Lev Manovich
(commissioned for The New Media Reader, edited by
The appearance of New Media Reader is a milestone in the history a new field that, just a few years ago, was somewhat of a cultural underground. Before taking up the theoretical challenge of defining what new media actually is, as well as discussing the particular contributions this reader makes to answering this question, I would like very briefly to sketch the history of the field for the benefit of whose who are newcomers to it.
If we are to
look at any modern cultural field sociologically, measuring its standing by the
number and the importance of cultural institutions devoted to it such as museum
exhibitions, festivals, publications, conferences, and so on, we can say that in
the case of new media (understood as computer-based artistic activities) it took
about ten years for it to move from cultural periphery to the mainstream.
Although SIGGRAPH in the
As it was often the case throughout the twentieth
century, countries other than the States would be first to critically engage
with new technologies developed and deployed in the
Secondly, we
can explain the slowness of the
The 1990s
All this
started to change with the increasing speed by the end of the 1990s. Various
cultural institutions in the
Paradoxically, at the same time as new media field has started to mature (the end of the 1990s), its very reason for existence came to be threatened. If all artists now, regardless of their preferred media, also routinely use digital computers to create, modify and produce works, do we need to have a special field of new media art? As digital and network media are rapidly became an omni-presence in our society, and as most artists came to routinely use it, new media field is facing a danger of becoming a ghetto whose participants would be united by their fetishism of latest computer technology, rather than by any deeper conceptual, ideological or aesthetic issues a kind of local club for photo enthusiasts. I personally do think that the existence of a separate new media field now and in the future makes very good sense, but it does require a justification something that I hope the rest of this text that will take up more theoretical questions will help to provide.
Ten years after the appearance of first cultural institutions solely focused on new media, the field has matured and solidified. But what exactly is new media? And what is new media art? Surprisingly, these questions remain to be not so easy to answer. The book you are now holding in your hands does provide very interesting answers to these questions; it also provides the most comprehensive foundation for new media field, in the process redefining it a very productive way. In short, this book is not just a map of the field as it already exists but a creative intervention into it.
Through the particular
selections and their juxtaposition this book re-defines new media as parallel
tendencies in modern art and computing technology after the World War II.
Although the editors of the anthology may not agree with this move, I would like
to argue that eventually this parallelism changes the relationship between art
and technology. In the last few decades of the twentieth century, modern
computing and network technology materialized certain key projects of modern art
developed approximately at the same time. In the process of this
materialization, the technologies overtake art. That is, not only new media
technologies computer programming, graphical human-computer interface,
hypertext, computer multimedia, networking (both wired-based and wireless)
have actualized the ideas behind the projects by artists, but they extended them
much further than the artists originally imagined. As a result these
technologies themselves have become the greatest art works of today. The
greatest hypertext text is the Web itself, because it is more complex,
unpredictable and dynamic than any novel that could have been written by a
single human writer, even
To prove the existence of historical parallelism, New Media Reader
systematically positions next to each the key texts by modern art that
articulate certain ideas and the key texts by modern computer scientists which
articulate similar ideas in relation to software and hardware design. Thus we
find next to each the story by
The parallelism between texts by artists and by computer scientists involves not only the ideas in the texts but also the form of the texts. In the twentieth century artists typically presented their ideas either by writing manifestos or by creating actual art works. In the case of computer scientists, we either have theoretical articles that develop plans for particular software and/or hardware design or more descriptive articles about already created prototypes or the actual working systems. Structurally manifestos correspond to the theoretical programs of computer scientists, while completed artworks correspond to working prototypes or systems designed by scientists to see if their ideas do work, to demonstrate these ideas to colleagues, sponsors and clients. Therefore New Media Reader to a large extent consists from these two types of texts: either theoretical presentations of new ideas and speculations about projects or types of projects that would follow from them; or the descriptions of the projects actually realized.
Institutions of modern culture that are responsible
for selecting what makes it into the canon of our cultural memory and what is
left behind are always behind the times. It may take a few decades or even
longer for a new field which is making an important contribution to modern
culture to ³make it² into museums, books and other official registers of
cultural memory. In general, our official cultural histories tend to privilege
art (understood in a romantic sense as individual products an individual
artists) over mass industrial culture. For instance, while modern graphical and
industrial designers do have some level of cultural visibility, their names,
with the exception of a few contemporary celebrity designers such as
It is time that we treat the people who have articulated fundamental ideas of human-computer interaction as the major modern artists. Not only they invented new ways to represent any data (and thus, by default, all data which has to do with ³culture,² i.e. the human experience in the world and the symbolic representations of this experience) but they have also radically redefined our interactions with all of old culture. As a window of a Web browser comes to supplement cinema screen, a museum space, a CD player, a book, and a library, the new situation manifest itself: all culture, past and present, is being filtered through a computer, with its particular human-computer interface. Human-computer interface comes to act as a new form through which all older forms of cultural production are being mediated.
New Media Reader contains essential articles by some of the key interface and software designers in the history of computing so far, from Engelbart to Berners-Lee. Thus in my view this book is not just an anthology of new media but also the first example of a radically new history of modern culture a view from the future when more people will recognize that the true cultural innovators of the last decades of the twentieth century were interface designers, computer game designers, music video directors and DJs -- rather than painters, filmmakers or fiction writers whose fields remained relatively stable during this historical period.
What is New Media: Eight
Propositions
Having discussed the particular perspective adopted by New Media Reader in relation to the large cultural context we may want to place new media in the notion of parallel developments in modern art and in computing -- I know want to go through other possible concepts of new media and its histories (including a few proposed by the present author elsewhere). Here are seven answers; without a doubt, more can be invented if desired.
1. New media versus cyberculture.
To begin with, we may distinguish between new media and cyberculture. In my view they represent two distinct fields of research. I would define cyberculture as the study of various social phenomena associated with Internet and other new forms of network communication. Examples of what falls under cyberculture studies are online communities, online multi-player gaming, the issue of online identity, the sociology and the ethnography of email usage, cell phone usage in various communities; the issues of gender and ethnicity in Internet usage; and so on.[2] Notice that the emphasis is on the social phenomena; cyberculture does not directly deals with new cultural objects enabled by network communication technologies. The study of these objects is the domain of new media. In addition, new media is concerned with cultural objects and paradigms enabled by all forms of computing and not just by networking. To summarize: cyberculture is focused on the social and on networking; new media is focused on the cultural and computing.
2. New Media as Computer Technology used as a Distribution Platform.
What are these new cultural objects? Given that digital computing is now used in most areas of cultural production, from publishing and advertising to filmmaking and architecture, how can we single out the area of culture that specifically owes its existence to computing? In my The Language of New Media I begin the discussion of new media by invoking its definition which can be deduced from how the term is used in popular press: new media are the cultural objects which use digital computer technology for distribution and exhibition.[3] Thus, Internet, Web sites, computer multimedia, computer games, CD-ROMs and DVD, Virtual Reality, and computer-generated special effects all fall under new media. Other cultural objects which use computing for production and storage but not for final distribution -- television programs, feature films, magazines, books and other paper-based publications, etc. are not new media.
The problems with this definition are three-fold. Firstly, it has to be revised every few years, as yet another part of culture comes to rely on computing technology for distribution (for instance, the shift from analog to digital television; the shift from film-based to digital projection of feature films in movie theatres; e-books, and so on) Secondly, we may suspect that eventually most forms of culture will use computer distribution, and therefore the term ³new media² defined in this way will lose any specificity. Thirdly, this definition does not tell us anything about the possible effects of computer-based distribution on the aesthetics of what is being distributed. In other words, do Web sites, computer multimedia, computer games, CD-ROMs and Virtual Reality all have something in common because they are delivered to the user via a computer? Only if the answer is at least partial yes, it makes sense to think about new media as a useful theoretical category.
3. New Media as Digital
Data Controlled by Software.
The Language of New Media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. In the book I articulate a number of principles of new media: numerical representation, modularity, automation, variability and transcoding. I do not assume that any computer-based cultural object will necessary be structured according to these principles today. Rather, these are tendencies of a culture undergoing computerization that gradually will manifest themselves more and more. For instance, the principle of variability states that a new media cultural object may exist in potentially infinite different states. Today the examples of variability are commercial Web sites programmed to customize Web pages for every user as she is accessing the site particular user, or DJs remixes of already existing recordings; tomorrow the principle of variability may also structure a digital film which will similarly exist in multiple versions.
I deduce these principles, or tendencies, from the basic fact of digital representation of media. New media is reduced to digital data that can be manipulated by software as any other data. This allows automating many media operations, to generate multiple versions of the same object, etc. For instance, once an image is represented as a matrix of numbers, it can be manipulated or even generated automatically by running various algorithms, such as sharpen, blue, colorize, change contrast, etc.
More generally, extending what I proposed in my book, I could say that two basic ways in which computers models reality through data structures and algorithms can also be applied to media once it is represented digitally. In other words, given that new media is digital data controlled by particular ³cultural² software, it make sense to think of any new media object in terms of particular data structures and/or particular algorithms it embodies.[4] Here are the examples of data structures: an image can be thought of as a two-dimensional array (x. y), while a movie can be thought of as a three-dimensional array (x, y, t). Thinking about digital media in terms of algorithms, we discover that many of these algorithms can be applied to any media (such as copy, cut, paste, compress, find, match) while some still retain media specificity. For instance, one can easily search for a particular text string in a text but not for a particular object in an image. Conversely, one can composite a number of still or moving images together but not different texts. These differences have to do with different semiotic logics of different media in our culture: for example, we are ready to read practically any image or a composite of images as being meaningful, while for a text string to be meaningful we require that it obeys the laws of grammar. On the other hand, language has a priori discrete structure (a sentence consists from words which consist from morphemes, and so on) that makes it very easily to automate various operations on it (such as search, match, replace, index), while digital representation of images does not by itself allow for automation of semantic operations.
4. New Media as the Mix
Between Existing Cultural Conventions and the Conventions of
Software.
As particular type of media is turned into digital data controlled by software, we may expect that eventually it will fully obey the principles of modularity, variability, and automation. However, in practice these processes may take a long time and they do not proceed in a linear fashion rather, we witness ³uneven development.² For instance, today some media are already totally automated while in other cases this automation hardly exists even though technologically it can be easily implemented.
Let us take as the example contemporary
The reality today is quite different. Software is used in some areas of film production but not in others. While some visuals may be created using computer animation, cinema sill centers around the system of human stars whose salaries amount for a large percent of a film budget. Similarly, script writing (and countless re-writing) is also trusted to humans. In short, the computer is kept out of the key ³creative² decisions, and is delegated to the position of a technician.
If we look at another type of contemporary media -- computer games we will discover that they follow the principle of automation much more thoroughly. Game characters are modeled in 3D; they move and speak under software control. Software also decides what happens next in the game, generating new characters, spaces and scenarios in response to user¹s behavior. It is not hard to understand why automation in computer games is much more advanced than in cinema. Computer games is one of the few cultural form ³native ³ to computers; they begun as singular computer programs (before turning into a complex multimedia productions which they are today) -- rather than being an already established medium (such as cinema) which is now slowly undergoing computerization.
Given that the principles of modularity, automation, variability and transcoding are tendencies that slow and unevenly manifest themselves, is there a more precise way to describe new media, as it exists today? The Language of New Media analyzes the language of contemporary new media (or, to put this differently, ³early new media²) as the mix (we can also use software metaphors of ³morph² or ³composite²) between two different sets of cultural forces, or cultural conventions: on the one hand, the conventions of already mature cultural forms (such as a page, a rectangular frame, a mobile point of view) and, on the other hand, the conventions of computer software and, in particular, of HCI, as they developed until now.
Let me illustrate this idea with two examples. In modern visual culture a representational image was something one gazed at, rather than interacted with. An image was also one continuous representational field, i.e. a single scene. In the 1980s GUI redefined an image as a figure-ground opposition between a non-interactive, passive ground (typically a desktop pattern) and active icons and hyperlinks (such as the icons of documents and applications appearing on the desktop). The treatment of representational images in new media represents a mix between these two very different conventions. An image retains its representational function while at the same time is treated as a set of hot spots (³image-map²). This is the standard convention in interactive multimedia, computer games and Web pages. So while visually an image still appears as a single continuous field, in fact it is broken into a number of regions with hyperlinks connected to these regions, so clicking on a region opens a new page, or re-starts game narrative, etc.
This example illustrates how a HCI convention is ³superimposed² (in this case, both metaphorically and literally, as a designer places hot spots over an existing image) over an older representational convention. Another way to think about this is to say that a technique normally used for control and data management is mixed with a technique of fictional representation and fictional narration. I will use another example to illustrate the opposite process: how a cultural convention normally used for fictional representation and narration is ³superimposed² over software techniques of data management and presentation. The cultural convention in this example is the mobile camera model borrowed from cinema. In The Language of New Media I analyze how it became a generic interface used to access any type of data:
Originally developed as part of 3D computer graphics technology for such applications as computer-aided design, flight simulators and computer movie making, during the 1980's and 1990's the camera model became as much of an interface convention as scrollable windows or cut and paste operations. It became an accepted way for interacting with any data which is represented in three dimensions ‹ which, in a computer culture, means literally anything and everything: the results of a physical simulation, an architectural site, design of a new molecule, statistical data, the structure of a computer network and so on. As computer culture is gradually spatial zing all representations and experiences, they become subjected to the camera's particular grammar of data access. Zoom, tilt, pan and track: we now use these operations to interact with data spaces, models, objects and bodies.[5]
To sum up: new media today can be understood as the mix between older cultural conventions for data representation, access and manipulation and newer conventions of data representation, access and manipulation. The ³old² data are representations of visual reality and human experience, i.e., images, text-based and audio-visual narratives what we normally understand by ³culture.² The ³new² data is numerical data.
As a result of this mix, we get such strange hybrids as clickable ³image-maps,² navigable landscapes of financial data, QuickTime (which was defined as the format to represent any time-based data but which in practice is used exclusively for digital video), animated icons a kind of micro-movies of computer culture and so on.
As can be seen, this particular approach to new media assumes the existence of historically particular aesthetics that characterizes new media, or ³early new media,² today. (We may also call it the ³aesthetics of early information culture.²) This aesthetics results from the convergence of historically particular cultural forces: already existing cultural conventions and the conventions of HCI. Therefore, it could not have existed in the past and it unlikely to stay without changes for a long time. But we can also define new media in the opposite way: as specific aesthetic features which keep re-appearing at an early stage of deployment of every new modern media and telecommunication technologies.
5. New Media as the Aesthetics that Accompanies the Early Stage of Every New Modern Media and Communication Technology.
Rather than reserving the term new media to refer to the cultural uses of current computer and computer-based network technologies, some authors have suggested that every modern media and telecommunication technology passes through its ³new media stage.² In other words, at some point photography, telephone, cinema, television each were ³new media.² This perspective redirects our research efforts: rather than trying to identity what is unique about digital computers functioning as media creation, media distribution and telecommunication devices, we may instead look for certain aesthetic techniques and ideological tropes which accompany every new modern media and telecommunication technology at the initial stage of its introduction and dissemination. Here are a few examples of such ideological tropes: new technology will allow for ³better democracy; it will give us a better access to the ³real² (by offering ³more immediacy² and/or the possibility ³to represent what before could not be represented²); it will contribute to ³the erosion of moral values²; it will destroy the ³natural relationship between humans and the world² by ³eliminating the distance² between the observer and the observed.
And here are two examples of aesthetic strategies that seem to often accompany the appearance of a new media and telecommunication technology (not surprisingly, these aesthetic strategies are directly related to ideological tropes I just mentioned). In the mid 1990s a number of filmmakers started to use inexpensive digital cameras (DV) to create films characterized by a documentary style (for instance, Timecode, Celebration, Mifune). Rather than treating live action as a raw material to be later re-arranged in post-production, these filmmakers place premier importance on the authenticity of the actors¹ performances. The smallness of DV equipment allows a filmmaker to literally be inside the action as it unfolds. In addition to adopting a more intimate filmic approach, a filmmaker can keep shooting for a whole duration of a 60 or 120 minute DV tape as opposed to the standard ten-minute film roll. This gives the filmmaker and the actors more freedom to improvise around a theme, rather than being shackled to the tightly scripted short shots of traditional filmmaking. (In fact the length of Time Code exactly corresponds to the length of a standard DV tape.)
These aesthetic strategies for representing real which at first may appear to be unique to digital revolution in cinema and in fact not unique. DV-style filmmaking has a predecessor in an international filmmaking movement that begun in the late 1950s and unfolded throughout the 1960s. Called ³direct cinema,² ³candid² cinema, ³uncontrolled² cinema, ³observational² cinema, or cinéma vérité (³cinema truth²), it also involved filmmakers using lighter and more mobile (in comparison to what was available before) equipment. Like today¹s DV realists,² the 1960s ³direct cinema² proponents avoided tight staging and scripting, preferring to let events unfold naturally. Both then and now, the filmmakers used new filmmaking technology to revolt against the existing cinema conventions that were perceived as being too artificial. Both then and now, the key word of this revolt was the same: ³immediacy.²
My second example of similar aesthetic strategies re-appearing more than
deals with the development of moving image technology throughout the nineteenth
century, and the development of digital technologies to display moving images on
a computer desktop during the 1990s. In the first part of the 1990s, as
computers' speed kept gradually 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
Interesting as they are, these two examples also illustrate the limitations of thinking about new media in terms of historically recurrent aesthetic strategies and ideological tropes. While ideological tropes indeed seem re-appearing rather regularly, many aesthetic strategies may only reappear two or three times. Moreover, some strategies and/or tropes can be already found in the first part of the nineteenth century while others only make their first appearance much more recently.[6] In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political and economical histories of the modern period.
So far my definitions of new media focused on technology; the next three definitions will consider new media as material re-articulation, or encoding, of purely cultural tendencies in short, as ideas rather than technologies.
6. New Media as Faster Execution of Algorithms Previously Executed Manually or Through Other Technologies.
A modern digital computer is a programmable machine. This simply means that the same computer can execute different algorithms. An algorithm is a sequence of steps that need to be followed to accomplish a task. Digital computers allow to execute most algorithms very quickly, however in principle an algorithm, since it is just a sequence of simple steps, can be also executed by a human, although much more slowly. For instance, a human can sort files in a particular order, or count the number of words in a text, or cut a part of an image and paste it in a different place.
This
realization gives us a new way to think about both digital computing, in
general, and new media, in particular, as a massive speed-up of various manual
techniques that all have already existed. Consider, for instance, computer¹s
ability to represent objects in linear perspective and to animated such
representations. When you move your character through the world in a first
person shooter computer game (such as Quake), or when you move your
viewpoint around a 3D architectural model, a computer re-calculates perspectival
views for all the objects in the frame many times every second (in the case of current desktop
hardware, frame rates of 80 frames of second are not uncommon). But we should
remember that the algorithm itself was codified during the Renaissance in
While this approach to thinking about new media takes us away from thinking about it purely in technological terms, it has a number of problems of its own. Substantially speeding up the execution of an algorithm by implementing this algorithm in software does not just leave things as they are. The basic point of dialectics is that a substantial change in quantity (i.e., in speed of execution in this case) leads to the emergence of qualitatively new phenomena. The example of automation of linear perspective is a case in point. Dramatically speeding up the execution of a perspectival algorithm makes possible previously non-existent representational technique: smooth movement through a perspectival space. In other words, we get not only quickly produced perspectival drawings but also computer-generated movies and interactive computer graphics.
The technological shifts in the history of ³combination prints² also illustrate the cultural dialectics of transformation of quantity into quality. In the nineteenth century, painstakingly crafted ³combination prints² represented an exception rather than the norm. In the twentieth century, new photographic technologies made possible photomontage that quickly became one of the basic representational techniques of modern visual culture. And finally the arrival of digital photography via software like Photoshop, scanners and digital cameras in the late 1980s and 1990s not only made photomontage much more omnipresent than before but it also fundamentally altered its visual characteristics. In place of graphic and hard-edge compositions pioneered by Moholy-Nagy and Rodchenko we now have smooth multi-image composites which use transparency, blur, colorization and other easily available digital manipulations and which often incorporate typography that is subjected to exactly the same manipulations (thus in Post-Photoshop visual culture the type becomes a subset of a photo-based image.) To see this dramatic change, it is enough to compare a typical music video from 1985 and a typical music video from 1995: within ten years, visual aesthetics of photomontage undergone a fundamental change.
Finally, thinking about new media as speeding up of algorithms which previously were executed by hand foregrounds the use of computers for fast algorithm execution, but ignores its two other essential uses: real-time network communication and real-time control. The abilities to interact with or control remotely located data in real-time, to communicate with other human beings in real-time, and control various technologies (sensors, motors, other computers) in real time constitute the very foundation of our information society -- phone communications, Internet, financial networking, industrial control, the use of micro-controllers in numerous modern machines and devices, and so on. They also make possible many forms of new media art and culture: interactive net art, interactive computer installations, interactive multimedia, computer games, real-time music synthesis.
While non-real time media generation and manipulation
via digital computers can be thought of as speeding up of previously existing
artistic techniques, real-time networking and control seem to constitute
qualitatively new phenomena. When we use Photoshop to quickly combine
photographs together, or when we compose a text using a Microsoft Word, we
simply do much faster what before we were doing either completely manually or
assisted by some technologies (such as a typewriter). However, in the cases when
a computer interprets or synthesize human speech in real time, monitors sensors
and modify program¹s based on their input in real-time, or controls other
devices, again in real-time, this is something which simply could not be done
before. So while it is important to remember that, on one level, a modern
digital computer is just a faster calculator, we should not ignore its other
identity: that of a cybernetic control device. To put this in different way,
while new media theory should pay tributes to
7. New Media as the
Encoding of Modernist Avant-Garde; New Media as Metamedia.
The approach to new media just discussed does not foreground any particular cultural period as the source of algorithms that are eventually encoded in computer software. In my article ³Avant-garde as Software² I have proposed that, in fact, a particular historical period is more relevant to new media than any other that of the 1920s (more precisely, the years between 1915 and 1928).[7] During this period the avant-garde artists and designers have invented a whole new set of visual and spatial languages and communication techniques that we still use today. According to my hypothesis,
With
new media, 1920s communication techniques acquire a new status. Thus new media
does represent a new stage of the avant-garde. The techniques invented by the
1920s Left artists became embedded in the commands and interface metaphors of
computer software. In short, the avant-garde vision became materialized in a
computer. All the strategies developed to awaken audiences from a
dream-existence of bourgeois society (constructivist design, New Typography,
avant-garde cinematography and film editing, photo-montage, etc.) now define the
basic routine of a post-industrial society: the interaction with a computer. For
example, the avant-garde strategy of collage reemerged as a "cut and paste"
command, the most basic operation one can perform on any computer data. In
another example, the dynamic windows, pull-down menus, and HTML tables all allow
a computer user to simultaneously work with practically unrestricted amount of
information despite the limited surface of the computer screen. This strategy
can be traced to Lissitzky's use of movable frames in his 1926 exhibition design
for the International Art Exhibition in
The encoding of the 1920s avant-garde techniques in software does not mean that new media simply qualitatively extends the techniques which already existed. Just as it is the case with the phenomenon of real-time computation that I discussed above, tracing new media heritage in the 1920s avant-garde reveals a qualitative change as well. The modernist avant-garde was concerned with ³filtering² visible reality in new ways. The artists are concerned with representing the outside world, with ³seeing² it in as many different ways as possible. Of course some artists already begin to react to the emerging media environment by making collages and photo-montages consisting from newspaper clipping, existing photographs, pieces of posters, and so on; yet these practices of manipulating existing media were not yet central. But a number of decades later they have to the foreground of cultural production. To put this differently, after a century and a half of media culture, already existing media records (or ³media assets,² to use the Hollywood term) become the new raw material for software-based cultural production and artistic practice. Many decades of analog media production resulted in a huge media archive and it is the contents of this archive television programs, films, audio recordings, etc which became the raw data to be processed, re-articulated, mined and re-packaged through digital software rather than raw reality. In my article I formulate this as follows:
New Media indeed represents the new avant-garde, and its innovations are at least as radical as the formal innovations of the 1920s. But if we are to look for these innovations in the realm of forms, this traditional area of cultural evolution, we will not find them there. For the new avant-garde is radically different from the old:
1. The old media avant-garde of the 1920s came up with new forms, new ways to represent reality and new ways to see the world. The new media avant-garde is about new ways of accessing and manipulating information. Its techniques are hypermedia, databases, search engines, data mining, image processing, visualization, and simulation.
2. The new avant-garde is no longer concerned with seeing or representing the world in new ways but rather with accessing and using in new ways previously accumulated media. In this respect new media is post-media or meta-media, as it uses old media as its primary material.
My concept of ³meta-media² is related to a more familiar notion of ³post-modernism² the recognition that by the 1980s the culture became more concerned with reworking already existing content, idioms and style rather than creating genially new ones. What I would like to stress (and what I think the original theorists of post-modernism in the 1980s have not stressed enough) is the key role played by the material factors in the shift towards post-modernist aesthetics: the accumulation of huge media assets and the arrival of new electronic and digital tools which made it very easy to access and re-work these assets. This is another example of quantity changing into quality in media history: the gradual accumulation of media records and the gradual automation of media management and manipulation techniques eventually recoded modernist aesthetics into a very different post-modern aesthetics.
8. New Media as Parallel
Articulation of Similar Ideas in Post
Along with the 1920s, we can think of other cultural periods that generated ideas and sensibilities particularly relevant to new media. In the 1980s a number of writers looked at the connections between Baroque and post-modern sensibilities; given the close linked between post-modernism and new media I just briefly discussed, it would be logical if the parallels between Baroque and new media can also be established.[8] It can be also argued that in many ways new media returns us to a pre-modernist cultural logic of the eighteenth century: consider for instance, the parallel between an eighteenth century communities of readers who were also all writers and participants in Internet newsgroups and mailing lists who are also both readers and writers.
In the twentieth century, along with the 1920s, which
for me to represent the cultural peak of this century (because during this
period more radically new aesthetic techniques were prototyped than in any other
period of similar duration), the second culturally peak 1960s also
seem to contain many of new media genes. A number of writers such as Söke Dinkla
have argued that interactive computer art (1980s -) further develops ideas
already contained in the new art of the 1960s (happenings, performances,
installation): active participation of the audience, an artwork as a temporal
process rather than as a fixed object, an artwork as an open system.[9]
This connection make even more sense when we remember that some of the most
influential figures in new media art (Jeffrey Shaw, Roy Ascott) have started
their art careers in the 1960s and only later moved to computing and networking
technologies. For instance, in the end of the 1960s
There is another aesthetic project of the 1960s that also can be linked to new media not only conceptually but also historically, since the artists who pursued this project with computers (such as Manfred Mohr) knew of minimalist artists who during the same decade pursued the same project ³manually² (most notably, Sol LeWitt).[11] This project can be called ³combinatorics.²[12] It involves creating images and/or objects by systematically varying a single parameter or by systematically creating all possible combinations of a small number of elements.[13] ³Combinatorics² in computer art and minimalist art of the 1960s led to the creation of remarkably similar images and spatial structures; it illustrates well that the algorithms, this essential part of new media, do not depend on technology but can be executed by humans.
Four decades of new
media
Along with the ones I already mentioned, more connections between 1960s cultural imagination and new media exist. Similarly to another recent important anthology on new media (XXX Multimedia from Wagner to XXX), New Media Reader contains a number of important texts by the radical artists and writers from the 1960s which have conceptual affinity to the logic of computing technology: Allan Kaprow, William Borrows; ³Oulipo movement (whose members pursued combinatorics project in relation to literature), Nam June Paik and others. ³The Complex, the Changing, and the Intermediate² part of the reader presents the most comprehensive, to date, set of cultural texts from the 1960s whose ideas particularly resonate with the developments in computing in the same period.
Although modern computing has many conceptual fathers
and mothers, from
The first section of the reader takes us to the end
of the 1970s; by this time the key principles of modern computing and GUI were
already practically implemented and refined by the developers at Xerox Parc but
they were not yet commercially available to consumers. The second section ³Media
Manipulation, Media Design² covers the late 1970s and the 1980s. During this
period Macintosh (released in 1984) popularized GUI; it also shipped with a
simple drawing and painting programs which emphasized the new role of a computer
as a creative tool; finally, it was the first inexpensive computer which came
with a bit-mapped display. Atari computers made computer-based sound
manipulation affordable; computer games achieved a new level of popularity;
cinema started to use computers for special effects (Tron released by Disney in 1982
contained seventeen minutes of 3-D computer generated scenes); towards the very
end of the decade, Photoshop, which can be called the key software application
of post-modernism, was finally released. All these developments of the 1980s
created new set of roles for a modern digital computer: a manipulator of
existing media (Photoshop); a media synthesizer (film special effects, sound
software), and a new medium (or rather, a set of new mediums) in its own right
(computer games). New Media Reader collects essential articles by
computer scientists from the 1980s that articulate ideas behind these new roles
of a computer (Bolt, Snheiderman,
As computing left the strict realm of big business, the military, the government and the university and entered society at large, cultural theorists begin to think about its effects, and it is appropriate that New Media Reader also reprints key theoretical statements from the 1980s (Turkle, Haraway). I should note here that European cultural theorists reacted to computerization earlier than the Americans: both Lyotard¹s The Post-Modern Condition (1979) and Baudrillard¹s Simulacra and Simulations (1981) contain detailed discussions of computing, something which their 1980s American admirers did not seem to notice.
The last section of the reader ³Revolution, Resistance, and the Web¹s Arrival² contains to weave texts by computer scientists, social researchers, cultural theorists, and critics from the end of the 1980s onward; it also takes us into the early 1990s when the rise of the Web redefined computing one again. If the 1980s gradually made visible the new role of a computer as a media manipulator and an interface to media the developments which eventually were codified around 1990 in the term ³new media² in the 1990s another role of a digital computer (which was already present since the late 1940s) came to the foreground: that of a foundation for real-time multi-media networking, available not just for selected researchers and the Military (as it was for decades) but for millions of people.
In the 1960s we can find strong conceptual
connections between computing and radical art of the period, but with the sole
exception of
The emergence of new media studies as a field testifies to our recognition of the key cultural role played by digital computers and computer-enabled networking in our global society. For a field in its infancy, we are very lucky to now have such a comprehensive record of its origins as the one provided by New Media Reader; I believe that its readers would continue to think about both the ideas in its individual texts and the endless connections which can be found between different texts for many years to come.
[1]
More subtle but equally convincing is the relationship between
Panopticism by Michel Foucault which comes from his book Discipline
and Punish (1975) and Personal Dynamic Media by Alan Kay and Adele
Goldberg (1997). In 1960s and 1970s the prevalent model of computer use was time
sharing XXX. It was Panopticum-like in so far as it involved a single
centralized computer with terminals connected to it and thus was conceptually
similar to an individual prisoner¹s cell connected by lines of site to the
central tower in Panopticum. At the end of the 1960s, computer scientist
[2]
For a good example of cyberculture paradigm, see online
[3]
Lev Manovich, The Language of New Media
(
[4] I don¹t meant here the actual data structures and algorithms which may be used by particular software rather, I am thinking of them in more abstract way: what is the structure of a cultural objects and what kind of operations it enables for the user.
[5] Manovich, The Language of New Media, 80.
[6]
I believe that the same problems apply to
[7]
Lev Manovich, ³Avant-Garde as Software,² in Ostranenie, edited by
[8]
[9]
See for instance
[10]
[11] For manfred Mohr, see http://www.emohr.com/.
[12]
[13]
It is interesting that Sol LeWitt was able to produce works ³by hand² which
often consisted of more systematic variations of the same elements than similar
works done by other artists who used computers. In other words, we can say that
[14]
See