Lev Manovich on Mon, 1 Jun 1998 23:04:09 +0200 (MET DST) |
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<nettime> COMPUTING CULTURE Symposium: Concept an Program Notes |
COMPUTING CULTURE Symposium http://jupiter.ucsd.edu/~culture/symposium.html SYMPOSIUM CONCEPT New media requires a new critical language -- to describe it, to analyze it and to teach it. Where shall this language come from? We can't go on simply using technical terms such as "a web site" to refer to works radically different from each other in intention and form. At the same time, traditional cultural concepts and forms prove to be inadequate as well. Image and viewer, narrative and montage, illusion and representation, space and time -- everything needs to be re-defined again. The goal of our symposium is to explore new conceptual categories appropriate for analyzing computer culture and its objects. We focus on four categories: DATABASE, INTERFACE, SPATIALISATION, and NAVIGATION. Each of these categories provides a different lens through which to inquire about the emerging logic, grammar and poetics of new media; each brings with it a set of different questions. DATABASE. After the novel and later cinema privileged narrative as the key form of cultural expression of the modern age, the computer age brings with it a new form -- database. What are the origins, ideology and possible aesthetics of a database? How can we negotiate between a narrative and a database? Why is database imagination taking over at the end of the 20th century? INTERFACE. In contrast to a film which is projected upon a blank screen and a painting which begins with a white surface, new media objects always exist within a larger context of a human-computer interface. How does a user's familiarity with the computer's interface structure the reception of new media art? Where does interface end and the "content" begin? SPATIALISATION. The overall trend of computer culture is to spatialise all representations and experiences. The library is replaced by cyberspace; narrative is equated with traveling through space ("Myst"); all kinds of data are rendered in three dimensions through computer visualization. Why is space being privileged? Shall we try to oppose this spatialisation (i.e., what about time in new media)? What are the different kinds of spaces possible in new media? NAVIGATION. We no longer only look at images or read texts; instead, we navigate through new media spaces. How can we relate the concept of navigation to more traditional categories such as viewing, reading, and identifying? In what ways do current popular navigation strategies reflect military origins of computer imaging technology? How do we de-militarize our interaction with a computer? How can we describe the person doing the navigation beyond the familiar metaphors of "user" and "flaneur"? During the symposium we will interrogate these categories and use them to map out two key genres of computer culture. That is, creating works in new media can be understood as either constructing the right interface to a multimedia database or as defining navigation methods through spatialised representations. Why does computer culture privilege these genres over other possibilities? We may associate the first genre with work (post-industrial labor of information processing) and the second with leisure and fun (computer games), yet this very distinction is no longer valid in computer culture. Increasingly, the same metaphors and interfaces are used at work and at home, for business and for entertainment. For instance, the user navigates through a virtual space both to work and to play, whether analyzing financial data or killing enemies in "Doom." To articulate the critical language of new media we need to correlate older cultural/theoretical concepts and the concepts which describe the organization/operation of a digital computer. INTERFACE, DATABASE, NAVIGATION and SPATIALISATION: are these the categories that bridge the gap between more traditional genres and the evolving forms of new media? http://jupiter.ucsd.edu/~culture/symposium.html - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Date: Sat, 30 May 1998 12:27:08 -0700 (PDT) From: [email protected] (Lev Manovich) Subject: COMPUTING CULTURE Symposium: Program Notes for the Opening Party Lev Manovich COMPUTING CULTURE Symposium -- Program Notes for the Opening Party While we are familiar with such formats for communicating theories and concepts as a conference, a talk and a paper, can theory be also explored in other formats? On the occasion of the symposium "Computing Culture: Defining New Media Genres" (May 1-2, University of California, San Diego) we put together a one evening exhibition which juxtaposed a number of old and new media objects, as a way to explore the four concepts of the symposium: database, interface, spatialization, and navigation. Below are the notes which accompanied this exhibition. (For symposium information, see http://jupiter.ucsd.edu/~culture/symposium.html) PROGRAM NOTES Video 1: Dziga Vertov, Man with a Movie Camera. USSR, 1928. Vertov's avant-garde masterpiece anticipates every trend of new media of the 1990s. Of particular relevance to us are its DATABASE structure and its focus on the camera's NAVIGATION through space. Computer culture appears to favor a database ("collection," "catalog" and "library" are also appropriate here) over a narrative form. Most Web sites and CD-ROMs, from individual artistic works to multimedia encyclopedias, are collections of individual items, grouped together using some organising principle. Web sites, which continuously grow with new links being added to already existent material, are particularly good examples of this logic. In the case of many artists' CD-ROMs, the tendency is to fill all the available storage space with different material: documentation, related texts, previous works and so on. In this case, the identity of a CD-ROM (or of a DVD-ROM ) as a storage media is projected onto a higher plane, becoming a cultural form of its own. Vertov's film reconciles narrative and a database by creating narrative out of a database. Records drawn from a database and arranged in a particular order become a picture of modern life -- and simultaneously an interpretation of this life. A Man with a Movie Camera is a machine for visual epistemology. The film also fetishizes the camera's mobility, its abilities to investigate the world beyond the limits of human vision. In structuring the film around the camera's active exploration of space Vertov prefigures a key genre of computer culture -- navigable space. *****Video 2: Evans & Sutherland, Real-time Computer Graphics for Military Simulators. USA, early 1990s. Military and flight simulators have been one of the main applications of real-time 3-D photorealistic computer graphics technology in the 1970s and the 1980s, thus determining to a significant degree the way this technology developed. One of the most common forms of NAVIGATION used today in computer culture -- flying through spatialized data -- can be traced back to simulators representing the world through the viewpoint of a military pilot. Thus, from Vertov's mobile camera we move to the virtual camera of a simulator, which, with the end of the Cold War, became an accepted way to interact with any and all data, the default way of encountering the world in computer culture. **** Video 3: Peter Greenaway, Prospero's Books (segment). 1991. One of the few directors of his generation and stature to enthusiastically embrace new media, Greenaway tries to re-invent cinema's visual language by adopting computer's INTERFACE conventions. In Prospero's Books, cinematic screen frequently emulates a computer screen, with two or more images appearing in separate windows. Greenaway also anticipates the aesthetics of later computer multimedia by treating images and text as equals. Like Vertov, Greenaway can be also thought of a DATABASE filmmaker, working on a problem of how to reconcile database and narrative forms. Many of his films progress forward by recounting a list of items, a catalog which does not have any inherent order (for example, different books in Prospero's Books). ****Video 4: Tam=E1s Waliczky, The Garden (1992), The Forest (1993), Landscape (1997), Sculptures (1997). Hungary / Germany. Joachim Sauter & Dirk L=FCsenbrink (Art+Com), The Invisible Shape of Things Past. Berlin, 1997. The assembled works of the internationally acclaimed artists Tam=E1s Waliczky and Joachim Sauter & Dirk L=FCsenbrink demonstrate innovative interface and spatialization strategies. Tam=E1s Waliczky openly refuses the default mode of SPATIALIZATION imposed by computer software, that of the one-point linear perspective. Each of his computer animated films The Garden (1992), The Forest (1993) and The Way (1994, not included) utilizes a particular perspective system: a water-drop perspective in The Garden, a cylindrical perspective in The Forest and a reverse perspective in The Way. Working with computer programmers, the artist created custom-made 3-D software to implement these perspective systems. In _The Invisible Shape of Things Past_ Joachim Sauter and Dirk L=FCsenbrink created an original INTERFACE for accessing historical data about Berlin. The interface de-virtualizes cinema, so to speak, by placing the records of cinematic vision back into their historical and material context. As the user navigates through a 3-D model of Berlin, he or she comes across elongated shapes lying on city streets. These shapes, which the authors call "filmobjects", correspond to documentary footage recorded at the corresponding points in the city. To create each shape the original footage is digitized and the frames are stacked one after another in depth, with the original camera parameters determining the exact shape. **** Computer Games: recent titles for Nintendo 64 and Journeyman Project 3: Legacy of Time. Today computer games represent the most advanced area of new media, combining the latest in real-time photorealistic 3-D graphics, virtual actors, artificial intelligence, artificial life and simulation. They also illustrate the general trend of computer culture towards the SPATIALIZATION of every cultural experience. In many games, narrative and time itself are equated with the movement through space (i.e., going to new rooms, levels, or words.) In contrast to modern literature, theater, and cinema which are built around the psychological tensions between characters, these computer games return us to the ancient forms of narrative where the plot is driven by the spatial movement of the main hero, traveling through distant lands to save the princess, to find the treasure, or to defeat the Dragon. (For symposium information, see http://jupiter.ucsd.edu/~culture/symposium.html) --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: [email protected] and "info nettime-l" in the msg body # URL: http://www.desk.nl/~nettime/ contact: [email protected]