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Defining Multimedia
Ken Jordan
pdf [40 Kb]
[Note: This paper-in-progress was first presented at the "Unforgiving
Memory conference" at Banff. What follows are the first three
sections; a fourth section is in progress, and will be appended
to this article on Noema when it is complete. This essay
grows out of my collaboration with Randall Packer, the anthology
and website Multimedia: From Wagner to Virtual Reality (W.W.
Norton, New York, 2001; http://www.artmuseum.net).
Some people had suggested that we expand on the definition of
multimedia we used for the project. This is an attempt to do so;
sections of this draft have since been incorporated into the paperback
edition of the book. Thanks to those who gave feedback to previous
drafts, including: Fred Jordan, Sylvere Lotringer, Lev Manovich,
Randall Packer, and Mark Tribe. Comments and criticisms are appreciated.
Please email me at ken@kenjordan.tv]
1. Five Core Characteristics
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 [1],
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 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. The purpose of our project 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 upon us.
The interests of for-profit entities often do not 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 these powerful companies, 21st century
media devices would likely do no more than act as delivery platforms
for the media formats of the last century.
Today's situation is much different from the way new media forms
have emerged in the past. In the days of Gutenberg, the success
of moveable type did not depend on the coordinated acceptance
of printing standards across medieval Europe. Rather, local innovations
could emerge and take hold, and get adopted independently. Regional
ecosystems of media practice could emerge over time; those that
best suited the needs of society spread, establishing forms for
personal expression that improved through use.
The introduction of centralized, industrial forms of communication
in the 19th century like the telegraph, photography, telephones,
audio recording, and cinema required more global efforts
at standardization. If a telegraph operator didn't know Morse
code, then the telegraph became less valuable. The drive to make
Morse code a universal standard went hand in glove with the expansion
of the telegraph into increasingly remote regions. Still, significantly,
each media standard of the day was unique to itself. Standards
that emerged for photography paper had no influence on standards
that were set for the telephone. Each medium grew independently,
and so could find its way as a form of expression, before settling
into a relatively rigid system with its own set of rules.
Digital multimedia is a departure from this established model,
because it incorporates traditionally independent media forms
into a single system. So the standards set for digital communications
will effect them all, simultaneously.
Moreover, digital multimedia requires an unprecedented level
of global coordination, as well as a massive technical infrastructure
and widespread user base. In most cases, the infrastructure is
expensive. It demands standards agreed to by a broad community.
Digital media calls for a far greater level of 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 a television network trumpets the claim that click-to-buy TV
shopping expresses 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. Our intent is 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 set out to identify 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 focused on 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. 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 material, 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 the creation of art. This led, in turn,
to artists exploring the formal properties of electronic media
and computers, in order to make an art that is computer-specific.
Because computer output can mimic traditional media, it lends
itself to artworks that blur the lines between media and 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 aesthetics. By making a persistent link
between media objects, the user can now easily share her private
path through them. Never before has it been so simple to make
your own non-linear method of navigating through ideas and information
available to others. At the same time, using hypermedia, all traditional
media forms tend to 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 just the way the mind works.
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 encounter.
Like hypermedia, immersion is a digitally enabled method for
mimicking an aspect of consciousness. The arts have long been
concerned with accurately reflecting private sensory 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 further through the creation of fully realized virtual
environments. It is also true that, in cases 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.
The 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
and telecommunications networks open 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.
2. Microscopes and Telescopes
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 four years ago, Randall Packer and
I did not have the benefit of Lev Manovich's landmark book, The
Language of New Media [2].
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 three distinct
traditions: the technology of wired communications, the legacy
of modern media forms, and the history of automated computational
devices. New media is the grandchild of the telegraph, the photograph,
and the Difference Engine. It is an offspring of unlike disciplines
that can sustain within itself the legacy discourses of its constituent
parts. Communications theory, art theory, computer design, 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
and the specific ways that the programming of these elements leads
to new forms of personal expression. In the chapter of this book
titled "What Is New Media?" he proposes five principles
that determine how bits are programmed to become media objects.
First he establishes that new media objects, ultimately, are "numerical
representations." This, he writes, has two consequences:
1) that a "new media object can be described formally (mathematically);"
and 2) that a "new media object is subject to algorithmic
manipulation." He then presents four methods by which this
manipulation takes place: modularity, automation, variability,
and transcoding. These categories capture the range of options
a programmer has while determining how best to arrange and present
bits from a database.
The crucial point for Lev, which he emphasizes with italics,
is that "media becomes programmable" [3].
Certainly, 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. Programmability introduces
a potential for dynamic forms of expression that were inconceivable
before the computer. But what guarantees that this potential will
be tapped?
This is where Lev's approach has its limitations (as does every
attempt at definition, including ours). As technology progresses,
and all media forms get digitized and are indexed as programmable
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. Simply because data is programmable does not guarantee
that the manner of its presentation will significantly diverge
from traditional, pre-digital media. The computer is increasingly
effective at mimicking familiar forms. The grand possibilities
offered by digital media could conceivably remain latent, never
adequately programmed into its popular implementation.
Already we can see how economic forces generously reward the
creation of software programs that present the most convincing
replicas of 20th century media (effectively maintaining the current
business models of the global media giants), while challenges
to the media industry status-quo face hurdle after hurdle.
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 on the programmability of bits does not in itself sufficiently
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. It is
part of the discourse, but only part. 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.
Programming is a method for setting rules that enables specific
manipulations of data toward the achievement of a narrowly defined
range of objectives. It is the process of putting a process in
place, in order to encourage information to behave in a particular
way. What objectives will programmers of digital multimedia be
permitted to achieve by the corporate and governmental gatekeepers
who will determine the widespread implementation of new media
forms? Which particular manipulations will be available to the
mainstream, and which will be effectively disallowed? It is too
soon to say.
Our attempt at a definition began from the opposite direction
than Lev's. We started 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. We thought less about how bits are programmed
to constitute a computer-based artwork, than about how the user
is engaged by the new media experience. 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.
3. The Modernist Thread
[Note: This is part 3 of a paper-in-progress that grew out of
my collaboration with Randall Packer, Multimedia: From Wagner
to Virtual Reality (W.W. Norton, 2001, and on ArtMusuem.Net).
Part 1 proposed a definition of digital multimedia based on five
core characteristics. Part 2 compared our definition to the one
proposed in Lev Manovich's The Language of New Media. Part
4 will be posted soon. Comments are welcome.]
For the purpose of our project, Randall and I felt that 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 the scientists and artists who
pioneered multimedia is quite profound as is the mutual
influence between science and art (with conceptual and technological
breakthroughs feeding one another) that led to the computer-based
media we know today. Eventually these diverse efforts coalesced
into a meta-medium, to borrow a phrase from Alan Kay [4].
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" [5].
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 linked to 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, Ornette Coleman, and
others in the 1960s and 70s. In painting, Jackson Pollock was
taking a similar approach at the time, 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,
for one, was famously inspired by "As We May Think,"
and dedicated himself to building a working model of Bush's association
machine this during the same years that Coltrane, Pollock,
and Kerouac (not to mention their many cohorts, and the legions
of young artists they inspired) had broken through to the mainstream.
The assumption that "great art" was made through the
formal arrangement of spontaneous impulses was not only the mantra
of cultural bohemians; it was a notion hotly debated in the popular
press. The birth of the personal computer belongs to this moment.
Engelbart expanded on Bush's premise by designing an oNLine System
that would "augment human intellect," as he put it [6],
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 ran a research program for the Defense Department, 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
[7].
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" [8],
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" [9].
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
[10].
This type of performance, which Allan Kaprow later named Happenings
[11],
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" [12],
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 [13]
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." [14] |
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.
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