Defining Digital Multimedia
by Ken Jordan
Recently Randall
Packer and I published an anthology of seminal texts from the history of
computer-based multimedia. The book, Multimedia: From Wagner to Virtual Reality
(New York, W.W. Norton, 2001), attempts to highlight connections between the
medium's roots in the pre-digital era to its use in the arts today. The book is supported by a website on
ArtMuseum.net that includes additional in-depth information.
The book and
website are part of an ongoing project that is guided by two underlying,
interrelated objectives. The first is to offer a working definition of
interactive digital media that makes explicit the most radical, and potentially
transformative, aspects of the form. The second is to suggest that contemporary
new media practice should be grounded on an appreciation of the historical
interplay between the arts and sciences that gave birth to this medium. The
book presents the conceptual development of interactive digital media through
the writings of pioneering figures in both the arts and sciences, dating back
to Richard Wagner and the Futurists on the arts side, and to Vannevar Bush and
Norbert Wiener in the sciences. By proposing a vocabulary and framework for
critical discourse about digital multimedia, and by basing this effort on the
landmark achievements of multimedia's pioneers, we hope to help digital media
achieve its potential.
In the wake of
post-modernist practice, computer-based media has resisted definition -- and
for good reason: definitions are confining. They reduce the range of potential
in the object defined by drawing attention away from what lies outside the wall
of definition. This is a particular concern with new media, because one of its
attractions is its fluid, multifarious character, its permeable walls. Digital
media's peculiar nature challenges traditional categories; this in itself is an
aspect of its radical character. But we believe that there is value in
proposing and discussing alternative definitions of digital media -- even if
these definitions are contingent, bracketed by circumstances. In fact, it may
be best to regard them as contingent, because our experience with digital media
is so fresh, and where it leads so unclear. The definitions of today will
inevitably be replaced tomorrow, as new applications for digital media emerge
over time.
Definitions are
meant to establish a shared vocabulary that can focus argument -- and often,
covertly, to achieve a politically motivated purpose. Our purpose is
overt: If, as Marshall McLuhan suggests,
we literally construct the world we inhabit through the design and deployment
of our media technologies -- because they enable certain behaviors while
discouraging others -- then the social and political ramifications of how we define
and address the emerging digital media are undeniable. By identifying a
subject's key characteristics, we begin to say what it is and what it is not.
For digital media this is particularly critical; if the digital arts community
does not lead the discussion about how to define digital multimedia, and the
types of behaviors it should or shouldn't encourage, other interests, like
governments and corporations, will force a definition on us.
The interests of
for-profit entities rarely coincide with those of the creative community. In
the case of digital, the multinational media corporations have made clear that
their intent is to maintain the legacy paradigms of 20th century media (which
are hierarchical, broadcast-based, and author-centered) rather than support the
emergence of challenging new media forms (which are, at their best, rhizomatic,
peer-to-peer, and interactive). It is in their interest to force compromises
from the technology that will protect their traditional businesses --
compromises that effectively gut the most democratic, and creatively engaging,
aspects of digital media. If it was up to Disney, 21st century media devices
would do no more than act as delivery platforms for the media formats of the
last century.
Today's
situation is strikingly different from the way new media forms have emerged in
the past. Early in the last century, Picasso and Braque were free to invent
collage in the privacy of their garret. Their materials were cheap, and the
works persisted whether a viewer looked at them or not. Eventually those works
found their way to viewers who came to appreciate them, and other artists were
able to propagate the collage format however they chose -- there were no
technical or intellectual property restrictions to deter them. History has
countless examples like this, where artists in isolation, with little to no
resources, and little care for the ways of business culture, pioneered forms of
expression that came to be widely adopted.
Digital
multimedia, in contrast, requires a massive technical infrastructure and user
base to come into being. It is expensive. It demands standards agreed to by a
broad community. While every artistic innovation that has been embraced by
society requires interdependence and collaboration between participants
(whether it is overt or invisible, conscious or unconscious), digital media
calls for a far greater level of coordination, planning, and deliberate
resource commitment than what we are familiar with from the past.
For this reason,
there is a need for a definition of digital media that brings attention to its
most radical characteristics. If Viacom trumpets the claim that click-to-buy TV
shopping networks express digital media's greatest potential, we need a clear
way to say why that is not the case.
Much has been
written about narrow aspects of the digital media experience. However, little
critical work has been done to show how these separate aspects combine into a
whole. We wondered if we could identify the core principles that, when bound
together, articulate the inherent capabilities in digital media that lead
toward new forms of personal expression. We wanted to draw a line between the
mainstream media forms of the past, and a possible future. Though the formal
implementations of digital media are still in development (and will continue to
be, relentlessly, given the freedom to do so), we identified basic concepts
that persist, regardless of the technologies being used by an artist or
engineer in a specific situation. Could these concepts suggest a trajectory for
future development, and provide a way to measure if digital media is achieving
what it is capable of?
We identified
five characteristics of new media that, in aggregate, define it as a medium
distinct from all others. These concepts set the scope of the form's
capabilities for personal expression; they establish its full potential:
* Integration:
The combining of artistic forms and technology into a hybrid form of
expression.
* Interactivity:
The ability of the user to manipulate and affect her experience of media
directly, and to communicate with others through media.
* Hypermedia:
The linking of separate media elements to one another to create a trail of
personal association.
* Immersion: The
experience of entering into the simulation or suggestion of a three-dimensional
environment.
*
Narrativity: Esthetic and formal
strategies that derive from the above concepts, which result in nonlinear story
forms and media presentation.
Together, these
five concepts offer a definition of digital media that pushes toward the
technical and esthetic frontiers of the form.
Integration, of
course, is the backbone of multimedia; the combining of different media into a
single work is intrinsic to multimedia practice. In modernism, Richard Wagner
made the first critical argument for synthesizing all media into a single,
coherent expression -- to which he gave the name Gesamtkunstwerk, in 1848.
While technology has always played a role in the development of forms of
expression (since all media are technologies in their own right), beginning in
the mid-twentieth century there was a deliberate effort to incorporate
technology as a thing in itself into artistic practice. This work, championed
most visibly by Bell Labs engineer Billy Kluver, made technology an explicit
aspect of art. This led, in turn, to artists exploring the formal properties of
computers, in order to make an art that is computer-specific. Because the
computer can mimic all traditional media, it lends itself to artworks that blur
the lines between disciplines, just as in consciousness the distinctions
between different media forms (image, text, sound, movement) are less than
absolute.
Interactivity is
an overused word that is in danger of losing its meaning. However, as
originally conceived by Norbert Wiener, Douglas Engelbart, and others,
interactivity has extraordinary promise. The term needs to be reclaimed from
those who abuse it (by using it to describe home shopping TV channels, for
instance). By interactivity we specifically mean: the ability of the user to
alter media she comes in contact with, either alone or in collaboration with
others. Reading a text is not an interactive experience; interactivity implies
changing the words of the text in some way -- adding to them, reorganizing
them, engaging with them in a way that effects their appearance on the screen.
Digital media is inherently dynamic, changeable. Interactivity exploits this
quality, and encourages a creative engagement by the user that leaves its mark
on the artwork. Just as a conversation is a two-way experience that effects
both parties, interactivity is an extension of our instinct to communicate, and
to shape our environment through communication.
Hypermedia may
prove to be the most profound contribution that the computer has made to
esthetics. By making a persistent link between media objects, the user can now
easily share his private path through them. Never before has it been so easy to
make your own non-linear method of moving through ideas and information available
to others. At the same time, using hypermedia, all traditional media forms
intrinsically have the same weight. By writing links you decide how to place
emphasis on one media object in relationship to another; context determines
relative importance. Text leads to image leads to sound in a way that suggests
their significance vis a vis one another, just as in the mind.
But while
hypermedia is potent in and of itself, without interactivity hypermedia would
be limited to a way of browsing extant items, rather than engaging directly
with them. Interactivity is what empowers hypermedia, making it more like the
experience of consciousness encountering the world. In life, one thought leads
to another, which leads you to your notebook, where you reread a line of text,
then cross out one word and replace it with a different one. Without
interactivity, hypermedia would place you in a state of continual passivity,
frustrating your impulse to engage with what you come across.
Like hypermedia,
immersion is a digitally enabled method for mimicking an aspect of
consciousness. The arts have long been concerned with accurately reflecting
private sensual perceptions. The history of each art form is replete with
movements that claim this as their objective; similarly, integration has been
led by the desire to combine art forms in a way that reflects our sensual
apprehension of the world. Digital technology allows us to pursue this impulse
even further through the creation of fully realized virtual environments. Immersion,
of course, requires the integration of artistic forms. As with hypermedia,
without interactivity an immersive experience would seem confining -- like
sitting in your living room unable to take a book off the shelf. Also note
that, even when digital media does not suggest a convincing three dimensional
virtual space, it encourages the use of spatial metaphors for the arrangement
of information. One obvious example is the Web, which lends itself to
architectural or geographic methods of "navigation," rather than
adhering to linear forms of organization. In this context, immersion's reliance
on hypermedia is immediately apparent; without the ability to link in a
non-linear fashion between media objects, the immersion suggested by the Web
would not be possible.
This
inter-reliance between these key characteristics culminates in the wide range
of non-linear narrative forms that digital media lends itself to. Our methods
for self expression grow out of an ongoing collaboration with the tools we use
to give that expression a recognizable shape. Working with these tools, we find
ways to capture nuances of personal experience so that we can share them with
others. Before digital technology, our tools led us toward linear modes of
expression. However, the dynamic nature of databases opens up possibilities for
alternative narrative structures that come closer to replicating the internal
associative tendencies of the mind. Artists like Lynn Hershmann, Roy Ascott,
and Bill Viola saw this potential early on, and have explored approaches to
narrativity that make full use of integration, interactivity, hypermedia, and
immersion in their digital artworks. The narrative forms pioneered by these
artists, and the many others who share their interests, are effectively blueprints
for digital communications in the coming century.
*
One reason that
digital media have resisted definition to date is that they cannot be
adequately described by their materials. Bits of data are elusive things.
Because those bits of data are being recombined in media objects through an
endless variety of devices, using a constantly expanding range of interfaces,
it is a challenge to describe this emerging medium as you would describe
traditional forms, such as theater or music. Theater is something that happens
on a stage in front of an audience. Music is the organized shaping of sound for
esthetic purposes. But new media can come at you through the Web, CD-ROMs,
kiosks, CAVE's or other virtual environments, among a seemingly endless string
of delivery systems. New interfaces are perpetually in development; many more
devices are yet to come.
When we began
our project nearly four years ago, Randall and I did not have the benefit of
Lev Manovich's landmark book, The Language of New Media (Cambridge, MIT,
2001). Lev, grappling with similar questions, chose an instructive though
different route toward an answer. One notable aspect of this new medium is how
it can be accurately described in many ways -- like an elephant by a group of
blind men -- and that different definitions need not conflict with one another.
(In fact, Lev's definition and ours are likely complementary.) This is a
consequence of the new medium having encompassed within it both the technology
of wired communications and the legacy of modern media forms. New media is the
grandchild of the telegraph and the photograph. It is an offspring of unlike
disciplines that can sustain within itself the legacy discourses of its
constituent parts. Art theory, communications theory, issues of governance and
regulation, telecommunications business practice, media business practice --
these are among the intellectual threads that remain relevant. Which only adds
to the challenge of definition.
Lev's approach
is to look past the delivery devices to the medium's substrata. He focuses on
the essential elements that combine to constitute digital media -- the ones and
zeros, the bits -- to identify the esthetic attributes of media composed by
databases. There are esthetic and social consequences to the fact that we can
now shape all media, in an endless variety of formal presentations, from the
same fundamental stuff. Ones and zeros give us the opportunity to recast the
same content in a multitude of skins, each as an unique experience in itself.
At the same time, our entire media record is being digitized, with implications
that are only beginning to be addressed. Lev recently dubbed the examination of
this territory as the field of "info-esthetics," a suggestive name
that introduces art theory to the inner workings of databases. This is
important terrain to explore.
But there is one
notable drawback to this approach. As technology progresses, and all media
forms get digitized and are indexed as bits in databases -- including text,
music, images, video, etc. -- the distinction between the dominant forms of
traditional media and the new forms enabled by digital technology becomes
blurry.
When Moby
Dick is delivered to your PDA, does that make it a work of new media? While
the delivery system might be of 21st century vintage, the work itself -- the
words of Melville -- remains stubbornly of the 19th. If it is relevant that the
novel has been saved in digital form at one time or another during the
production and distribution process, then the copy of Moby Dick now on
my bookshelf should also be considered new media, because the pages of my
paperback edition were typeset on a computer. Digital production has been
standard in book publishing for more than a decade. Some might say that the
critical difference is the surface material the words actually appear on at the
end of the production/distribution process; if the words are printed on paper
then it's old media, but if the words appear on a screen it becomes new media.
Today, certainly, the difference between the two is significant. But what about
in twenty years, or sooner, when the technological challenge of electronic
paper has been met, and all texts are read on digital devices with pages that
effectively replicate today's hardcover book?
Focusing solely
on the bits does not address the need for a critical framework that
distinguishes between digital facsimiles that mimic the experience of
pre-digital media, and emerging media experiences that are uniquely digital.
Why does this matter? Because the specific implementation of digital media is
still in play. If the public is satisfied by so-called new media that does no
more than replicate the old, than we will have missed an extraordinary
opportunity to enhance our tools for communication.
Our attempt at a
definition started from the opposite direction than Lev's. We began by
considering the user experience, and identifying the types of behavior that
digital media enable -- particularly those that are less available, or
unavailable, in other media forms. Rather than using a microscope to dissect
the atomic structure of the digital object, we turned a telescope to the night
sky of new media to search for patterns of activity. With a telescope trained
on the historic work of pioneering engineers and artists, clear patterns do
indeed emerge.
*
For the purpose
of this project, the term "digital multimedia" seemed to be the most
appropriate -- rather than "new media," "digital media,"
etc. -- because it emphasizes the form's continuity with efforts in the arts
that came before. The word "multimedia" was coined by artists in the
1960s to describe avant-garde practices that not only mix diverse media, but
also emphasize audience participation, non-linear narrative structures, and
indeterminacy. There is a line in the development of computer-based media that
runs parallel to an important trajectory in modernism. We want to make that
connection explicit.
This is not to
say that digital multimedia grew out of a cohesive, carefully coordinated
strategy. But looking back, you can identify a few consistent themes that drove
the medium's development over a half century. These themes were pursued
concurrently with other, at times conflicting, objectives. But in retrospect
the extent of a consistent vision shared by multimedia's pioneers is quite
profound. Eventually their diverse efforts coalesced into a meta-medium, to
borrow a phrase from Alan Kay. Kay is the man who tied the loose threads of
digital multimedia together in the late 1960s, by designing the prototype for
the first true multimedia computer, the Dynabook.
Vannevar Bush
began it all by proposing a mechanical device that operated literally "as
we may think." The challenge, as he discussed it in his famous article of
1945, was to create a machine that supported the mind's process of free
association in the act of creation. This aspect of Bush's hypothetical machine,
which he dubbed the memex, tends to get overlooked today. What gets attention
instead are the many ways the memex foreshadows the personal computer -- particularly
its ability to call up media objects from a database. Bush did not use the word
"database," because the memex, as he described it, was not a digital
device. It was analog: a desktop and storage space that gave access to
microfilm, audio recordings, photographs, and movies. It was, in a way, a kind
of library -- but with a crucial difference.
Libraries arrange information linearly. Bush, however, was interested in
rearranging information according to the idiosyncratic paths of personal
association that each individual invents during the creative process. He wanted
a machine that encouraged spontaneous, associative, stream-of-consciousness
thinking, and then left a trail of that thought process behind so that it could
be retrieved, not only by the individual who created it, but by others as well.
In this way, the memex would allow people to share their private, unconsidered
thoughts as they leap between ideas moment by moment.
Bush was
interested in identifying a central aspect of consciousness, and making a
device that effectively expanded consciousness through mechanical means. If you
look at the history of the personal computer from this perspective -- as an
ongoing project to create a media machine that enhances the intuitive,
associative tendencies of consciousness -- it connects digital media
inextricably to important currents that run through modernism.
Bush had taken,
essentially, an esthetic position -- an esthetic position that shares
remarkable qualities with some unexpected bedfellows. These are contemporaries
with whom Bush is never associated, particularly as he was FDR's chief science
advisor and the architect of the military industrial complex. Still, as the
person who proposed that information should be organized and saved mechanically
in a way that captures the spontaneous movement of the mind, it is inevitable
that he should be grouped with others who shared similar interests in
mid-century.
For example,
during the 1940s Charlie Parker was pioneering a new musical vocabulary based
on spontaneous improvisation -- one that went far beyond the method established
by Louis Armstrong. Parker's radical approach to improvisation, the charts be
damned, placed non-linear associative thinking above all else in jazz, and led
to the free jazz of John Coltrane and others in the 1960s and 70s. In painting,
Jackson Pollock was taking a similar approach, dripping paint in loops
following the dictates of his spirit, never following a plan or a sketch. The
privileging of spontaneous action was central to Pollock's practice. In
literature, during these same years, Jack Kerouac pursued a method of
"spontaneous bop prosody" -- as he called it -- that led him to write
novels that captured the movement of his mind moment-by-moment in the act of
creation; a steady stream of honest personal observation that used associative
thinking as its central organizing principle.
The prim
bureaucrat Vannevar Bush might have been surprised to find himself in such
unkempt, but august, company. However, looking back the similarities between
Bush and the mid-century American avant-garde are obvious. They shared an
esthetic that treats the individual's private impulse as primary, and that
gives people permission to act in a non-linear, irrational way, as society
would define it. Bush's interest was to enable each of us to shape data into
the form that serves us best, rather than to conform our private thought
process to an organization set by others. This opposition between self and
society is not absolute, of course (though in mid-century the tension between
private impulse and social conformity was an intellectual flash point,
especially because of the threats of Fascism and Stalinism, on the one hand,
and the theories of Freud, on the other). That digital media can trace its
birth to the intent to mine this opposition, however, is significant.
Bush's vision
inspired a generation of computer pioneers in the 1960s, and led directly to
the personal computer. Douglas Engelbart expanded on Bush's premise by
designing an oNLine System that would "augment human intellect," as
he put it, based on the insight that the open flow of ideas and information (as
represented by texts and pictures) between collaborators was as important to
creativity as private free association. At the same time, J.C.R. Licklider
envisioned universal networked access to the full "library" of human
knowledge. This idea led him to spearhead the early development of the Internet
while he was director of the government program, ARPA. Soon after, Ted Nelson
followed with a proposal for a "hypermedia" system (he coined the
term) that would fulfill Bush's objective to arrange materials from this
"library" in a manner that reflects how the mind moves freely from
one thought to another.
Central to all
these efforts was the notion that the user should not only have access to media
objects, so she can organize them as she pleases, but that the computer user
should also be able to interact with media objects, and change them to suit the
needs of the moment. Editing and recombining digital media was seen as
essential to the utility of the computer. Licklider, in his seminal article
"Man-Computer Symbiosis," proposed that the computer should act as an
extension of the human capabilities for cognition and communication -- which
includes, of course, the manipulation of media. Engelbart's oNLine System was
designed specifically for the collaborative manipulation of digital media over
a wired network. In keeping with Bush's vision of the memex as a way to enhance
creativity, these pioneers insisted that the computer user's ability to
interact with and change media should be as great as possible. Tim Berners-Lee
has often said that he considered the edit function in the first Web browser to
be just as important as the ability to link between Web pages; for the Web to
be successful, he felt it essential that each reader could also be an author,
able to annotate Web pages by adding "private links."
This approach to
interactivity paralleled currents in the avant-garde, particularly in
performance. In 1948, John Cage introduced the idea of live performance as
unscripted event, in which the audience encounters people, objects, and
activities within a defined space, in surprising juxtaposition to one another.
The audience is encouraged to become creative participants in the work of art
as it occurs. This type of performance, which Allan Kaprow later named
Happenings, shared many concerns with the way engineers were shaping online
interactive environments. Both engineers and artists were addressing the
question: how do you encourage the appropriate dynamic encounter between people
within a framed situation? And they reached a similar conclusion: give the
user/participant as much freedom to act as possible.
Implicit in
Bush's memex is the suggestion that a mechanical device can replicate the
intimate movement of the mind at play, by representing media objects of all
kinds in any order, as the user desires. From this, it follows that a computer
might one day effectively mimic the encounter of consciousness with the world
through the senses, by arranging media objects in a way that mimics reality.
Though Bush himself did not make this leap, engineers influenced by his vision
in the early 1960s did, and none more profoundly than Ivan Sutherland.
Sutherland was
the first person to propose that bits and bytes could be represented as
three-dimensional virtual environments. In his article from 1965, "The
Ultimate Display," he began with the idea that by digitizing information
-- transforming it into ones and zeros -- all data became subject to the
graceful manipulations made possible by mathematics. This, in turn, invites the
computer programmer to shape data into a three-dimensional form that mimics the
way we encounter information in the physical world. Like Bush, Sutherland's
approach to the formal arrangement of information is essentially an esthetic
stance. This particular esthetic stance can be traced back to the mid-19th
century writings of Richard Wagner, which declared that art should do its best
to recreate the full, multi-sensory engagement between the self and the world.
To facilitate his vision, Wagner reinvented the conventions of the opera house,
and in 1876 opened the Festpielhaus Theater in Bayreuth, Germany. It was the
first modern theater to employ Greek amphitheatrical seating, surround-sound
accoustics, the darkening of the house, and the placement of musicians in an
orchestra pit -- all to focus the audience's attention on the dramatic action,
and transport them into an illusionary world staged within the proscenium arch.
Wagner's call for an immersive "collective artwork" that fuses all
the arts into a single expression -- his "Gesamtkunstwerk" -- is
echoed in the last paragraph of Sutherland's 1965 paper:
"The
ultimate display would, of course, be a room within which the computer can
control the existence of matter. A chair displayed in such a room would be good
enough to sit in. Handcuffs displayed in such a room would be confining, and a
bullet displayed in such a room would be fatal. With appropriate programming
such a display could literally be the Wonderland into which Alice walked."
Sutherland
presented this paper at an engineering conference, and it was first published
in a technical journal. But it is hard to ignore how much it reads like a
manifesto written by an Italian Futurist. There is, in fact, a remarkable
similarity between the tone and intention of articles by certain computer media
engineers and fiery artistic manifestos. The modernist imperative to "make
it new" (in Pound's famous phrase), and the belief that society will be
transformed as a result, is very much present in writing by computer
scientists. Digital multimedia may well force us to reconsider the entire
historic arc of modernism, including its supposed end, since the esthetic
stance of modernism has become increasingly relevant in response to digital
media.
When Alan Kay
designed the prototype for the Dynabook, in the late 1960s, the intellectual
foundation was in place for a digital multimedia that synthesized all existing
art forms, and presented them in an environment that enabled meaningful
interactivity and hyperlinks. With the requisite processing power, it would
eventually incorporate Sutherland's experiments with three dimensional representations.
This meta-medium, to use Kay's term, carried with it specific, idealistic
attitudes and intentions about human creativity and communications. It
reflected a commitment to media forms that are nonhierarchical, open,
collaborative, and emulate the free movement of the mind at play. It is, in
sum, an extraordinary vision.
*
Randall and I
started our project by identifying the types of behavior digital multimedia
encourages that are most unlike traditional media forms -- like interactivity,
hyperlinking, and virtual immersion. We then went back to original source texts
by the engineers and artists who introduced and developed these concepts. For
the anthology we organized these essays in a way that draws attention to the
evolution of these concepts, while at the same time suggesting connections
between artistic practice and the inventions of engineers.
It became
apparent during this process that nearly all of the people included in the
anthology share a strong interest in the specific way that the world is
apprehended by consciousness. In their articles, each of them would somehow
circle the questions: how is it that we perceive what we perceive, and how can
our tools for expression replicate the experience of perception?(1)
These are the
questions behind the musings of Vannevar Bush, who recognized that the amount
of information being published in scientific journals had exceeded the ability
of any scientist to keep pace with his field, and so required a more efficient
and intuitive technology for organizing information, based on the inherent
mechanics of the mind. The same questions drove JCR Licklider to consider how a
computer might be designed to act as a symbiotic extension of human activity,
as an agent that expands the work of consciousness by offloading the most
repetitive aspects of the creative act to a machine. Douglas Engelbart designed
his oNLine System to augment what he identified as the natural inclinations of
the human intellect during the creative process, including the tendency we have
to share ideas and be inspired through collaboration. Ivan Sutherland's notion
of a three-dimensional representation of reality was based on the assumption
that the virtual replication of perceived experience is intrinsically of value;
that the closer we come to capturing how the mind engages the world through the
senses, the more powerful our ability to express our imagination becomes.
For artists
throughout history, the effort to accurately mimic perception has often been
the pivot around which formal innovation occurs. This became especially true
during modernism, as generations of artists founded a parade-worth of new
movements, and wrote volumes of brick-throwing manifestos, all with the stated
purpose of more accurately capturing, and reflecting, what it is like to live
in contemporary times.
Particularly
relevant to the history of digital multimedia, Richard Wagner was obsessively
concerned with initiating an art form that actively engages all the senses in a
convincing representation of an immersive experience. And applying the
technology available to the arts at the time to do so. Toward that end, he
proposed a theater that incorporates all the arts -- music, poetry, acting,
movement, visual imagery, stagecraft -- in equal measure. Wagner's concept of
the Gesamtkunstwerk carries within it an implicit answer to the question
"How can our tools for expression replicate the experience of
perception?" His intent was to find the most effective way of transporting
the audience into a believable representation of another world, to engulf the
spectator in a higher reality by manipulating the sensual mechanisms that
communicate mundane existence to the self.
Wagner's answer
presages the technical innovation of Ivan Sutherland and those who followed his
lead into creating virtual environments -- including Myron Kreuger, Scott
Fisher, Dan Sandin, Char Davies, Jaron Lanier, and others.
Key to this
trajectory in modernism is the related question: how does the form of an
artwork shape our perceptions, and focus attention on aspects of experience
that had not previously attracted much consideration? With Ulysses, James Joyce
expanded the notion of what constitutes an accurate observation of the self.
His method was to give formal shape to the musings of conscious thought that
had been outside the bounds of what previously had been shared between people.
Cezanne similarly introduced new elements into personal expression. His
paintings announced that artists ought to probe the fundamental properties of
vision, and that the sensitivities of the eye to color and composition should
be exploited. By doing so, the artist challenges received notions about how we
see, and invites consciousness to appreciate a wider range of the visual.
John Cage is
similarly interested in countering habitual modes of thinking through the
formal inventions of art. This is best illustrated by his infamous piece from
1953, 4'33", in which the pianist David Tudor remained silent at his
instrument for the prescribed duration of time. While the piece was initially
met as a scandal, Cage's intent was to encourage the listener to contemplate
the passing of time freely while listening attentively to the random sounds of
the concert hall. By focusing attention on the fundamental elements of the
music performance, in an unconventional manner, Cage sought to provoke the
audience into a creative engagement with the artwork that challenged received
notions of what music is, and how it should be made. For Cage, consciousness
reaches its greatest freedom when liberated from the shackles of convention;
his experiments with interactivity, which introduced the serendipity of chance
into the making of an artwork, were driven by his interest in challenging
habitual modes of perception.
Cage's approach
-- to awaken perception by increasing an audience's participation in the active
creation of an artwork -- has become widely adopted in the arts, and has
profoundly influenced digital multimedia. Artists such as Myron Krueger, Nam
June Paik, Lynn Hershman, Bill Viola, Marcus Novak, Kit Gallaway and Sherrie
Rabinowitz have placed inteactivity at the center of their digital media works.
In these cases, among many others, the introduction of chance encounters into
the art experience provokes the audience/participant to reflect on her own
method of perception, which transforms the familiar into something fresh.
By asking how it
is that we perceive what we perceive, and how to best share these perceptions
with others, we are effectively asking another, deeper question: what does it
mean to be human? Stressing certain qualities of consciousness carries with it
an opinion about what specifically constitutes our individuality. When we
represent aspects of ourselves through art, or other forms of expression, they
become recognized by society as worthy of attention. Conversely, when an aspect
of ourselves falls outside of our ability to represent it to others, society is
not in a position to recognize it, or respond to it. We know that the tools we
use for expression expand our ability to identify aspects of our experience and
share them with others.
Digital media
will undoubtedly become the dominant form of communication in this century. The
formal properties that digital media acquire as they develop carry with them assumptions
about what tools are needed for effective communications. These assumptions are
based on philosophical notions about who we are as individuals, and how we best
express ourselves. These questions, which traditionally belong to the realms of
esthetics and spirituality, have become increasingly political because of the
issues raised by digital media.
As a society, we
are now building the infrastructure that will support the full implementation
of digital communications. We are deciding the rules that determine what it can
do and what it can't; what behaviors it will encourage and what it will
disallow. If it follows that the forms we use to express ourselves carry with
them an implicit notion of who we are and how we communicate, then, in important
ways, through the building of our media infrastructure we decisively influence
what it will mean to be human in the 21st century. What other issues carry such
political significance?
With our
definition, Randall and I tried to capture the aspects of digital multimedia
that make the most complete use of the computer's potential for personal
expression. The medium's potential lies in how it makes widely accessible the
tenets of modernism most concerned with accurately reflecting the minute
workings of consciousness in our communications with one another, and the use
of formal methods to free us from habitual modes of thought. This lineage in
modernism valued an extreme subjectivity, because it recognized that social
forces act against the needs of the individual in a relentless push toward
conformity. Digital multimedia, with its emphasis on enabling idiosyncratic
personal expression, can be an important counterbalance to social tendencies
that drive toward homogeneity. But only if we identify and defend those
qualities of multimedia that support the creative spark of the individual.
----
(1)Footnote:
This is a different question than: how do we know what we know? It is only
indirectly an epistemological concern. Rather, it begins with the practical assumption
that by encountering the world we form ideas and opinions, and it narrowly
examines what takes place during that encounter.)