liftings, its interruptions and isolations, it extensions and accelerations, its enlargements and reductions. The camera introduces us to unconscious optics as does psychoanalysis to unconscious impulses.
XIV
One of the foremost tasks of art has always been the creation of a demand which could be fully satisfied only later. The history of every art form shows critical epochs in which a certain art form aspires to effects which could be fully obtained only with a changed technical standard, that is to say, in a new art form. The extravagances and crudities of art which thus appear, particularly in the so-called decadent epochs, actually arise from the nucleus of its richest historical energies. In recent years, such barbarisms were abundant in Dadaism. It is only now that its impulse becomes discernible: Dadaism attempted to create by pictorial – and literary – means the effects which the public today seeks in the film.
Every fundamentally new, pioneering creation of demands will carry beyond its goal. Dadaism did so to the extent that it sacrificed the market values which are so characteristic of the film in favor of higher ambitions – though of course it was not conscious of such intentions as here described. The Dadaists attached much less importance to the sales value of their work than to its usefulness for contemplative immersion. The studied degradation of their material was not the least of their means to achieve this uselessness. Their poems are “word salad” containing obscenities and every imaginable waste product of language. The same is true of their paintings, on which they mounted buttons and tickets. What they intended and achieved was a relentless destruction of the aura of their creations, which they branded as reproductions with the very means of production. Before a painting of Arp’s or a poem by August Stramm it is impossible to take time for contemplation and evaluation as one would before a canvas of Derain’s or a poem by Rilke. In the decline of middle-class society, contemplation became a school for asocial behavior; it was countered by distraction as a variant of social conduct. Dadaistic activities actually assured a rather vehement distraction by making works of art the center of scandal. One requirement was foremost: to outrage the public.
From an alluring appearance or persuasive structure of sound the work of art of the Dadaists became an instrument of ballistics. It hit the spectator like a bullet, it happened to him, thus acquiring a tactile quality. It promoted a demand for the film, the distracting element of which is also primarily tactile, being based on changes of place and focus which periodically assail the spectator. Let us compare the screen on which a film unfolds with the canvas of a painting. The painting invites the spectator to contemplation; before it the spectator can abandon himself to his associations. Before the movie frame he cannot do so. No sooner has his eye grasped a scene than it is already changed. It cannot be arrested. Duhamel, who detests the film and knows nothing of its significance, though something of its structure, notes this circumstance as follows: “I can no longer think what I want to think. My thoughts have been replaced by moving images.” The spectator’s process of association in view of these images is indeed interrupted by their constant, sudden change. This constitutes the shock effect of the film, which, like all shocks, should be cushioned by heightened presence of mind. By means of its technical structure, the film has taken the physical shock effect out of the wrappers in which Dadaism had, as it were, kept it inside the moral shock effect.
XV
The mass is a matrix from which all traditional behavior toward works of art issues today in a new form. Quantity has been transmuted into quality. The greatly increased mass of participants has produced a change in the mode of participation. The fact that the new mode of participation first appeared in a disreputable form must not confuse the spectator. Yet some people have launched spirited attacks against precisely this superficial aspect. Among these, Duhamel has expressed himself in the most radical manner. What he objects to most is the kind of participation which the movie elicits from the masses. Duhamel calls the movie “a pastime for helots, a diversion for uneducated, wretched, worn-out creatures who are consumed by their worries a spectacle which requires no concentration and presupposes no intelligence which kindles no light in the heart and awakens no hope other than the ridiculous one of someday becoming a ‘star’ in Los Angeles.” Clearly, this is at bottom the same ancient lament that the masses seek distraction whereas art demands concentration from the spectator. That is a commonplace.
The question remains whether it provides a platform for the analysis of the film. A closer look is needed here. Distraction and concentration form polar opposites which may be stated as follows: A man who concentrates before a work of art is absorbed by it. He enters into this work of art the way legend tells of the Chinese painter when he viewed his finished painting. In contrast, the distracted mass absorbs the work of art. This is most obvious with regard to buildings. Architecture has always represented the prototype of a work of art the reception of which is consummated by a collectivity in a state of distraction. The laws of its reception are most instructive.
Buildings have been man’s companions since primeval times. Many art forms have developed and perished. Tragedy begins with the Greeks, is extinguished with them, and after centuries its “rules” only are revived. The epic poem, which had its origin in the youth of nations, expires in Europe at the end of the Renaissance. Panel painting is a creation of the Middle Ages, and nothing guarantees its uninterrupted existence. But the human need for shelter is lasting. Architecture has never been idle. Its history is more ancient than that of any other art, and its claim to being a living force has significance in every attempt to comprehend the relationship of the masses to art. Buildings are appropriated in a twofold manner: by use and by perception – or rather, by touch and sight. Such appropriation cannot be understood in terms of the attentive concentration of a tourist before a famous building. On the tactile side there is no counterpart to contemplation on the optical side. Tactile appropriation is accomplished not so much by attention as by habit. As regards architecture, habit determines to a large extent even optical reception. The latter, too, occurs much less through rapt attention than by noticing the object in incidental fashion. This mode of appropriation, developed with reference to architecture, in certain circumstances acquires canonical value. For the tasks which face the human apparatus of perception at the turning points of history cannot be solved by optical means, that is, by contemplation, alone. They are mastered gradually by habit, under the guidance of tactile appropriation.
The distracted person, too, can form habits. More, the ability to master certain tasks in a state of distraction proves that their solution has become a matter of habit. Distraction as provided by art presents a covert control of the extent to which new tasks have become soluble by apperception. Since, moreover, individuals are tempted to avoid such tasks, art will tackle the most difficult and most important ones where it is able to mobilize the masses. Today it does so in the film. Reception in a state of distraction, which is increasing noticeably in all fields of art and is symptomatic of profound changes in apperception, finds in the film its true means of exercise. The film with its shock effect meets this mode of reception halfway. The film makes the cult value recede into the background not only by putting the public in the position of the critic, but also by the fact that at the movies this position requires no attention. The public is an examiner, but an absent-minded one.
Epilogue
The growing proletarianization of modern man and the increasing formation of masses are two aspects of the same process. Fascism attempts to organize the newly created proletarian masses without affecting the property structure which the masses strive to eliminate. Fascism sees its salvation in giving these masses not their right, but instead a chance to express themselves. The masses have a right to change property relations; Fascism seeks to give them an expression while preserving property. The logical result of Fascism is the introduction of aesthetics into political life. The violation of the masses, whom Fascism, with its Führer cult, forces to their knees, has its counterpart in the violation of an apparatus which is pressed into the production of ritual values.
All efforts to render politics aesthetic culminate in one thing: war. War and war only can set a goal for mass movements on the largest scale while respecting the traditional property system. This is the political formula for the situation. The technological formula may be stated as follows: Only war makes it possible to mobilize all of today’s technical resources while maintaining the property system. It goes without saying that the Fascist apotheosis of war does not employ such arguments. Still, Marinetti says in his manifesto on the Ethiopian colonial war:
“For twenty-seven years we Futurists have rebelled against the branding of war as anti-aesthetic ... Accordingly we state:... War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony. War is beautiful because it creates new architecture, like that of the big tanks, the geometrical formation flights, the smoke spirals from burning villages, and many others ... Poets and artists of Futurism! ... remember these principles of an aesthetics of war so that your struggle for a new literature and a new graphic art ... may be illumined by them!”
This manifesto has the virtue of clarity. Its formulations deserve to be accepted by dialecticians. To the latter, the aesthetics of today’s war appears as follows: If the natural utilization of productive forces is impeded by the property system, the increase in technical devices, in speed, and in the sources of energy will press for an unnatural utilization, and this is found in war. The destructiveness of war furnishes proof that society has not been mature enough to incorporate technology as its organ, that technology has not been sufficiently developed to cope with the elemental forces of society. The horrible features of imperialistic warfare are attributable to the discrepancy between the tremendous means of production and their inadequate utilization in the process of production – in other words, to unemployment and the lack of markets. Imperialistic war is a rebellion of technology which collects, in the form of “human material,” the claims to which society has denied its natural materrial. Instead of draining rivers, society directs a human stream into a bed of trenches; instead of dropping seeds from airplanes, it drops incendiary bombs over cities; and through gas warfare the aura is abolished in a new way.
“Fiat ars – pereat mundus”, says Fascism, and, as Marinetti admits, expects war to supply the artistic gratification of a sense perception that has been changed by technology. This is evidently the consummation of “l’art pour l’art.” Mankind, which in Homer’s time was an object of contemplation for the Olympian gods, now is one for itself. Its self-alienation has reached such a degree that it can experience its own destruction as an aesthetic pleasure of the first order. This is the situation of politics which Fascism is rendering aesthetic. Communism responds by politicizing art.
1. Prologue 2. Communication as a Civilizational Topic 3. Communication as a Tactile Topic 4. Globality and Intercultural Dialogue 5. Epilogue REFERENCES
한국어 초록 이 논문에서 나는 세계화, 즉 이 세계를 '세계촌'으로 상정하는 맥락에서 맥루한의 커뮤니케이션 철학을 '제1 철학'으로 기술, 평가하려 한다. 그는 공식적인 '세계주의자'이다. 지금까지 맥루한은 미디어 테크놀로지의 패러다임 변환으로 단단하게 엮어진 역사철학자로 간주되었을 따름이다. 여기에서 패러다임 변환이란, 글을 읽기 전의 시대(구전)에서 글을 읽는 문자시대(원고/활자), 그리고 전자시대(후기 문자시대)로의 변환을 의미한다. 더욱이 맥루한의 철학에서 커뮤니케이션의 감각기관과 매체유형은 상호 연관되어 잇다. 그에게 시각과 근대성의 관계가 촉각과 포스트모더니티의 관계와 같은 것이다. 후자를 통해 전자를 알 수 있는 것이다. 세계화의 과정을 상호문화적 대화로 탐구하면서, 그의 커뮤니케이션 철학은 횡단적 보편성(transversality)을 통해 합류를 가능하게 하는 문화적 경계를 지날 수 있다.
Interactivity
tends to evoke mostly images of the digital media. In literature,
digital interactivity is commonly associated with hypertext
and more recently with cybertext. George Landow traces the origins
of this term to Theodor Nelson who used it in the 1960s to refer
to non-sequential writing on a computer. Hypertext gives the
reader choices to branch out among chunks of text linked by
multiple pathways.[1] Espen Aarseth looks
beyond hypertexts to cybertexts which he defines as involving
calculations in their production.[2] Such
explorations of other possible ways to generate literature open
the question of the very nature of literature as a collection
of fixed texts. Literature is moving from its origins in oral
traditions to a future that we can hardly envision from current
experiments in the new media. As for the
arts, the objective nature of museums is turning fuzzy. The
art work is becoming harder to contain. Fixed objects are increasingly
perceived as fossilized traces of broader ensembles, organic,
in process.[3]
More generally,
Sherry Turkle observes that we are starting to move toward a
culture of simulation.[4] This is possible,
she points out, because people are increasingly comfortable
with substituting representations of reality for the real. How
simulation is able to deal flexibly and creatively with the
always problematic notion of reality, is perhaps one of the
most important epistemological advances of our times.
Yet
such developments overflowing traditional boundaries actually
recall creative features which have atrophied over time, or
have been neglected and now resurface in new guises. The sense
of interactivity which dominates the digital media stretches
as far back as we care to look into the roots of human creation.
The most deliberately interactive books span the ages, from
the I Ching to Julio Cortázar's Hopscotch. In many ways
these books are beyond what computer driven texts achieve these
days.[5] In an entirely different cultural
world, interactivity surfaces right from the start of the Popol
Vuh, the ancient Maya book of creation, when a narratorial voice
speaks of the text as a seeing instrument which can help the
viewer understand clearly all there is. The notion of interactivity
appears in Aristotle's notion of tragic catharsis and the pleasures
of imitation described in the Poetics. I recounted in The Festive
Play of Fernando Arrabal how theatre developed in ancient Greece
as a festive medium using mainly episodic forms. This was a
highly interactive mode of creation. It served as vehicle to
interconnect performance, audience, and a pre-existing festive
background. But this began to change as theatre detached itself
from its active web of links. Aristotle rejected the
episodic form in favor of the more sophisticated plot-structures
which had started to emerge.[6] The constraints
of plots have in fact reduced the interactivity of theatre and
literature. Such well-made frames tend to tame the imagination
and narrow the field of expectations. However, they can enhance
a game-like virtuosity through a mastery of specific rules,
so that both authors and audiences can rely on artificial yet
objectified expectations as marks of excellence.[7]
Antonin Artaud used the medium of theatre in an intransitive
mode, as incantation, to make what he envisioned as its double
reveal itself. Political and philosophical
literary texts use the medium in a more transitive way to communicate
messages which could effect change. In the arts, André
Malraux conceived museums without walls. He wished to see art
works move beyond the boundaries of museum walls, and have art
history establish dialogues across space and time. Malraux noted
how Picasso was interested in the process of creation rather
than in the final products. He quoted Picasso saying: "it's
always painting that wins in the end."[8]
Picasso was satisfied by the certainty that, like, cave painters,
he had captured something with his creations. Whatever it was,
he could not tell. The object captured is not important. Framing
only brings the work to an end. The process of interaction is
essential for artists. It is now beginning to count for the
museum as well.
The
exploration of interactivity brings us back to the roots of
literary and dramatic creation. It takes us beyond more classic
issues such as Eco's question of whether texts are to be used
or interpreted.[9] Interpretation becomes
one of the many uses of texts, rather than being an alternative.
Richard Rorty has already noted that a work of literature is
neither a mirror of nature nor a fixed object, thus recalling
many other uses of literature including its potential for simulation
and modeling which are essentially interactive features. The
issues which return when exploring interactivity, not surprisingly,
are concerned with the play set in motion through the medium.
As it turns out, these are pragmatic issues.
What is
an interactive work? Without shutting the door on an open concept,
we can say that interactivity points to active interrelations
between players and mediums. The interactions can be of many
types. The forms of interactivity tend to be as diverse as the
artists who make them possible. What the rise of new digital
media has done is to widened the focus of interest beyond the
object created, to the participation in a process of playing
out multitude of interactions. Interactivity in its most general
form is a mode of creation, a way of being, a perspective. The
basic characteristics of such a perspective can be grouped tentatively
into four areas. An interactive approach favors the use of multiple
points of view which can coexist even if they appear mutually
exclusive; it celebrates the creative value of play; it is a
catalyst for emergence; and it tends to be ultimately pragmatic.
Like a statue
on a pedestal or a frozen oracle, the object of creation has
been defined classically as something to contemplate. From an
interactive perspective, this leaves most of the creation out
of the picture. A first quality of an interactive perspective
is that is opens multiple points of view through the blurring
of boundaries of realities and objects once conveniently fixed.
This shifts the emphasis away from the object and tilts it more
toward the subject who perceives. Viewers interact with objects
in a way that celebrates subjectivity and diversity. Multiple
views of a common phenomenon can coexist even if they are mutually
exclusive. Objects themselves can remain fuzzy and metamorphic.
The genial French mathematician Henri Poincaré provided
a striking illustration of both classical and interactive views
in the sciences. Poincaré used to say that when truth
is reached, what remains to be done is to sit back and contemplate
it. Truth, when perceived in detached, static terms, becomes
a precious object which can only be admired from a distance.
The world turns into a museum. Look but don't touch.
Poincaré,
however, had other more complex and contradictory views. The
man who would sit back to contemplate, also thought it was impossible
to find truth in things in themselves. Truth hovered only in
relations among things. He saw in the emergence of non-Euclidean
geometries a clear indication of the ephemeral and arbitrary
nature of theories: what mattered was not an ontology but convenience
of use. He thought that failed theories left a valuable trace
even as they vanished, and that trace had the scent of truth.[10]
A
second characteristic of an interactive perspective is that
it favors open approaches which stimulate play. Unfortunately,
the creative function of play at the adult level tends to be
underestimated. In cultural studies, Johan Huizinga's Homo ludens
sparked an interest in play. It was published in 1938 when Herman
Hesse was already at work in his novel The Glass Bead Game.
Both writers situated play as a free activity deliberately outside
of ordinary life. Huizinga saw play as an activity originating
in the mind, distinct from all other forms of thought as a "second,
poetic world alongside the world of nature." In this realm
of illusion, the mind is able to break down what Huizinga presupposed
was "the absolute determinism of the cosmos."[11]
In a similar fashion, Hesse separated Castalia, the domain of
the abstract, intellectual & artistic glass bead game, from
the domain of sensuous, down-to-earth wordly life. But such
view left out the interactive side of play. The ending of The
Glass Bead Game highlights such conflict. It is precisely the
dilemma that Magister Ludi Joseph Knecht faces toward the end
of his career. He has reached the limits of the game and begins
to find it an empty exercise, all too perfect and formulaic.
The world, thought imperfect and chaotic from a Castalian point
of view, begins to appear vaster and richer, full of change,
history, struggles, and new beginnings. Knecht fears that the
isolation of the Castalian game-culture might be its own doom
because it has lost the capacity for further growth and change.
Castalia has reduced interactivity to a minimum. The only variations
allowed are brilliant new moves within the strict rules of the
world-like Glass Bead Game. But these moves escape the ongoing
changes which take place in the outside world. Knecht foresees
that unless Castalia interacts with the world, it will come
to an end. Such is the end of all systems that try to remain
close, and exhaust their possibilities.
Huizinga's separation of play from "ordinary
life" cuts along somewhat similar lines as Hesse's but
is more problematic. Whereas Hesse saw that life was the realm
of change, Huizinga considered life fixed in its basic order.
Chemist and Nobel laureate Ilya Prigogine bridged this gap and
introduced the question of play directly into what Huizinga
had imagined was an absolutely deterministic cosmos. Prigogine's
work in the area of complex systems explores a world that might
function with both laws and play at the same time. In The End
of Certainty, Prigogine pointed out that scientific laws formulated
in traditional ways, describe an "idealized, stable world
that is quite different from the unstable, evolving world in
which we live."[12] He envisioned science
hovering between "the two alienating images of a deterministic
world and an arbitrary world of pure chance."[13]
Perhaps
Jean Piaget offered the most functional definition of play.
He presented play as a type of adaptive action understood in
contrast to imitation. Adaptation to situations involves a combination
of imitation and play. These two activities are the extremes
in the spectrum of adaptive behavior ranging from accommodation
to assimilation, respectively. When imitating, we accommodate
to the outside model. But in play we undo the world, so to speak,
and assimilate it to our preferences. Adaptation is reached
through a balancing of these processes.[14]
A way to look at the spread of adaptive attitudes ranging from
imitation to play is to gauge them in terms
of interactivity: imitation minimizes interactivity, but interactivity
increases the more play there is.
Marshall
McLuhan used a temperature metaphor to distinguish between what
we consider are interactive features. He distinguished between
hot and cold media. He wrote that hot media
leave little to be filled or completed by the audience. Hot
media are low in participation, and cool media are high in participation
or completion by the audience.[15] In this
sense, the new interactive media is mostly cool.
Sherry Turkle
prefers the metaphor of solidity to that of temperature. Cool
media for her is soft.[16] It allows for
flexible, nonhierarchical interactivity. It embodies the notion
of a decentered self. It facilitates bricolage
and simulation. Along similar lines, Ian Hacking proposes that
hard sciences tend to be indifferent because participation is
excluded. Natural laws are supposed to be what they are independently
of the observers. But social sciences, far softer, are interactive
because there is change introduced by the very process of structuring
the sciences.[17] In other words, observations
affect what is observed.
Many have already started to question the validity of the metaphorical
division of the sciences into a range from hard to soft, noting
that there is interaction and lack of objectivity even in physics,
in the area of quantum mechanics, for example. The possibility
of interactive emergence extends then to all areas of human
research and creation. Much depends on how a medium is used
rather than on the properties of the medium or on the discipline.
As works like the I Ching or Hopscotch show, hot medium can
be used in cool ways. Or, to put it differently, a hard science
like physics has plenty of soft spots.
A third
and perhaps the most unique feature of an interactive view is
that it allows us to consider emergent phenomena without downgrading
them by reductions. An emergent phenomenon cannot be predicted.
Nor can it be entirely explained away a posteriori. Emergent
phenomena are above all those which cannot be predicted by the
behavior of its constituent parts. They
happen as if on their own. Here we see the crucial role of interactivity.
Only through the play or jiggling of interactivity is the stage
set for emergent surprises. Marvin Minsky ranks intelligence
as one of such surprises. In The Society of Mind he investigated
how a mind could possibly emerge from an ensemble of mindless
little parts. In writing the book, Minsky tried to simulate
the process of emergence of possible solutions to the question
of how a mind comes into being, by writing collections of short
pieces and letting the parts conjure themselves into solutions.[18]
Emergent phenomena can be seen as successful
yet unpredictable mutations. John Holland has even suggested
that life itself may well be an emergent phenomena.[19]
Concerning
the digital media, Jim Gasperini has noted the emergence of
an interactive aesthetic in the structural ambiguity which permeates
decentered computer environments and the internet.[20]
He thinks this sense of interactivity is still in its infancy,
especially in the area of interactive games.
But the development of more user-friendly interfaces and the
way the internet has broken down barriers so that every page
is literally next to every other one in the world, are interactive
breakthroughs which begin to show the extraordinary richness
of the digital media. Eric Drexler suggested that a breakthrough
in the order of the Gutenberg revolution has taken place with
the advent of digital hypertext. The introduction of movable
print made producing texts much easier. Now hypertext and its
spread to the internet, make searching for information incredibly
fast and effective.[21]
The investigation of emergent phenomena is trully a new frontier
of both the sciences and the arts. The two domains of human
creation seem to join hands in this realm of exploration. Science
has traditionally dealt with repetitive phenomena, whereas the
arts have favored special events charming by their inspiring
uniqueness. In the realm of emergence we begin to look into
events which are neither regular nor unique. They are suprises
which can be managed to happen but never coherced into predictable
repetitions. What I suggest is that an interactive perspective
helps us map more effectively this new frontier opening between
chaos and total order.
A
fourth broad characteristic of an interactive perspective is
that it favors pragmatic views. Richard Rorty captured the spirit
of pragmatism stating that it is the "refusal to believe
in the existence of Truth, in the sense of something not made
by human hands, something which has authority over human beings."[22]
Pragmatism is a self-organizing, bootstrap-like approach.
Rorty pointed
out that "the end of human activity is not to rest, but
rather richer and better human activity."[23]
He envisions solidarity as an expression of this human interactivity
directed toward the goal of enhancing our lot in the world in
an all inclusive rather than exclusive way. The method of working
in solidarity hinges on what Rorty calls a "new fuzziness"
in which "objectivity" gives way to "unforced
agreement." [24] The expression of
this creative solidarity is democracy: "a conception which
has no room for obedience to a nonhuman authority, and in which
nothing save freely achieved consensus among human beings has
any authority at all."[25] Following
John Dewey, what Rorty stresses is the notion of interactive
participation, of being an agent rather than a spectator.
From a pragmatic
point of view, objectivity is an illusion. What Rorty proposes
instead is to acquire habits of action to deal with the world.
Pragmatic interactions should not force preconceptions on others.
Agreements for action should come from reaching positions of
solidarity and working toward common purposes freely chosen.
In this sense, pragmatism favors a local flexibility. In the
absence of absolutes, what works, works--within a context which
by necessity must be local.
Rorty suggests
that the reward for pragmatists is Dewey's sense of democracy
with its utopian possibilities and sense of hope. He believes
that we can mitigate our finitude by self-creation rather than
by invoking untenable and ultimately confining truths. This
creative imagination begins with self-imagining: an inward interaction
which gives rise to processes and models to interact with the
world. The pragmatic high value of feed-back, a deep concern
with reflexivity, is perhaps the most critical navigating tool
of a mature interactive perspective.
Finally,
interactivity itself can be brought under focus. What does interactivity
have to offer in its approach that we did not already have?
I have suggested that it is best suited to deal with multiple
perspectives, it invites emergence, offers a broader sense of
play, and has a pragmatic outlook. In other words, an interactive
view celebrates a constructive flexibility well suited for navigating
in open, changing, or unknown environments. But such outlook
also exposes us to the risks of the new, to sudden conflicts,
disintegration, fragmentation, and other unpleasant surprises.
When science is more open to the whims of the imagination it
may be more vulnerable to ridicule. Literature may lose the
greatness of canonical values. The message in the new media
may turn out to be hollow, mindless. Creativity could be compromised.
Minsky already warned that total interactivity leads to chaos.
He argued in the appendix to The Society of Mind that insulators
are needed just as much as interactive links.
On the other hand, change is all around us. Borders have shifted
from autocratic theories to democracies of models. Politics
are evolving from dogmatisms to networks of pragmatic solidarities.
A drift in cultural plates is changing the artistic landscape.
And as new architectures metamorphose the imagination, science
also seems to overflow its banks an touch uncharted domains.
The internet is emerging as an example of total freedom to link,
without insulations or barriers to links, and yet we manage
to use it constructively. These reconfigurations are best explored
from an interactive perspective which moves us from teleology
to play.
Nevertheless,
an interactive perspective does not exclude other approaches.
Its tendency toward decentering and autonomy does not negate
hierarchical structures. This perspective is one more tool at
our disposal, another creative instrument to enhance our flexibility.
And in order to learn how to manage the initial anarchism of
total interactivity, we must put to good use all the tools we
have at hand. The development of new links is not enough. We
must also develop new ways to manage those links. The open development
of flexible management tools is one of the critical and challenging
aspects of our interactivity.
Finally,
couldn't we say that all creative works are always produced
by interactions? Yes, to varying degrees, unless, of course,
we think they originate from one-way divine inspiration, from
the whispers of muses.
Footnotes
[1]
George P. Landow, Hypertext 2.0: The Convergence of Contemporary
Critical Theory and Technology (Baltimore: Johns Hopkins UP,
1997), p. 3. return
[2]
Espen Aarseth, Cybertext: Perspectives on Ergodic Literature
(Baltimore: Johns Hopkins UP, 1997), p. 75. return
[3]
It is important to keep in mind Robert Markley's warning in
Virtual Realities and Their Discontents (Baltimore: Johns Hopkins
University Press, 1996) that the new media is not displacing
the old ones. Markley and the authors who contributed to the
book he edited, suggest that we must remain skeptical of the
notion that a new form can place itself above what has come
before. This verges on a totalitarian perspective. The denial
of other forms of expression or the claim to transcend them,
goes against the grain of interactivity, as I argue in this
essay. Virtual reality is essentially a new modeling medium
sprouting among the many others we already have. This, in itself
is plenty. return
[4]
Sherry Turkle, Life on the Screen: Identity in the Age of the
Internet (New York: Simon & Schuster, 1995), p. 20. return
[5]
Cortázar favored active readers rather than armchair
ones, as he put it. Hopscotch celebrates his notion of interaction
by inviting the reader in its table of instructions to follow
at least two paths through the text. Works which focus on plot
are the least interactive in this sense. The interactive nature
of Maya textuality is rather different. Readings are based on
spiritual links with the text. Readings vary depending on the
quality of such links, so to speak. The I Ching also contains
this type of interactive quality of reading, although here it
is enhanced with the throwing of sticks or coins to arrive at
one of sixty-four hexagrams. Espen Aarseth noted the hypertextual
nature of the I Ching and argued that it is the first expert
system based on the principles of binary computing (Landow 1994:
64-65) return
[6]
Luis O. Arata, The Festive Play of Fernando Arrabal (Lexington:
UP of Kentucky, 1982), p. 1. The episodic form reappeared during
the revival of theatre in the Middle Ages, and has continued
to crop up since then in many playful guises. return
[7]
Such was the case with classical French tragedy made to follow
neo-Aristotelian rules of time, place, and action. Shakespeare,
fortunately, had enjoyed a much freer hand. return
[8]
André Malraux, Picasso's Mask (New York: Da Capo Press,
1994), p. 98. return
[9]
Umberto Eco, Interpretation and Overinterpretation (Cambridge:
Cambridge U P, 1992), p. 93. return
[10]
Henri Poincaré, Science and Hypothesis, (New York: Dover,
1952), pp. xxvi, 50, and 143. return
[11]
Johan Huizinga, Homo ludens (Boston: Beacon Press, 1955), pp.
3-4. return
[12]
Ilyia Prigogine, The End of Certainty (New York: The Free Press,
1997), p. 26. return
[14]
Jean Piaget, Six Psychological Studies (New York: Random House,
1968), p. 8. return
[15]
Marshall McLuhan, Understanding Media (Cambridge: MIT Press,
1994), p. 23. return
[16]
This mirrors a solidity scale common in the sciences. Physics
is considered the hardest discipline. return
[17]
Ian Hacking, The Social Construction of What? (Cambridge: Harvard,
1999). return
[18]
Marvin Minsky, The Society of Mind (New York: Simon & Schuster,
1986). return
[19]
John H. Holland, Emergence: From Chaos to Order (Reading: Addison
Wesley, 1998). return
[20]
Jim Gasperini, "Structural Ambiguity: An Emerging Interactive
Aesthectic." In Robert Jacobson, ed. Information Design
(Cambridge: MIT Press, 1999), pp. 301-316. return
[21]
Eric Drexler, Engines of Creation (New York: Anchor Books, 1986).
Of course, Drexler wrote this book before the internet took
off as a hypermedium, but his observations carry over quite
well. return
[22]
Richard Rorty, Achieving Our Country (Cambridge: Harvard University
Press, 1998), p. 27. return
[23]
Richard Rorty, Objectivity, Realism, and Truth (Cambridge: Cambridge
University Press, 1991), p. 39. return
- Web 2.0을 최초로 명명한 2004년 10월 모임을 주최했던 오라일리 사가 정리한 정의: http://www.oreillynet.com/lpt/a/6228
- 이후 2005년부터 추진된 국제 컨퍼런스 사이트: http://www.web2con.com/
- 국내 IT 컬럼리스트가 요약한 내용: http://www.dal.co.kr/chair/semanticweb/sw1501.html - 그의 저서: http://www.dal.co.kr/chair/semanticweb/sw.html (작년에 김중태 씨의 강연을 각기 다른 모임에서 두 번이나 들었었는데, 기술적이고 이론적인 심도는 얕았지만 일상생활과 문화적 맥락에서 재미있게 짚어 주는 내용이었다.)
In his story Sarrasine, Balzac, speaking of a castrato disguised as a woman, writes this sentence: "It was Woman, with her sudden fears, her irrational whims, her instinctive fears, her unprovoked bravado, her daring and her delicious delicacy of feeling" Who is speaking in this way? Is it the story's hero, concerned to ignore the castrato concealed beneath the woman? Is it the man Balzac, endowed by his personal experience with a philosophy of Woman? Is it the author Balzac, professing certain "literary" ideas of femininity? Is it universal wisdom? or romantic psychology? It will always be impossible to know, for the good reason that all writing is itself this special voice, consisting of several indiscernible voices, and that literature is precisely the invention of this voice, to which we cannot assign a specific origin: literature is that neuter, that composite, that oblique into which every subject escapes, the trap where all identity is lost, beginning with the very identity of the body that writes.
· · ·
Probably this has always been the case: once an action is recounted, for intransitive ends, and no longer in order to act directly upon reality — that is, finally external to any function but the very exercise of the symbol — this disjunction occurs, the voice loses its origin, the author enters his own death, writing begins. Nevertheless, the feeling about this phenomenon has been variable; in primitive societies, narrative is never undertaken by a person, but by a mediator, shaman or speaker, whose "performance" may be admired (that is, his mastery of the narrative code), but not his "genius" The author is a modern figure, produced no doubt by our society insofar as, at the end of the middle ages, with English empiricism, French rationalism and the personal faith of the Reformation, it discovered the prestige of the individual, or, to put it more nobly, of the "human person" Hence it is logical that with regard to literature it should be positivism, resume and the result of capitalist ideology, which has accorded the greatest importance to the author's "person" The author still rules in manuals of literary history, in biographies of writers, in magazine interviews, and even in the awareness of literary men, anxious to unite, by their private journals, their person and their work; the image of literature to be found in contemporary culture is tyrannically centered on the author, his person, his history, his tastes, his passions; criticism still consists, most of the time, in saying that Baudelaire's work is the failure of the man Baudelaire, Van Gogh's work his madness, Tchaikovsky's his vice: the explanation of the work is always sought in the man who has produced it, as if, through the more or less transparent allegory of fiction, it was always finally the voice of one and the same person, the author, which delivered his "confidence."
· · ·
Though the Author's empire is still very powerful (recent criticism has often merely consolidated it), it is evident that for a long time now certain writers have attempted to topple it. In France, Mallarme was doubtless the first to see and foresee in its full extent the necessity of substituting language itself for the man who hitherto was supposed to own it; for Mallarme, as for us, it is language which speaks, not the author: to write is to reach, through a preexisting impersonality — never to be confused with the castrating objectivity of the realistic novelist — that point where language alone acts, "performs," and not "oneself": Mallarme's entire poetics consists in suppressing the author for the sake of the writing (which is, as we shall see, to restore the status of the reader.) Valery, encumbered with a psychology of the Self, greatly edulcorated Mallarme's theory, but, turning in a preference for classicism to the lessons of rhetoric, he unceasingly questioned and mocked the Author, emphasized the linguistic and almost "chance" nature of his activity, and throughout his prose works championed the essentially verbal condition of literature, in the face of which any recourse to the writer's inferiority seemed to him pure superstition. It is clear that Proust himself, despite the apparent psychological character of what is called his analyses, undertook the responsibility of inexorably blurring, by an extreme subtilization, the relation of the writer and his characters: by making the narrator not the person who has seen or felt, nor even the person who writes, but the person who will write (the young man of the novel — but, in fact, how old is he, and who is he? — wants to write but cannot, and the novel ends when at last the writing becomes possible), Proust has given modern writing its epic: by a radical reversal, instead of putting his life into his novel, as we say so often, he makes his very life into a work for which his own book was in a sense the model, so that it is quite obvious to us that it is not Charlus who imitates Montesquiou, but that Montesquiou in his anecdotal, historical reality is merely a secondary fragment, derived from Charlus. Surrealism lastly — to remain on the level of this prehistory of modernity — surrealism doubtless could not accord language a sovereign place, since language is a system and since what the movement sought was, romantically, a direct subversion of all codes — an illusory subversion, moreover, for a code cannot be destroyed, it can only be "played with"; but by abruptly violating expected meanings (this was the famous surrealist "jolt"), by entrusting to the hand the responsibility of writing as fast as possible what the head itself ignores (this was automatic writing), by accepting the principle and the experience of a collective writing, surrealism helped secularize the image of the Author. Finally, outside of literature itself (actually, these distinctions are being superseded), linguistics has just furnished the destruction of the Author with a precious analytic instrument by showing that utterance in its entirety is a void process, which functions perfectly without requiring to be filled by the person of the interlocutors: linguistically, the author is never anything more than the man who writes, just as I is no more than the man who says I: language knows a "subject," not a "person," end this subject, void outside of the very utterance which defines it, suffices to make language "work," that is, to exhaust it.
· · ·
The absence of the Author (with Brecht, we might speak here of a real "alienation:' the Author diminishing like a tiny figure at the far end of the literary stage) is not only a historical fact or an act of writing: it utterly transforms the modern text (or — what is the same thing — the text is henceforth written and read so that in it, on every level, the Author absents himself). Time, first of all, is no longer the same. The Author, when we believe in him, is always conceived as the past of his own book: the book and the author take their places of their own accord on the same line, cast as a before and an after: the Author is supposed to feed the book — that is, he pre-exists it, thinks, suffers, lives for it; he maintains with his work the same relation of antecedence a father maintains with his child. Quite the contrary, the modern writer (scriptor) is born simultaneously with his text; he is in no way supplied with a being which precedes or transcends his writing, he is in no way the subject of which his book is the predicate; there is no other time than that of the utterance, and every text is eternally written here and now. This is because (or: it follows that) to write can no longer designate an operation of recording, of observing, of representing, of "painting" (as the Classic writers put it), but rather what the linguisticians, following the vocabulary of the Oxford school, call a performative, a rare verbal form (exclusively given to the first person and to the present), in which utterance has no other content than the act by which it is uttered: something like the / Command of kings or the I Sing of the early bards; the modern writer, having buried the Author, can therefore no longer believe, according to the "pathos" of his predecessors, that his hand is too slow for his thought or his passion, and that in consequence, making a law out of necessity, he must accentuate this gap and endlessly "elaborate" his form; for him, on the contrary, his hand, detached from any voice, borne by a pure gesture of inscription (and not of expression), traces a field without origin — or which, at least, has no other origin than language itself, that is, the very thing which ceaselessly questions any origin.
· · ·
We know that a text does not consist of a line of words, releasing a single "theological" meaning (the "message" of the Author-God), but is a space of many dimensions, in which are wedded and contested various kinds of writing, no one of which is original: the text is a tissue of citations, resulting from the thousand sources of culture. Like Bouvard and Pecuchet, those eternal copyists, both sublime and comical and whose profound absurdity precisely designates the truth of writing, the writer can only imitate a gesture forever anterior, never original; his only power is to combine the different kinds of writing, to oppose some by others, so as never to sustain himself by just one of them; if he wants to express himself, at least he should know that the internal "thing" he claims to "translate" is itself only a readymade dictionary whose words can be explained (defined) only by other words, and so on ad infinitum: an experience which occurred in an exemplary fashion to the young De Quincey, so gifted in Greek that in order to translate into that dead language certain absolutely modern ideas and images, Baudelaire tells us, "he created for it a standing dictionary much more complex and extensive than the one which results from the vulgar patience of purely literary themes" (Paradis Artificiels). succeeding the Author, the writer no longer contains within himself passions, humors, sentiments, impressions, but that enormous dictionary, from which he derives a writing which can know no end or halt: life can only imitate the book, and the book itself is only a tissue of signs, a lost, infinitely remote imitation.
· · ·
Once the Author is gone, the claim to "decipher" a text becomes quite useless. To give an Author to a text is to impose upon that text a stop clause, to furnish it with a final signification, to close the writing. This conception perfectly suits criticism, which can then take as its major task the discovery of the Author (or his hypostases: society, history, the psyche, freedom) beneath the work: once the Author is discovered, the text is "explained:' the critic has conquered; hence it is scarcely surprising not only that, historically, the reign of the Author should also have been that of the Critic, but that criticism (even "new criticism") should be overthrown along with the Author. In a multiple writing, indeed, everything is to be distinguished, but nothing deciphered; structure can be followed, "threaded" (like a stocking that has run) in all its recurrences and all its stages, but there is no underlying ground; the space of the writing is to be traversed, not penetrated: writing ceaselessly posits meaning but always in order to evaporate it: it proceeds to a systematic exemption of meaning. Thus literature (it would be better, henceforth, to say writing), by refusing to assign to the text (and to the world as text) a "secret:' that is, an ultimate meaning, liberates an activity which we might call counter-theological, properly revolutionary, for to refuse to arrest meaning is finally to refuse God and his hypostases, reason, science, the law.
· · ·
Let us return to Balzac's sentence: no one (that is, no "person") utters it: its source, its voice is not to be located; and yet it is perfectly read; this is because the true locus of writing is reading. Another very specific example can make this understood: recent investigations (J. P. Vernant) have shed light upon the constitutively ambiguous nature of Greek tragedy, the text of which is woven with words that have double meanings, each character understanding them unilaterally (this perpetual misunderstanding is precisely what is meant by "the tragic"); yet there is someone who understands each word in its duplicity, and understands further, one might say, the very deafness of the characters speaking in front of him: this someone is precisely the reader (or here the spectator). In this way is revealed the whole being of writing: a text consists of multiple writings, issuing from several cultures and entering into dialogue with each other, into parody, into contestation; but there is one place where this multiplicity is collected, united, and this place is not the author, as we have hitherto said it was, but the reader: the reader is the very space in which are inscribed, without any being lost, all the citations a writing consists of; the unity of a text is not in its origin, it is in its destination; but this destination can no longer be personal: the reader is a man without history, without biography, without psychology; he is only that someone who holds gathered into a single field all the paths of which the text is constituted. This is why it is absurd to hear the new writing condemned in the name of a humanism which hypocritically appoints itself the champion of the reader's rights. The reader has never been the concern of classical criticism; for it, there is no other man in literature but the one who writes. We are now beginning to be the dupes no longer of such antiphrases, by which our society proudly champions precisely what it dismisses, ignores, smothers or destroys; we know that to restore to writing its future, we must reverse its myth: the birth of the reader must be ransomed by the death of the Author.
— translated by Richard Howard
Sarrasine Balzac English empiricism French rationalism the Reformation positivism Mallarme Valery Proust Charlus Montesquioi Surrealism jolt Brecht pathos Bouvard Pecuchet De Quincey Baudelaire Paradis Artificiels J. P. Vernant
The voice loses its origin, the author enters his own death, writing begins.
Since language is a system. For a code cannot be destroyed, it can only be “played with”.
Linguistics has just furnished the destruction of the Author with a precious analytic instrument by showing that utterance in its entirety is a void process, which requiring to be filled by the person of the interlocutors.
There is no other time than that of the utterance, and every text is eternally written here and now.
A text is a space of many dimensions, in which are wedded and contested various kinds of writing, no one of which is original: the text is a tissue of citations, resulting from the thousand sources of cultures.
If the writer wants to express himself, at least he should know that the internal “thing” he claims to “translate” is itself only a readymade dictionary whose words can be explained (defined) only by other words, and so on ad infinitum.
Literature (it would be better to say writing) liberates an activity which we might call counter-theological, properly revolutionary, for to refuse to arrest meaning is finally to refuse God and his hypostases, reason, science, the law.
The true locus of writing is reading.
A text consists of multiple writings, issuing from several cultures and entering into dialogue with each other, into parody, into contestation; but there is one place where this multiplicity is collected, united, and this place is not the author, but the reader: the reader is the very space in which are inscribed, without any being lost, all the citations a writing consists of; the unity of a text is not in its origin, it is in its destination.
The birth of the reader must be ransomed by the death of the Author.
The privileged role played by the manual
construction of images in digital cinema is one example of a larger
trend: the return of pre-cinematic moving images techniques.
Marginalized by the twentieth century institution of live action
narrative cinema which relegated them to the realms of animation and
special effects, these techniques reemerge as the foundation of digital
filmmaking. What was supplemental to cinema becomes its norm; what was
at its boundaries comes into the center. Digital media returns to us
the repressed of the cinema. Moving image culture is being redefined
once again; the cinematic realism is being displaced from being its
dominant mode to become only one option among many.
Cinema, the Art of the Index
Thus far, most discussions of cinema in the digital age have focused on
the possibilities of interactive narrative. It is not hard to
understand why: since the majority of viewers and critics equate cinema
with storytelling, digital media is understood as something which will
let cinema tell its stories in a new way. Yet as exciting as the ideas
of a viewer participating in a story, choosing different paths through
the narrative space and interacting with characters may be, they only
address one aspect of cinema which is neither unique nor, as many will
argue, essential to it: narrative.
The challenge which digital media poses to cinema
extends far beyond the issue of narrative. Digital media redefines the
very identity of cinema. In a symposium which took place in Hollywood
in the Spring of 1996, one of the participants
provocatively referred to movies as "flatties" and to human actors as
"organics" and "soft fuzzies." As these terms accurately suggest, what
used to be cinema's defining characteristics have become just the
default options, with many others available. When one can "enter" a
virtual three-dimensional space, to view flat images projected on the
screen is hardly the only option. When, given enough time and money,
almost everything can be simulated in a computer, to film physical
reality is just one possibility.
This "crisis" of cinema's identity also affects the terms and the
categories used to theorize cinema's past. French film theorist Christian Metz
wrote in the 1970s that "Most films shot today, good or bad, original
or not, 'commercial' or not, have as a common characteristic that they
tell a story; in this measure they all belong to one and the same
genre, which is, rather, a sort of 'super-genre' ['sur-genre']."
In identifying fictional films as a "super-genre' of twentieth century
cinema, Metz did not bother to mention another characteristic of this
genre because at that time it was too obvious: fictional films are live action
films, i.e. they largely consist of unmodified photographic recordings
of real events which took place in real physical space. Today, in the
age of computer simulation and digital compositing, invoking this
characteristic becomes crucial in defining the specificity of twentieth
century cinema. From the perspective of a future historian of visual
culture, the differences between classical Hollywood films, European
art films and avant-garde films (apart from abstract ones) may appear
less significance than this common feature: that they relied on
lens-based recordings of reality. This essay is concerned with the
effect of the so-called digital revolotution on cinema as defined by
its "super genre" as fictional live action film.
During cinema's history, a whole repertoire of
techniques (lighting, art direction, the use of different film stocks
and lens, etc.) was developed to modify the basic record obtained by a
film apparatus. And yet behind even the most stylized cinematic images
we can discern the bluntness, the sterility, the banality of early
nineteenth century photographs. No matter how complex its stylistic
innovations, the cinema has found its base in these deposits of
reality, these samples obtained by a methodical and prosaic process.
Cinema emerged out of the same impulse which engendered naturalism,
court stenography and wax museums. Cinema is the art of the index; it
is an attempt to make art out of a footprint.
Even for Andrey Tarkovsky, film-painter par
excellence, cinema's identity lay in its ability to record reality.
Once, during a public discussion in Moscow sometime in the 1970s he was
asked the question as to whether he was interested in making abstract
films. He replied that there can be no such thing. Cinema's most basic
gesture is to open the shutter and to start the film rolling, recording
whatever happens to be in front of the lens. For Tarkovsky, an abstract
cinema is thus impossible.
But what happens to cinema's indexical identity if it is now possible
to generate photorealistic scenes entirely in a computer using 3-D
computer animation; to modify individual frames or whole scenes with
the help a digital paint program; to cut, bend, stretch and stitch
digitized film images into something which has perfect photographic
credibility, although it was never actually filmed?
This essay will address the meaning of these changes
in the filmmaking process from the point of view of the larger cultural
history of the moving image. Seen in this context, the manual
construction of images in digital cinema represents a return to
nineteenth century pre-cinematic practices, when images were
hand-painted and hand-animated. At the turn of the twentieth century,
cinema was to delegate these manual techniques to animation and define
itself as a recording medium. As cinema enters the digital age, these
techniques are again becoming the commonplace in the filmmaking
process. Consequently, cinema can no longer be clearly distinguished
from animation. It is no longer an indexical media technology but,
rather, a sub-genre of painting.
A Brief Archeology of Moving Pictures
As testified by its original names (kinetoscope, cinematograph, moving
pictures), cinema was understood, from its birth, as the art of motion,
the art which finally succeeded in creating a convincing illusion of
dynamic reality. If we approach cinema in this way (rather than the art
of audio-visual narrative, or the art of a projected image, or the art
of collective spectatorship, etc.), we can see it superseding previous
techniques for creating and displaying moving images.
These earlier techniques shared a number of common
characteristics. First, they all relied on hand-painted or hand-drawn
images. The magic lantern slides were painted at least until the 1850s;
so were the images used in the Phenakistiscope, the Thaumatrope, the
Zootrope, the Praxinoscope, the Choreutoscope and numerous other
nineteenth century pro-cinematic devices. Even Muybridge's celebrated Zoopraxiscope lectures of the 1880s featured not actual photographs but colored drawings painted after the photographs.
Zoopraxiscope
Not only were the images created manually, they were also manually animated. In Robertson's Phantasmagoria,
which premiered in 1799, magic lantern operators moved behind the
screen in order to make projected images appear to advance and
withdraw. More often, an exhibitor used only his hands, rather than his
whole body, to put the images into motion. One animation technique
involved using mechanical slides consisting of a number of layers. An exhibitor
would slide the layers to animate the image. Another technique was to
slowly move a long slide containing separate images in front of a magic
lantern lens. Nineteenth century optical toys enjoyed in private homes
also required manual action to create movement -- twirling the strings
of the Thaumatrope, rotating the Zootrope's cylinder, turning the
Viviscope's handle.
Kinetoscope 1894
It was not until the last decade of the nineteenth
century that the automatic generation of images and their automatic
projection were finally combined. A mechanical eye became coupled with
a mechanical heart; photography met the motor. As a result, cinema - a
very particular regime of the visible - was born. Irregularity,
non-uniformity, the accident and other traces of the human body, which
previously inevitably accompanied moving image exhibitions, were
replaced by the uniformity of machine vision.
A machine, which like a conveyer belt, was now spitting out images, all
sharing the same appearance, all the same size, all moving at the same
speed, like a line of marching soldiers.
Cinema also eliminated the discrete character of
both space and movement in moving images. Before cinema, the moving
element was visually separated from the static background as with a
mechanical slide show or Reynaud's Praxinoscope Theater (1892). The
movement itself was limited in range and affected only a clearly
defined figure rather than the whole image. Thus, typical actions would
include a bouncing ball, a raised hand or eyes, a butterfly moving back
and forth over the heads of fascinated children -- simple vectors
charted across still fields.
Cinema's most immediate predecessors share something else. As the
nineteenth-century obsession with movement intensified, devices which
could animate more than just a few images became increasingly popular.
All of them - the Zootrope, the Phonoscope, the Tachyscope, the
Kinetoscope - were based on loops, sequences of images featuring
complete actions which can be played repeatedly. The Thaumatrope
(1825), in which a disk with two different images painted on each face
was rapidly rotated by twirling a strings attached to it, was in its
essence a loop in its most minimal form: two elements replacing one
another in succession. In the Zootrope
(1867) and its numerous variations, approximately a dozen images were
arranged around the perimeter of a circle. The Mutoscope, popular in
America throughout the 1890s, increased the duration of the loop by
placing a larger number of images radially on an axle. Even Edison's
Kinetoscope (1892-1896), the first modern cinematic machine to employ
film, continued to arrange images in a loop. 50 feet of film translated
to an approximately 20 second long presentation - a genre whose
potential development was cut short when cinema adopted a much longer
narrative form.
From Animation to Cinema
Once the cinema was stabilized as a technology, it cut all references
to its origins in artifice. Everything which characterized moving
pictures before the twentieth century - the manual construction of
images, loop actions, the discrete nature of space and movement - all
of this was delegated to cinema's bastard relative, its supplement, its
shadow - animation. Twentieth century animation became a depository for
nineteenth century moving image techniques left behind by cinema.
The opposition between the styles of animation and
cinema defined the culture of the moving image in the twentieth
century. Animation foregrounds its artificial character, openly
admitting that its images are mere representations. Its visual language
is more aligned to the graphic than to the photographic. It is discrete
and self-consciously discontinuous: crudely rendered characters moving
against a stationary and detailed background; sparsely and irregularly
sampled motion (in contrast to the uniform sampling of motion by a film
camera -- recall Jean-Luc Godard's definition of cinema as "truth 24
frames per second"), and finally space constructed from separate image
layers.
In contrast, cinema works hard to erase any traces of its own
production process, including any indication that the images which we
see could have been constructed rather than recorded. It denies that
the reality it shows often does not exist outside of the film image,
the image which was arrived at by photographing an already impossible
space, itself put together with the use of models, mirrors, and matte
paintings, and which was then combined with other images through
optical printing. It pretends to be a simple recording
of an already existing reality - both to a viewer and to itself.
Cinema's public image stressed the aura of reality "captured" on film,
thus implying that cinema was about photographing what existed before
the camera, rather than "creating the 'never-was' "
of special effects. Rear projection and blue screen photography, matte
paintings and glass shots, mirrors and miniatures, push development,
optical effects and other techniques which allowed filmmakers to
construct and alter the moving images, and thus could reveal that
cinema was not really different from animation, were pushed to cinema's periphery by its practitioners, historians and critics.
Today, with the shift to digital media, these marginalized techniques move to the center.
What is Digital Cinema?
A visible sign of this shift is the new role which computer generated special effects have come to play in Hollywood
industry in the last few years. Many recent blockbusters have been
driven by special effects; feeding on their popularity. Hollywood has
even created a new-mini genre of "The Making of..." videos and books
which reveal how special effects are created.
I will use special effects from few recent Hollywood
films for illustrations of some of the possibilities of digital
filmmaking. Until recently, Hollywood studios were the only ones who
had the money to pay for digital tools and for the labor involved in
producing digital effects. However, the sbift to digital media affects
not just Hollywood, but filmmaking as a whole. As traditional film
technology is universally being replaced by digital technology, the
logic of the filmmaking process is being redefined. What I describe
below are the new principles of digital filmmaking which are equally
valid for individual or collective film productions, regardless of
whether they are using the most expensive professional hardware and
software or its amateur equivalents.
Consider, then, the following principles of digital filmmaking:
1. Rather than filming physical reality it
is now possible to generate film-like scenes directly in a computer
with the help of 3-D computer animation. Therefore, live action footage
is displaced from its role as the only possible material from which the
finished film is constructed.
2. Once live action footage is digitized
(or directly recorded in a digital format), it loses its privileged
indexical relationship to pro-filmic reality. The computer does not
distinguish between an image obtained through the photographic lens, an
image created in a paint program or an image synthesized in a 3-D
graphics package, since they are made from the same material - pixels.
And pixels, regardless of their origin, can be easily altered,
substituted one for another, and so on. Live action footage is reduced
to be just another graphic, no different than images which were created manually.
3. If live action footage was left intact
in traditional filmmaking, now it functions as raw material for further
compositing, animating and morphing. As a result, while retaining
visual realism unique to the photographic process, film obtains the
plasticity which was previously only possible in painting or animation.
To use the suggestive title of a popular morphing software, digital
filmmakers work with "elastic reality." For example, the opening shot
of Forest Gump (Robert Zemeckis, Paramount
Pictures, 1994; special effects by Industrial Light and Magic) tracks
an unusually long and extremely intricate flight of a feather. To
create the shot, the real feather was filmed against a blue background
in different positions; this material was then animated and composited
against shots of a landscape. The result: a new kind of realism, which
can be described as "something which looks is intended to look exactly
as if it could have happened, although it really could not."
4. Previously, editing and special effects
were strictly separate activities. An editor worked on ordering
sequences of images together; any intervention within an image was
handled by special effects specialists. The computer collapses this
distinction. The manipulation of individual images via a paint program
or algorithmic image processing becomes as easy as arranging sequences
of images in time. Both simply involve "cut and paste." As this basic
computer command exemplifies, modification of digital images (or other
digitized data) is not sensitive to distinctions of time and space or
of differences of scale. So, re-ordering sequences of images in time,
compositing them together in space, modifying parts of an individual
image, and changing individual pixels become the same operation,
conceptually and practically.
5. Given the preceding principles, we can define digital film in this way:
digital film = live action material + painting + image processing +
compositing + 2-D computer animation + 3-D computer animation
Live action material can either be recorded
on film or video or directly in a digital format. Painting, image
processing and computer animation refer to the processes of modifying
already existent images as well as creating new ones. In fact, the very
distinction between creation and modification, so clear in film-based
media (shooting versus darkroom processes in photography, production
versus post-production in cinema) no longer applies to digital cinema, since each image, regardless of its origin, goes through a number of programs before making it to the final film.
Let us summarize the principles discussed thus far.
Live action footage is now only raw material to be manipulated by hand:
animated, combined with 3-D computer generated scenes and painted over.
The final images are constructed manually from different elements; and
all the elements are either created entirely from scratch or modified
by hand.
We can finally answer the question "what is digital
cinema?" Digital cinema is a particular case of animation which uses
live action footage as one of its many elements.
This can be re-read in view of the history of the
moving image sketched earlier. Manual construction and animation of
images gave birth to cinema and slipped into the margins...only to
re-appear as the foundation of digital cinema. The history of the
moving image thus makes a full circle. Born from animation, cinema pushed animation to its boundary, only to become one particular case of animation in the end.
The relationship between "normal" filmmaking and
special effects is similarly reversed. Special effects, which involved
human intervention into machine recorded footage and which were
therefore delegated to cinema's periphery throughout its history,
become the norm of digital filmmaking.
The same applies for the relationship between
production and post-production. Cinema traditionally involved arranging
physical reality to be filmed though the use of sets, models, art
direction, cinematography, etc. Occasional manipulation of recorded
film (for instance, through optical printing) was negligible compared
to the extensive manipulation of reality in front of a camera. In
digital filmmaking, shot footage is no longer the final point but just
raw material to be manipulated in a computer where the real
construction of a scene will take place. In short, the production
becomes just the first stage of post-production.
The following examples illustrate this shift from
re-arranging reality to re-arranging its images. From the analog era:
for a scene in Zabriskie Point
(1970), Michaelangelo Antonioni, trying to achieve a particularly
saturated color, ordered a field of grass to be painted. From the
digital era: to create the launch sequence in Apollo 13y
(Universal Studious, 1995; special effects by Digital Domain), the crew
shot footage at the original location of the launch at Cape Canaveral.
The artists at Digital Domain scanned the film and altered it on
computer workstations, removing recent building construction, adding
grass to the launch pad and painting the skies to make them more
dramatic. This altered film was then mapped onto 3D planes to create a
virtual set which was animated to match a 180-degree dolly movement of
a camera following a rising rocket.
The last example brings us to yet another
conceptualization of digital cinema - as painting. In his book-length
study of digital photography, William J. Mitchell
focuses our attention on what he calls the inherent mutability of a
digital image: "The essential characteristic of digital information is
that it can be manipulated easily and very rapidly by computer. It is
simply a matter of substituting new digits for old... Computational
tools for transforming, combining, altering, and analyzing images are
as essential to the digital artist as brushes and pigments to a
painter." As Mitchell points out, this inherent mutability erases the
difference between a photograph and a painting. Since a film is a
series of photographs, it is appropriate to extend Mitchell's argument
to digital film. With an artist being able to easily manipulate
digitized footage either as a whole or frame by frame, a film in a
general sense becomes a series of paintings.
Hand-painting digitized film frames, made possible
by a computer, is probably the most dramatic example of the new status
of cinema. No longer strictly locked in the photographic, it opens
itself towards the painterly. It is also the most obvious example of
the return of cinema to its nineteenth century origins - in this case,
to hand-crafted images of magic lantern slides, the Phenakistiscope,
the Zootrope.
We usually think of computerization as automation, but here the result
is the reverse: what was previously automatically recorded by a camera
now has to be painted one frame at a time. But not just a dozen images,
as in the nineteenth century, but thousands and thousands. We can draw
another parallel with the practice, common in the early days of silent
cinema, of manually tinting film frames in different colors according
to a scene's mood.
Today, some of the most visually sophisticated
digital effects are often achieved using the same simple method:
painstakingly altering by hand thousands of frames. The frames are
painted over either to create mattes ("hand drawn matte extraction") or
to directly change the images, as, for instance, in Forest Gump,
where President Kennedy was made to speak new sentences by altering the
shape of his lips, one frame at a time. In principle, given enough time
and money, one can create what will be the ultimate digital film:
90 minutes, i.e., 129600 frames completely painted by hand from
scratch, but indistinguishable in appearance from live photography.
Multimedia as "Primitive" Digital Cinema
3-D animation, compositing, mapping, paint retouching: in commercial
cinema, these radical new techniques are mostly used to solve technical
problems while traditional cinematic language is preserved unchanged.
Frames are hand-painted to remove wires which supported an actor during
shooting; a flock of birds is added to a landscape; a city street is
filled with crowds of simulated extras. Although most Hollywood releases now involve digitally manipulated scenes, the use of computers is always carefully hidden.
Commercial narrative cinema still continues to hold on to the classical realist style
where images function as unretouched photographic records of some
events which took place in front of the camera. Cinema refuses to give
up its unique cinema-effect, an effect which, according to Christian Metz's
penetrating analysis made in the 1970s, depends upon narrative form,
the reality effect and cinema's architectural arrangement all working
together.
Towards the end of his essay, Metz wonders whether
in the future non-narrative films may become more numerous; if this
happens, he suggests that cinema will no longer need to manufacture its
reality effect. Electronic and digital media have already brought about
this transformation. Beginning in the 1980s, new cinematic forms have
emerged which are not linear narratives, which are exhibited on a
television or a computer screen, rather than in a movie theater - and
which simultaneously give up cinematic realism.
What are these forms? First of all, there is the
music video. Probably not by accident, the genre of music video came
into existence exactly at the time when electronic video effects
devices were entering editing studios. Importantly, just as music
videos often incorporate narratives within them, but are not linear
narratives from start to finish, they rely on film (or video) images,
but change them beyond the norms of traditional cinematic realism. The
manipulation of images through hand-painting and image processing,
hidden in Hollywood cinema, is brought into the open on a television
screen. Similarly, the construction of an image from heterogeneous
sources is not subordinated to the goal of photorealism but functions
as a aesthetic strategy. The genre of music video has been a laboratory
for exploring numerous new possibilities of manipulating photographic
images made possible by computers -- the numerous points which exist in
the space between the 2-D and the 3-D, cinematography and painting,
photographic realism and collage. In short, it is a living and
constantly expanding textbook for digital cinema.
A detailed analysis of the evolution of music video
imagery (or, more generally, broadcast graphics in the electronic age)
deserves a separate treatment and I will not try to take it up here.
Instead, I will discuss another new cinematic non-narrative form,
CD-ROM games, which, in contrast to music video, relied on the computer
for storage and distribution from the very beginning. And, unlike music
video designers who were consciously pushing traditional film or video
images into something new, the designers of CD-ROMs arrived at a new
visual language unintentionally while attempting to emulate traditional
cinema.
In the late 1980s, Apple began to promote the
concept of computer multimedia; and in 1991 it released QuickTime
software to enable an ordinary personal computer to play movies.
However, for the next few years the computer did not perform its new
role very well. First, CD-ROMs could not hold anything close to the
length of a standard theatrical film. Secondly, the computer would not
smoothly play a movie larger than the size of a stamp. Finally, the
movies had to be compressed, degrading their visual appearance. Only in
the case of still images was the computer able to display
photographic-like detail at full screen size.
Because of these particular hardware limitations,
the designers of CD-ROMs had to invent a different kind of cinematic
language in which a range of strategies, such as discrete motion,
loops, and superimposition, previously used in nineteenth century
moving image presentations, in twentieth century animation, and in the
avant-garde tradition of graphic cinema, were applied to photographic
or synthetic images. This language synthesized cinematic illusionism
and the aesthetics of graphic collage, with its characteristic
heterogeneity and discontinuity. The photographic and the graphic,
divorced when cinema and animation went their separate ways, met again
on a computer screen.
The graphic also met the cinematic. The designers of
CD-ROMs were aware of the techniques of twentieth century
cinematography and film editing, but they had to adopt these techniques
both to an interactive format and to hardware limitations. As a result,
the techniques of modern cinema and of nineteenth century moving image
have merged in a new hybrid language.
We can trace the development of this language by analyzing a few well-known CD-ROM titles. The best selling game Myst
(Broderbund, 1993) unfolds its narrative strictly through still images,
a practice which takes us back to magic lantern shows (and to Chris
Marker's La Jetée). But in other ways Myst
relies on the techniques of twentieth century cinema. For instance, the
CD-ROM uses simulated camera turns to switch from one image to the
next. It also employs the basic technique of film editing to
subjectively speed up or slow down time. In the course of the game, the
user moves around a fictional island by clicking on a mouse. Each click
advances a virtual camera forward, revealing a new view of a 3-D
environment. When the user begins to descend into the underground
chambers, the spatial distance between the points of view of each two
consecutive views sharply decreases. If before the user was able to
cross a whole island with just a few clicks, now it takes a dozen
clicks to get to the bottom of the stairs! In other words, just as in
traditional cinema, Myst slows down time to create suspense and tension.
In Myst, miniature animations are sometimes embedded within the still images. In the next best-selling CD-ROM 7th Guest
(Virgin Games, 1993), the user is presented with video clips of live
actors superimposed over static backgrounds created with 3-D computer
graphics. The clips are looped, and the moving human figures clearly
stand out against the backgrounds. Both of these features connect the
visual language of 7th Guest to nineteenth century pro-cinematic devices and twentieth century cartoons rather than to cinematic verisimilitude. But like Myst, 7th Guest
also evokes distinctly modern cinematic codes. The environment where
all action takes place (an interior of a house) is rendered using a
wide angle lens; to move from one view to the next a camera follows a
complex curve, as though mounted on a virtual dolly.
Next, consider the CD-ROM Johnny Mnemonic
(Sony Imagesoft, 1995). Produced to complement the fiction film of the
same title, marketed not as a "game" but as an "interactive movie," and
featuring full screen video throughout, it comes closer to cinematic
realism than the previous CD-ROMs - yet it is still quite distinct from
it. With all action shot against a green screen and then composited
with graphic backgrounds, its visual style exists within a space
between cinema and collage.
It would be not entirely inappropriate to read this
short history of the digital moving image as a teleological development
which replays the emergence of cinema a hundred years earlier. Indeed,
as computers' speed keeps increasing, the CD-ROM designers have been
able to go from a slide show format to the superimposition of small
moving elements over static backgrounds and finally to full-frame
moving images. This evolution repeats the nineteenth century
progression: from sequences of still images (magic lantern slides
presentations) to moving characters over static backgrounds (for
instance, in Reynaud's Praxinoscope Theater) to full motion (the
Lumieres' cinematograph). Moreover, the introduction of QuickTime in
1991 can be compared to the introduction of the Kinetoscope in 1892:
both were used to present short loops, both featured the images
approximately two by three inches in size, both called for private
viewing rather than collective exhibition. Finally, the Lumieres' first
film screenings of 1895 which shocked their audiences with huge moving
images found their parallel in 1995 CD-ROM titles where the moving
image finally fills the entire computer screen. Thus, exactly a hundred
years after cinema was officially "born," it was reinvented on a
computer screen.
But this is only one reading. We no longer think of
the history of cinema as a linear march towards only one possible
language, or as a progression towards more and more accurate
verisimilitude. Rather, we have come to see its history as a succession
of distinct and equally expressive languages, each with its own
aesthetic variables, each new language closing off some of the
possibilities of the previous one -- a cultural logic not dissimilar to
Kuhn's analysis of scientific paradigms. Similarly, instead of
dismissing visual strategies of early multimedia titles as a result of
technological limitations, we may want to think of them as an
alternative to traditional cinematic illusionism, as a beginning of
digital cinema's new language.
For the computer/entertainment industry, these
strategies represent only a temporary limitation, an annoying drawback
that needs to be overcome. This is one important difference between the
situation at the end of the nineteenth and the end of the twentieth
centuries: if cinema was developing towards the still open horizon of
many possibilities, the development of commercial multimedia, and of
corresponding computer hardware (compression boards, storage formats
such as Digital Video Disk), is driven by a clearly defined goal: the
exact duplication of cinematic realism. So if a computer screen, more
and more, emulates cinema's screen, this not an accident but a result
of conscious planning.
The Loop
A number of artists, however, have approached these strategies not as
limitations but as a source of new cinematic possibilities. As an
example, I will discuss the use of the loop in Jean-Louis Boissier's Flora petrinsularis (1993) and Natalie Bookchin's The Databank of the Everyday (1996).
As already mentioned, all nineteenth century
pro-cinematic devices, up to Edison's Kinetoscope, were based on short
loops. As "the seventh art" began to mature, it banished the loop to
the low-art realms of the instructional film, the pornographic
peep-show and the animated cartoon. In contrast, narrative cinema has
avoided repetitions; as modern Western fictional forms in general, it
put forward a notion of human existence as a linear progression through
numerous unique events.
Cinema's birth from a loop form was reenacted at
least once during its history. In one of the sequences of the
revolutionary Soviet montage film, A Man with a Movie Camera
(1929), DzigaVertov shows us a cameraman standing in the back of a
moving automobile. As he is being carried forward by an automobile, he
cranks the handle of his camera. A loop, a repetition, created by the
circular movement of the handle, gives birth to a progression of events
-- a very basic narrative which is also quintessentially modern: a
camera moving through space recording whatever is in its way. In what
seems to be a reference to cinema's primal scene, these shots are
intercut with the shots of a moving train. Vertov even re-stages the
terror which Lumieres's film supposedly provoked in its audience; he
positions his camera right along the train track so the train runs over
our point of view a number of times, crushing us again and again.
Early digital movies share the same limitations of
storage as nineteenth century pro-cinematic devices. This is probably
why the loop playback function was built into QuickTime interface, thus
giving it the same weight as the VCR-style "play forward" function. So,
in contrast to films and videotapes, QuickTime movies are supposed to
be played forward, backward or looped. Flora petrinsularis realizes some of the possibilities contained in the loop form, suggesting a new temporal aesthetics for digital cinema.
The CD-ROM, which is based on Rousseau's Confessions,
opens with a white screen, containing a numbered list. Clicking on each
item leads us to a screen containing two frames, positioned side by
side. Both frames show the same video loop but are slightly offset from
each other in time. Thus, the images appearing in the left frame
reappear in a moment on the right and vice versa, as though an
invisible wave is running through the screen. This wave soon becomes
materialized: when we click on one of the frames we are taken to a new
screen showing a loop of a rhythmically vibrating water surface. As
each mouse click reveals another loop, the viewer becomes an editor,
but not in a traditional sense. Rather than constructing a singular
narrative sequence and discarding material which is not used, here the
viewer brings to the forefront, one by one, numerous layers of looped
actions which seem to be taking place all at once, a multitude of
separate but co-existing temporalities. The viewer is not cutting but
re-shuffling. In a reversal of Vertov's sequence where a loop generated
a narrative, viewer's attempt to create a story in Flora petrinsularis leads to a loop.
The loop which structures Flora petrinsularis
on a number of levels becomes a metaphor for human desire which can
never achieve resolution. It can be also read as a comment on cinematic
realism. What are the minimal conditions necessary to create the
impression of reality? As Boissier demonstrates, in the case of a field
of grass, a close-up of a plant or a stream, just a few looped frames
become sufficient to produce the illusion of life and of linear time.
Steven Neale
describes how early film demonstrated its authenticity by representing
moving nature: "What was lacking [in photographs] was the wind, the
very index of real, natural movement. Hence the obsessive contemporary
fascination, not just with movement, not just with scale, but also with
waves and sea spray, with smoke and spray." What for early cinema was
its biggest pride and achievement -- a faithful documentation of
nature's movement - becomes for Boissier a subject of ironic and
melancholic simulation. As the few frames are looped over and over, we
see blades of grades shifting slightly back and forth, rhythmically
responding to the blow of non-existent wind which is almost
approximated by the noise of a computer reading data from a CD-ROM.
Something else is being simulated here as well,
perhaps unintentionally. As you watch the CD-ROM, the computer
periodically staggers, unable to maintain consistent data rate. As a
result, the images on the screen move in uneven bursts, slowing and
speeding up with human-like irregularity. It is as though they are
brought to life not by a digital machine but by a human operator,
cranking the handle of the Zootrope a century and a half ago ...
If Flora petrinsularis uses the loop to comment on cinema's visual realism, The Databank of the Everyday
suggests that the loop can be a new narrative form appropriate for the
computer age. In her ironic manifesto which parodies the avant-garde
manifestos from the earlier part of the century, Bookchin reminds us
that the loop gave birth not only to cinema but also to computer
programming. Programming involves altering the linear flow of data
through control structures, such as "if/then" and "repeat/while"; the
loop is the most elementary of these control structures.
As digital media replaces film and photography, it is only
logical that the computer program's loop should replace photography's
frozen moment and cinema's linear narrative. The Databank champions the
loop as a new form of digital storytelling; there is no true beginning
or end, only a series of the loops with their endless repetitions,
halted by a users's selection or a power shortage. Natalie Bookchin
The computer program's loop makes its first "screen debut" in one particularly effective image from The Databank of the Everyday.
The screen is divided into two frames, one showing a video loop of a
woman shaving her leg, another - a loop of a computer program in
execution. Program statements repeating over and over mirror the
woman's arm methodically moving back and forth. This image represents
one of the first attempts in computer art to apply a Brechtian
strategy; that is, to show the mechanisms by which the computer
produces its illusions as a part of the artwork. Stripped of its usual
interface, the computer turns out to be another version of Ford's
factory, with a loop as its conveyer belt.
As Boissier, Bookchin also also explores
alternatives to cinematic montage, in her case replacing its
traditional sequential mode with a spatial one. Ford's assembly line
relied on the separation of the production process into a set of
repetitive, sequential, and simple activities. The same principle made
computer programming possible: a computer program breaks a tasks into a
series of elemental operations to be executed one at a time. Cinema
followed this principle as well: it replaced all other modes of
narration with a sequential narrative, an assembly line of shots which
appear on the screen one at a time. A sequantial narrative turned out
to be particularly incompatible with a spatialized narrative which
played a prominent role in European visual culture for centuries. From
Giotto's fresco cycle at Capella degli Scrovegni in Padua to Courbet's A Burial at Ornans,
artists presented a multitude of separate events (which sometimes were
even separated by time) within a single composition. In contrast to
cinema's narrative, here all the "shots" were accessible to a viewer at
one.
Cinema has elaborated complex techniques of montage
between different images replacing each other in time; but the
possibility of what can be called "spatial montage" between
simultaneously co-exiting images were not explored. The Databank of the Everyday
begins to explore this direction, thus opening up again the tradition
of spatialized narrative suppressed by cinema. In one section we are
presented with a sequence of pairs of short clips of everyday actions
which function as antonyms, for instance, opening and closing a door,
or pressing up and down buttons in an elevator. In another section the
user can choreograph a number of miniature actions appearing in small
windows positioned throughout the screen.
From Kino-Eye to Kino-Brush
In the twentieth century, cinema has played two roles at once. As a
media technology, cinema's role was to capture and to store visible
reality. The difficulty of modifying images once they were recorded was
exactly what gave cinema its value as a document, assuring its
authenticity. The same rigidity of the film image has defined the
limits of cinema as I defined it earlier, i.e. the super-genre of live
action narrative. Although it includes within itself a variety of
styles - the result of the efforts of many directors, designers and
cinematographers -- these styles share a strong family resemblance.
They are all children of the recording process which uses lens, regular
sampling of time and photographic media. They are all children of a
machine vision.
The mutability of digital data impairs the value of
cinema recordings as a documents of reality. In retrospect, we can see
that twentieth century cinema's regime of visual realism, the result of
automatically recording visual reality, was only an exception, an
isolated accident in the history of visual representation which has
always involved, and now again involves the manual construction of
images. Cinema becomes a particular branch of painting - painting in
time. No longer a kino-eye, but a kino-brush.
The privileged role played by the manual
construction of images in digital cinema is one example of a larger
trend: the return of pre-cinematic moving images techniques.
Marginalized by the twentieth century institution of live action
narrative cinema which relegated them to the realms of animation and
special effects, these techniques reemerge as the foundation of digital
filmmaking. What was supplemental to cinema becomes its norm; what was
at its boundaries comes into the center. Digital media returns to us
the repressed of the cinema.
As the examples discussed in this essay suggest, the
directions which were closed off at the turn of the century when cinema
came to dominate the modern moving image culture are now again
beginning to be explored. Moving image culture is being redefined once
again; the cinematic realism is being displaced from being its dominant
mode to become only one option among many.