Abstract
This article maps two divergent trajectories within a narrowly defined sphere of
short-form, time-based digital media created between 1995 and 2005. These works are
considered in relation to the historical avant-garde - particularly the Structural
film movement of the 1960s and 70s - and analyzed as responses to a range of cultural
concerns specific to the digital age. The analysis identifies movement toward two
terminal points: first, a mode of remix-based montage inspired by open source
programming communities and peer-to- peer networks; and second, the emergence of a
mode of imaging termed the “digital analogue”, which foregrounds the material
basis of digital production.
Introduction
The title of this article refers to Hans Magnus Enzensberger's 1962 essay “The Aporias of the Avant-Garde”
[
Enzensberger 1974], a cautionary tale and critique of the dangers that
arise from tying the ideology of the “avant garde” to radical social agendas.
Enzensberger warns against the pretensions of movements like Futurism that were so
easily swept up into the political ideology of fascism, and the avant-garde's general
tendency to slip toward variously doctrinaire forms of political sloganeering. As
Enzensberger argues, an avant-garde that is unconscious of its aporias — its internal
contradictions and obfuscations — is even more dangerous than the reactionary
politics that inevitably surface to resist it. Criticism about digital media, which
has too often strayed into the realm of the utopian, would do well to heed such
warnings. And while my present argument is largely framed in optimistic terms, it is
particularly important to recognize the limitations of contemporary “avant-garde” media practices,
given the largely hostile political and economic climate in which they have emerged.
As lines between categories of digital art making continue to blur, it is also
necessary to re-examine outmoded distinctions between the practices and tools of
cinema, video, music, animation, graphic design and motion graphics. Just as digital
practitioners move fluidly across these boundaries, theorists and historians of new
media must develop similarly mobile strategies of critical practice unencumbered by
the burden of past media and analytical paradigms. Whereas the Modernist avant-garde
privileged materiality as a means of exploiting the formal potentials of medium
specificity, the privileged objects in this essay preserve a relation to the material
world that grounds them historically. Ultimately, it is not an avant-garde free of
contradictions that we seek, but one that illuminates the position of digital media
in relation to systems of control — including the rules of representation,
technology, and history.
To do this, we will focus on a small number of short-form, time-based, digital media
— a disparate array of music videos, short films and motion graphics created during
the past ten years. Despite the fact that the work under consideration here has
rapidly proliferated and resonated with many of the key theoretical issues in cinema
and visual culture studies of the past three decades, it has been largely neglected
by theorists and critics of digital culture.
[1] Part of the reason for this neglect is practical. The works
themselves are often ephemeral or difficult to access and they tend to occupy a
liminal position between what is called “experimental” or “avant-garde”
film and video, and the equally broadly defined field of practice termed “new
media.” These works therefore do not fit into any consistent curricular or
publishing niche, are rarely a part of mainstream culture, do not receive theatrical
distribution or broadcasting, and are often regarded with suspicion as proper objects
of study within an academic context.
[2]
Nonetheless, I will argue that much of this work may be productively understood as a
processing ground for some of the most compelling issues in contemporary digital
culture.
I am particularly interested in these works' expression of the status of narrative,
of relations between technology and material culture, and of emergent conceptions of
space, time, and bodies. As a point of entry, I will ask whether this work may be
meaningfully understood in relation to the historical avant-garde, particularly the
Euro-American Structural film movement of the 1960s and 70s. I do not, however, wish
to spend much time justifying my use of the term “avant-garde,” which admittedly carries specific historical connotations
that are not all applicable to the present discussion.
[3] Instead, I will focus on two primary vectors of consideration.
The first is the movement toward what may be termed “open source” video
authoring, modeled after the combined practices of open source programming
communities and peer-to-peer file sharing networks. The second is the emergence of
what I call the “digital analogue,” a mode of representation that foregrounds
material aspects of production seemingly in defiance of the conventional wisdom that
digital media are characterized by dematerialization and disconnection from the
physical world.
Because the title of this essay features the rather glaring oxymoron “digital
avant-garde,” it may be useful to define these terms in isolation in order to
frame the use I hope to make of them in juxtaposition. The term “digital” rarely
denotes a set of cohesive practices. Digital media are notoriously hybrid, often
bringing together images, sounds, and objects that are computer-generated or mediated
with others that originate in the analogue, photochemical, or textual worlds. There
is, however, a certain utility to “digital” as a historicizing term,
particularly as it implies its own eventual obsolescence. I am less interested,
therefore, in defining “digital culture” in terms of technology than in
attempting to identify the social practices and preoccupations that are particular to
the digital age. One of the things at stake within the consumer culture that
surrounds digital media is the growing invisibility of its underpinning technology.
Given the current movement toward ubiquitous computing and wireless networks, this is
of particular relevance; even flat panel monitors and microprocessors that are
embedded in everyday objects seem to negate the physical infrastructure of the
computer and by implication, its socio-industrial base.
For the purposes of this essay, the “avant-garde” may be defined as a
non-singular and contradictory range of minor practices that are dialectically
related to — i.e., both resistant to and constitutive of — dominant media systems.
These works are characterized by multiplicity, micro-politics and formal
experimentation, and perhaps most disquietingly, they are often exo-commercial — that
is, positioned in a marginal but necessary relationship to the economically
sustaining infrastructure of the entertainment and advertising industries. This
working definition is indebted to David James' work on American avant-garde film of
the 1960s, which debunks the old avant-garde / commercial binary as both false and
misleading.
[4] At the level of both institutions and
individuals, James argues for a historical model that acknowledges the fundamentally
cross-pollinating relationship between commercial and experimental film practice.
My desire to reclaim the concept of the avant-garde for the digital age stems from a
firm belief in the relevance of media to politics and culture. I see great potential
benefit in developing a critical apparatus for understanding these exo-commercial
practices as embedded in a broader context with economic and social implications.
Holly Willis has further argued for the value of seriously considering these works as
symptomatic indicators of cultural obsessions:
Despite the general dismissal of these
works, many music videos, as well as design shorts, offer a compelling
examination of some of the central issues that we face as a culture, and
indeed, one might argue that these rather disparate artworks offer a map of
contemporary anxieties, fascinations and concerns.
[Willis 2005, 51]
What is ultimately at issue in both “digital” and “avant-garde” is
our ability to relate these terms to the needs and struggles of everyday life. Put
more simply, the goal is to ascribe relevance to particular practices of digital
culture in a historical context. Thus, I believe it is possible to deploy the term
“avant-garde” with respect for its historical specificity, but at the same
time, to make a claim for its continuing usefulness in discussing contemporary art
practices that have evolved in parallel with commercial-industrial media.
Digital Ontology
Within visual culture, digital imaging has come to signify an ontological shift away
from the indexical trace of the photograph. Where photochemical imaging could lay
claim to a direct relation to the physical world, both conventional wisdom and
everyday experience suggest that digital images more commonly function as hybrid
constructions of the world they purportedly represent. Although the problematic of
representing reality long predates the appearance of digital technology, the early
1990s marked a point of no return for the representational capacity of images. In his
1991 book
Representing Reality, documentary film theorist Bill Nichols
offered this almost sheepish disclaimer:
[through digital sampling] The image
becomes a series of bits, a pattern of yes/no choices registered within a
computer's memory […] There is no original negative […] against which all
prints can be compared for accuracy and authenticity. There may not even be an
external referent. The implications of all this are only beginning to be
grasped. They clearly set a historical framework around the discussion
presented in this book, which continues to emphasize the qualities and
properties of the photographic image.
[Nichols 1991, 4]
The previous year, in his influential book on 19th century visual culture
Techniques of the Observer, Jonathan Crary noted that digital
imaging constitutes a categorical break from the photographic processes that were
developed in the early 19th century. With digital imaging, Crary asserts, vision is
relocated to
a plane severed from a human observer […]
Most of the historically important functions of the human eye are being
supplanted by practices in which visual images no longer have any reference to
the position of an observer in a “real,”
optically perceived world. If these images can be said to refer to anything, it
is to millions of bits of electronic, mathematical data.
[Crary 1990, 2]
The problem with digital images, as Crary defines them, is that they are not
linked in an indexical relationship to the “real
world” (which he revealingly equates with the “optically perceived” world).
[5] What is at stake here are not merely the
technical affordances of competing technologies of vision but a philosophical
metaphor describing the way we attain knowledge about the world. But in
characterizing the ontological shift represented by digital imaging in terms of loss,
it is all too easy to find ourselves in a nostalgic desire for the prelapsarian
authenticity of the photograph — a concept that is itself dubious at best.
In his essay “Avant-Garde as Software,” Lev Manovich
extends this loss to the failure of the avant-garde to sustain the convergence of
formal and political interests:
The old media avant-garde 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
[…] 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.
[Manovich 1999, 12]
Manovich aptly describes the development of database structures and recombinant
media that are crucial to networked culture. However, his model overlooks the
potential of this new media avant-garde to engage new ways of seeing the world that
are rooted not in optical perception but in the harnessing of data flows. This shift,
summarized by Peter Weibel as a move “from
the ruins of representation to the practices of processing”
[
Weibel 2002, 2], highlights the need for rethinking networks in
epistemological terms. This article aims to position the functioning of digital
networks as not merely a vehicle for the transmission of data, but also a means of
“seeing” and understanding the world. At stake in this investigation is an
emergent understanding of the ways media practitioners are enacting new forms of
networked subjectivity and creativity that are characteristic of an “open
source” authoring mode. These networked practices should not be uncritically
privileged — they are as readily deployed for evil as for good — but I want to probe
the transformative impact of networks on historical avant-garde tactics of
appropriation and recombination.
Modernism and Avant-Garde
In her book The Originality of the Avant-Garde and Other Modernist
Myths, Rosalind Krauss challenges the discourse of originality on which
the concept of the Modernist avant-garde was based, arguing that “the actual practice of vanguard art tends to reveal that 'originality'
is a working assumption that itself emerges from a ground of repetition and
recurrence.” Indeed, she argues, originality and repetition are often bound
together through shared formal and structural constructs, and she identifies one such
construct — the grid — as a privileged technique of spatial organization within the
painted modernist frame. For Krauss, photography provided the final seeds of
destruction of originality as the sine qua non of modernist art.
Her argument turns approvingly to the photographic work of Cindy Sherman and Sherrie
Levine as marking a break with the modernist notion of origin, moving instead into an
era characterized by the postmodernist discourse of the copy. Now, the operative
question is whether the “discourse of the copy” that so aptly described the
Appropriationist movement of the 1980s (of which Levine and Sherman were a part)
still applies to digital media.
In digital media, the act of copying has moved from figure to ground, whether at the
level of the individual pixel, the sample, or the peer-to-peer network. In other
words, the status of the copy is no longer at stake — it is as much of a given to
digital composition as brush strokes are to painting. To further update Krauss' take
on the dynamic interplay between originality and repetition, we must revisit her
privileging of the grid as a structuring framework. The grid, for Krauss, marked
Modern art's categorical withdrawal from representation and mimesis.
Flattened, geometricized, ordered, it is
antinatural, antimimetic, antireal. It is what art looks like when it turns its
back on nature. In the flatness that results from its coordinates, the grid is
the means of crowding out the dimensions of the real and replacing them with
the lateral spread of a single surface
[Krauss 1993, 158]
Krauss goes on to ruminate on the irony of the avant-garde artist turning,
again and again, in a celebration of his own originality to the form of the grid for
its realization:
That so many generations of 20th-century
artists should have maneuvered themselves into this particular position of
paradox — where they are condemned to repeating, as if by compulsion, the
logically fraudulent original — is truly compelling
[Krauss 1993, 160]
She further argues that nothing less than the collusion of museums,
historians, and makers of art has served to continually assert the superiority of
originality over repetition in modern art, a conundrum that was left to postmodernism
to outstrip.
Within digital media, however, it seems clear that the two-dimensional X-Y axis of
Krauss' modernist grid has given way to work that places equal if not greater fetish
value on the Z-axis, and the possibility, if not the imperative, of composing in
depth using 3-D modeling software, video game engines, immersive and telepresent
technologies, mobile media, etc. In his book
Snap to Grid, Peter
Lunenfeld identifies the two-dimensional grid as the enemy of the digital designer,
whose first act upon opening an application is to turn off the snapping function so
as not to be constrained by the quantum logic of arbitrarily imposed Cartesian
coordinates [
Lunenfeld 2000]. In the work under consideration here, it
is possible to identify two responses to this tendency that suggest alternatives to
the privileging of the Z-axis. Within the realm of the “digital analogue,” there
is frequently a gravitation toward work that foregrounds the tension between flatness
and depth, a kind of resistance to immersion that arguably un-privileges
three-dimensionality. And in the zone of networked communication, a figurative Z-axis
may be understood to signify the dimensional structure of the Internet or the
datasphere of wireless media that concerns practitioners of mobile and distributed
media.
Open Source Paradigm
Within the realm of what may be termed “open source video” — i.e., re-edited
videos that are distributed online and via file-sharing networks — it is possible to
view the rhizomatic structure of the Internet as a corrective to the Cartesian
coordinates of three-dimensional space. This is particularly realized in the
structure of global peer-to-peer distribution networks, which can no longer be
regarded as external and posterior to the digital artwork itself. Instead, I believe
we are witnessing a transformation of the digital artwork's position as fundamentally
entangled with circuits of replication, recombination, dissemination, and along with
them, endless potentials for productive mutation. Both Lunenfeld and Manovich have
described this transformation as a shift to “information-based aesthetics,” impacting a broad base of digital practices
from art and architecture to film and computational media. When addressing works that
emerge from the informational space of the network, we are dealing not with originals
and reproductions but memes and mutants — circuits of data flow and transformation
that assert their own ontological status. Perhaps most importantly, we must address
these networks in both material and functional terms, as cultural formations that are
the products of material and ideological necessity and not merely passive conduits
for data.
A recent cultural object to emerge from this space is the Grey Video,
which was created and released anonymously in October 2004, only to be shut down by
the record label EMI as part of its continuing efforts to enforce control over their
copyright of the Beatles' White Album. The background to this story is
widely known: on February 24, 2004, a group called Downhill Battle organized a
day-long electronic civil disobedience action called Grey Tuesday. Downhill Battle
sought to protest the legal action taken by EMI to suppress a remix by DJ Danger
Mouse that combined rhythm tracks from the Beatles' White Album with
vocal tracks from Jay-Z's Black Album to create the underground
sensation, the Grey Album. During the 24 hours of Grey Tuesday, over
100,000 copies of the Grey Album were reportedly downloaded from
hundreds of sites across the Internet and an estimated million more copies were
traded over file sharing networks. At the same time, hundreds more websites
demonstrated their support by converting their home page color palette to all grey.
Although its impact was largely symbolic, Grey Tuesday is still regarded as the most
successful instance of organized civil disobedience against the music industry. Nine
months later, the Grey Album was followed by the Grey
Video, which was created and released anonymously by the design firm Ramon
& Pedro. The “official”
Grey Video website was predictably shut down within a few weeks of its
launch, although the video continues to circulate on mirror sites and peer networks
across the Internet.
The Grey Video begins with a performance by the Beatles before a live
television studio audience. Just moments into the song, images of the rapper Jay-Z
begin to encroach on the performance and his own lead vocals are added to the
background music of a cut-up Beatles song. Images of bumbling and ineffectual
broadcast engineers may be understood as a metaphorical jab at the RIAA, who are
powerless to recover control of the images being disseminated, first as Jay-Z's image
appears on one and then all three television monitors in the control booth and later
as the musical remix causes a breakdown of both artists' performance. As Ringo's drum
kit is replaced by a set of turntables and the words “DJ Danger Mouse,” the vestigial musicians Paul and George are
perfunctorily replaced by dancers, and John performs a virtuosic break dance
punctuated by a protracted round of spinning on his head and a screen-exiting
backflip that leaves the singer's signature mop-top wig lying symbolically on the
stage. On one level, all of this amounts to little more than a parodic gesture, but
the electronic civil disobedience of Grey Tuesday and the visuals of the obviously
hastily produced Grey Video eloquently speak both to consumer
frustrations with increasingly restrictive copyright laws and to the growing power of
peer networks to subvert their enforcement.
Apart from the barely noticeable R+P logo that flashes on screen at the end of the
video, Ramon & Pedro nowhere acknowledge responsibility for the
Grey
Video, which was made with no possibility of direct profit for the design
team. Indeed, a disclaimer at the head of the video announces that it was made as an
experiment and not for commercial purposes. But the video was also made in full
knowledge that the official site would be shut down and trusting in the hope that a
decentered grassroots network would step in and take over distribution of the video.
I don't necessarily want to offer Ramon & Pedro as outlaw media hackers — they
are rather savvy entrepreneurs who understand the economy of value in viral marketing
and the power of aligning themselves (albeit slightly disingenuously) with the
anti-industry, anti-commercial sentiments of today's remix culture. Taken in
aggregate, however, I believe the Downhill Battle protest, coupled with the
widespread, illicit circulation of the
Grey Video is exemplary of a
mode of practice that is defined by the logic of the open source network at the level
of production, distribution, and reception. Another direct legacy of Downhill
Battle's Grey Tuesday action is the group's own spinoff organization, The
Participatory Culture Foundation, a non-profit advocacy group which seeks to create
tools that facilitate the conjunction of culture and politics.
[6]
As legal and cultural struggles over copyright and control of the internet continue,
the networks and tools of such organizations, along with widespread cultural
practices based on participation and collective action, offer crucial sites of
potential resistance.
Digital Resistance?
Among the most vocal advocates of the concept of a digital avant-garde that is
directly engaged in resisting corporate domination of media is the Critical Art
Ensemble (CAE), which argues unabashedly for work that places “a high value on experimentation and on engaging the unbreakable link
between representation and politics.”
[7] In their 2002
manifesto
Digital Resistance, CAE elaborate on their call for a
critically engaged “electronic civil
disobedience”
[8] that explicitly
works to bridge the formal and political dimensions of avant-garde practice. CAE
argues that, just as capitalism has become increasingly nomadic, mobile, dispersed
and electronic, artists and activists must respond in kind: modeling forms of digital
resistance that are equally liquid, but preferably operating by means that are less
compatible with the status quo functioning of the entertainment industries:
After all, an avalanche of literature from
very fine postmodern critics has for the past two decades consistently told us
that the avant-garde is dead and has been placed in a suitable resting plot in
the Modernist cemetery alongside its siblings, originality and the author. In
the case of the avant-garde, however, perhaps a magic elixir exists that can
reanimate this corpse
[CAE 2002]
The elixir they refer to is digital technology and the increasing dependence
of late capitalist economics on global communication networks and their vulnerability
to cultural hacking. As CAE insists, “The avant-garde
today cannot be the mythic entity it once was. No longer can we believe that
artists, revolutionaries, and visionaries are able to step outside of culture to
catch a glimpse of the necessities of history as well as the future.” In
practical terms, CAE propose “cellular constructions
aimed at information disruption in cyberspace.” They thus advocate hacking
as both an art form and political weapon, which points to the importance of thinking
not just in terms of media objects and practices but also of their evolving contexts
of distribution and exhibition. Unfortunately, the vocabulary of Hollywood film
distribution obscures the functioning of networks and communities — some physical,
some online or virtual — within which digital files are copied, reproduced, and
traded. Within such a network, distinctions between viewers and producers are
irretrievably blurred, and the one-way logic of television broadcasting and
theatrical distribution becomes the multi-directional, many-to-many dialogue of the
BitTorrent network. But how might this abstract cultural transformation manifest
itself in terms of actual production? Part of the answer may be found in the
extraordinary proliferation of remix-based videos currently in circulation via the
internet and peer-to-peer networks.
Remix as Politics
Mike Nourse's short remix video
Terror Iraq Weapons is one of many
short, remix videos that appeared during the lead-up to the 2004 American
presidential election. The video was created by means of executing a single
algorithm: each occurrence (or variation) of the words “terror,”
“Iraq” and “weapons” was extracted from a single speech by President George W. Bush
and grouped in the order in which they occurred. Nourse's deceptively simple conceit
poses a surprisingly effective critique of both the Bush campaign's mendacious
association of al Qaeda's attack on the World Trade Center with the regime of Saddam
Hussein and the central canard of the administration's advocacy of war, namely the
existence of weapons of mass destruction in Iraq prior to the American military
onslaught in 2003. At the same time, Nourse's video invites us to think about the
functioning of the news media as a passive echo chamber for campaign and
administration talking points. The low-tech simplicity of Nourse's process invites
viewers to imagine creating their own variations on this project, transforming
virtually any electronic broadcast into potential raw materials for re-editing and
redistribution.
[9]
Nourse's deployment of an explicitly algorithmic process also exemplifies one aspect
of art production in the database age by emphasizing the importance of keywords as a
means of understanding and reprocessing the content of media broadcasts. The
attribution of metadata, such as keywords, to any media set constitutes a similar
process — the distillation of key concepts from a field of possibilities. The result,
as with the information-handling capacity of a database system, is to amplify the
power of recombination and use of the data set, in this case, turning media consumers
into producers of alternative or resistant meanings.
[10] Nourse's video and many
others like it, including Lenka Clayton's
qaeda quality question quickly
quickly quiet (2002), operate in a specifically linguistic realm, with
almost total disregard for the visual. Clayton's film, which has also been released
in audio-only format on LP (thereby underscoring its relation to DJ culture), takes
every one of the 3814 words in Bush's infamous “Axis of
Evil” State of the Union speech and simply re-edits them into alphabetical
order. In both Nourse's and Clayton's videos, the image of the president jumps
spastically around the screen, enslaved by the syntactic rearrangement taking place
in the verbal register. This welcome reversal of the usual image-sound hierarchy has
its most disruptive impact on the performative aspects of the political speeches,
whose constructed inflections and cadences are simultaneously subverted and revealed
by the imposed structure of the re-edit.
Structural Film as Archetype
This type of algorithmic manipulation strongly resembles the Euro-American Structural
film movement of the late 1960s and early 1970s, which was associated with filmmakers
such as Michael Snow, Hollis Frampton, Ernie Gehr, Paul Sharits, Joyce Wieland, and
Peter Kubelka, and which finds an active legacy in the continuing work of filmmakers
such as James Benning, Su Friedrich, Morgan Fisher, and Martin Arnold. Although
highly influential among experimental filmmakers, this work was deservedly criticized
for its makers' decision to pursue a set of artistic interests that were
fundamentally apolitical and inward-looking, even in the midst of the cultural
turmoil surrounding the Vietnam war and civil rights movements. For David James, this
movement aligns seamlessly with the conceptual and minimalist movements in the art
world — posing an institutional critique of the art world's persistent effacement of
the materiality of its objects. “Pure film,”
as James calls it, constituted cinema's response to Clement Greenberg's call for
medium specificity, drawing attention to the surfaces and planes of the film image
and its unique, artistic properties by using techniques such as scratched emulsion,
loop printing, and mathematically derived editing structures.
Structural film is often misunderstood as a fundamentally reductive and solipsistic
practice when, in fact, much of the most interesting work is engaged in broader
questions of historiography, narrative, memory, perception, and cognition in the
cinematic processing of space and time. Ernie Gehr's work is exemplary in this
regard, fulfilling both the rigid structural impulse of the movement's most extreme
adherents, while simultaneously engaging in broader philosophical, historiographical,
and perceptual concerns. Likewise, Morgan Fisher's body of work, which offers
cinema's most esoteric and monomaniacal examination of the processes and mechanics of
the cinematic apparatus, also constitutes one of its most erudite commentaries on
otherwise too-easily-suppressed aspects of the Hollywood film industry.
While Structural film has been largely regarded as a footnote within film studies, it
has resonated with remarkable tenacity in certain sectors of digital media art.
Lunenfeld's decision to include a chapter on Structural filmmaker Hollis Frampton in
Snap to Grid, for example, has been much commented upon as a
bizarre anachrony in a book ostensibly devoted to digital culture and design. But
Lunenfeld's gravitation toward work by Frampton and other Structuralists is not
merely idiosyncratic. The majority of Structural films are themselves mathematical or
algorithmic in conception — characteristics that are consonant with the workings of
digital media. Indeed Lunenfeld argues, “the ascendancy of the digital image has rendered
experimental film ripe for a renaissance […] the experimental cinema can serve as
a model for computer-inflected art. I believe, in fact, that the most interesting
new media works aspire to the condition of the experimental cinema without quite
realizing it.”
[
Lunenfeld 2000, 120–1]. In her book
New Digital
Cinema, Holly Willis likewise identifies Ernie Gehr's Structural classic
Serene Velocity (1970) as a key progenitor of digital media's
fascination with space as “our era's
primary focus of concern,” noting that
Serene Velocity was
created within a few months of the prototype network that would become the Internet.
A somewhat more literal case in point may be found in the work of artist Barbara
Lattanzi, who has created a series of image processing systems called “idiomorphic software,” which function as handlers
for online media.
[11] These include
EG Serene, which is named after Ernie Gehr's
Serene Velocity and which takes any piece of Quicktime video and
provides controllers that allow users to approximate the editing patterns found in
Serene Velocity (1970)
[12]; and
HF Critical Mass,
which operates on the same principle in order to mimic the editing of Hollis
Frampton's
Critical Mass (1971).
[13] Lattanzi's
tongue-in-cheek homage to Gehr and Frampton, whose obsession with film's materiality
represents the apotheosis of cinematic medium specificity, highlights a key
distinction between film and digital media. Structural filmmakers' fetishistic
relationship to their apparatus of production is largely denied to makers of digital
media, whose creative interactions largely take place within the domain of software
and therefore rarely reference the role of the computer as object-machine. Lattanzi's
work instead places its emphasis on interface over physicality and on constructing
systems that handle and reconfigure pre-existing media into new patterns. Idiomorphic
software offers users a form of empowerment and control that is of an entirely
different order than conventional interactive narratives. It also suggests ways to
talk about the specificity of digital media that do not simply replicate the
formalist impulses of Structural film.
The Digital Analogue
Although materiality is often elided within digital media, the physicality of film
images remains a source of explicit fascination for certain media artists. Perhaps
the most remarkable of these is Austrian experimental filmmaker Virgil Widrich. Along
with the filmmakers Peter Tscherkassky and Martin Arnold, Widrich is part of a “third generation” of Austrian experimental
filmmakers who all share an obsessive interest in fragmenting and decomposing film
frames and working with movement and repetition within the frame. Until recently,
Widrich was the only one of the three to work digitally. Both Arnold and Tscherkassky
have prided themselves on rejecting digital technology, even as they create works
that are deeply connected to the logic of digital media in their use of repetition
and recombination. Widrich's work is additionally provocative in its return to paper
as a substrate for moving images. In the last few years Widrich has completed two
films —
Copy Shop (2001) and
Fast Film (2003) — that
are based on a method of production that requires thousands of digital video frames
to be printed out on paper, folded, torn, and then re-animated. On one level, this
work constitutes a return to primitive cinema, the kind of frame-by-frame, hand-made
production described by Lev Manovich as characteristic of digital cinema
[14] — but on another level, it demonstrates a process that calls an unusual
degree of attention to the material substrate of cinema. The result for viewers is an
acute awareness not only of the materiality of the film they are watching but also of
the layering of moments in time that is allegorized through the production process.
Fast Film also presents an extreme and literal use of intertextuality,
in which characters from nearly three hundred different films move seamlessly through
a single narrative space. The film suggests a re-assertion of the individual subject
as the associative consciousness of the narrative and assures that each viewing
experience will be different, as viewers recognize different clips, characters and
moments from each sampled film. The structure of
Fast Film is that of
a recombinant database that serves as both homage and parody in its affectionate
pillaging of Hollywood history. Arguably, it is the anxiety attending the ethereality
of digital technology that occasions this extreme foregrounding of material processes
— namely the crazy, obsessive work of printing, numbering, folding, tearing and then
re-photographing tens of thousands of film frames. Another factor is our immersion in
an era when questions of copyright and intellectual property have moved from the
expert discourses of litigation and technology into the forefront of many people's
everyday lives.
[15]
Widrich's rejection of the ease of digital compositing in favor of laboriously
captured, printed, torn and folded origami animations provides part of the
justification for its existence. This labor, in fact, gives the lie to contemporary
discourses about the ease and simplicity of digital piracy and the lack of creativity
among those who remix copyrighted materials. The underlying labor is self-consciously
referenced only once in the film, when a train chase ends by plummeting off the side
of a cliff. After plunging downward through space, the animated cutouts crash through
the Mardi Gras cemetery scene from Easy Rider. The chaotic trains
puncture this moment of relative calm, burrowing down through the film plane into a
thick stack of animation cells as if descending through the earth's core. In this
moment, Widrich lays bare the part of his filmmaking process that would ordinarily be
suppressed. We may view this as a return to Krauss' modernist grid, which has been
deliberately tipped over and laid on its side along the Z-axis, while a similar
violence is done to the frame — that other inviolable rectangle of modern art: nearly
every image is torn, folded, sawed or crinkled and thereby committed to a new context
before being rephotographed. Fast Film is perhaps the quintessential
instance of the “digital analogue” — a small but growing subset of work that
attempts to renegotiate the basic terms of digital representation as something that
requires attention to the material substrates of even the most ephemeral practices.
Against Convergence; For Syncretism
It is a truism of the digital age that media have lost their specificity, that art
history's cherished formal properties have been consigned to the dustbin of history,
replaced by elaborately sequenced but otherwise undifferentiated combinations of
zeroes and ones. The rhetoric of digital convergence began in the research
laboratories at Xerox PARC in the late 1960s and has been a powerful trope of digital
culture ever since. The concept proved agreeable to the computer and entertainment
industries as they sought to articulate a vision of technology to consumers eager to
purchase each successive generation of media technologies en route toward one vast
interoperable digital system. Convergence also works effectively at the level of
practice by describing the multifunctional software tools used by digital designers
who often move fluidly across boundaries of sound and image editing, visual effects,
CGI, interface design, and animation. Finally, convergence offers a useful model for
understanding what is happening at the corporate level through mergers and the
vertical conglomeration of media and technology industries.
For some theorists, however, convergence marks a dangerous turn away from the
specificity of individual media. Friedrich Kittler, in
Gramophone, Film,
Typewriter
[
Kittler 1999], describes the situation with what seems to be a rising
sense of panic:
Before the end, something is coming to
an end. The general digitization of channels and information erases the
differences among individual media. Sound and image, voice and text, are
reduced to surface effects, known to consumers as interface. […] And once
optical fiber networks turn formerly distinct data flows into a standardized
series of digitized numbers, any medium can be translated into any other. […] a
total media link on a digital base will erase the very concept of
medium
[Kittler 1999, 1]
For Kittler, these undifferentiated streams of digital information threaten to
obviate not only discrete media, but the human bodies once capable of perceiving
them. The euphoric dissolution of media and bodies resonated in digital theories of
the late 1990s that emphasized the transition from atoms to bits, and the celebratory
figuring of digital media as ethereal, disembodied,
cyber. The ideology
of dematerialization — what Lunenfeld calls “vapor theory” — divorces the products and practices
of digital culture from their position in history and in the socially and materially
grounded circumstances of their construction.
According to this model, not only is it impossible for non-specialists to
understand the workings of digital technology, but a concomitant
“myth of transparency” identified
by Laura Marks renders the material substrates of computer technology
invisible.
[16] The promise of transparent, ideally functioning
technology, Marks argues, taps into latent desires for virtual immortality. When we
are reminded of the physicality of computers (e.g., via their propensity for
crashing), we are also reminded of their imminent obsolescence and with it our own
mortality. As a corrective, Marks suggests looking for “digital artworks that refer to the social circumstances in
which they were produced, or that draw attention to the physical platforms on
which they were built”
[
Marks 2000]. For Marks, one such response lies in the fetishization of
older, deliberately low-tech art forms such as ASCII art that draws attention to the
physical shapes of letters on the printed page.
[17]
Another alternative to the homogenizing effect of convergence may be found in the
language of cultural anthropology. The term syncretism, which is used to describe the
layering of cultural practices brought about by colonialism or immigration — the
pantheistic worship of Catholic saints in the Santeria religion, for example — may
also be repurposed to designate the layering of technological practices within
digital culture. Unlike convergence, a syncretic relationship does not imply the
erasure or collapse of distinct practices. Rather, it describes the combination of
disjunctive elements into a functional relationship that bears the continued traces
of each object's former existence. One consequence of the rhetorical shift from
convergence to syncretism is the potential foregrounding of historicity. Where
convergence tends to be ahistorical, syncretism emphasizes the temporal gaps between
objects and artifacts that remain embedded in their historical and cultural moments —
not simply in a technological register, but in terms of their original cultural
resonance. The concept of technological syncretism, then, permits an understanding of
digital media with respect for the material elements of which they are constituted.
The hybrid works examined here announce a relationship to their medium that invites
us to ask the right questions about how they are constructed and about
the potential relevance of medium specificity for understanding their importance.
Arguably, it is through the foregrounding rather than the effacement of the material
substrates underlying certain instances of digital media, that we find the most
suggestive and historiographically relevant traces.
Notes
[1] Of course there are notable
exceptions, especially Holly Willis' New Digital Cinema: Reinventing the
Moving Image
[Willis 2005]. This is as good a time as any to acknowledge my
profound indebtedness to Holly Willis' thoughtful engagement with this body of
work during her four year tenure as editor-in-chief of Res Magazine
and co-curator of the ResFest, a traveling festival responsible for promoting and
exhibiting some of the most interesting short form media of the past decade. Also
of interest is Andrew Darley's Visual Digital Culture: Surface Play and
Spectacle in New Media Genres
[Darley 2000], which dealt with a previous generation of music
video, and Scott Bukatman's Matters of Gravity: Special Effects and
Supermen in the 20th Century
[Bukatman 2003], which is particularly useful for its commentary on
the problematic role of pleasure for academics who are concerned with popular
media. [2] The primary cultural vehicles for this work
have been limited to festivals, trade publications and specialty DVD releases,
such as the US's Res/fest; the UK's onedotzero and
Ninjatune; and Japan's Gas TV.
[3] I would argue that this
term is capacious and porous enough, even acknowledging its previous uses, to
suggest a type of media art practice that is formally or politically experimental,
innovative or provocative and I ask the reader's indulgence in accepting this as
an operational definition of “avant-garde”
media art.
[4] See David James, Allegories of Cinema: American Film in
the Sixties
[James 1989]. [5] From my perspective, both
Nichols and Crary choose highly unfortunate terms for describing the
real world. Where Nichols writes about the “historical” world; Crary opts for “optically perceived” world, both of which introduce more
complications than they dissolve.
[6] The group's
initial software release, Democracy Player, is a free, open source program that
supports a democratic vision of Internet-based television: http://www.getdemocracy.com. [7] This position, of course, grows increasingly ironic in light of the case
mounted by the Justice Department against CAE member Steve Kurtz as retaliation
for the group's activism with regard to biotechnology.
[8]
Electronic Civil Disobedience and Other Unpopular Ideas was also
the title of CAE's previous book [CAE 2001]. [9] Robert Greenwald's well-meaning but overwrought documentary
about Fox News, Outfoxed: Rupert Murdoch's War on Journalism
[Greenwald 2004], performs a similarly manipulative rhetorical
maneuver in illustrating its critiques against the network with rapid fire montage
sequences culled from hundreds or perhaps thousands of hours of recorded
broadcasts. The result is a kind of temporary, rhetorical assault that might seem
discursively dishonest and unconvincing to anyone who is not already aligned with
the film politically. For me, what makes Outfoxed interesting is Greenwald's
decision to release his original interview materials into the public domain to be
freely used by others — which again underscores the importance of the peer network
over the individual artwork as a primary site of political resistance. [10] I view the linguistic
mutation of Nourse's video as distinct from other appropriative practices in
politically engaged documentary and avant-garde film, such as Emile de Antonio's
In the Year of the Pig (1968) or Charles Ridley's Panzer
Ballet (1940), in which propaganda images are given oppositional
meanings through reediting and recontextualization.
[12] The system works with any piece of
video footage but Lattanzi recommends using content such as pornography,
surveillance footage, or home movies.
[13] Another example is Japanese
filmmaker Sueoka Ichiro, who has completed a series of short films and
gallery-based installations titled “Requiem for Avant-Garde
Film.” Sueoka's body of work includes titles such as A Film in
Which There did NOT Appear Sprocket Holes, Edge Lettering without Dirt
Particles, which references George Landow's Film in Which There
Appear Sprocket Holes, Edge Lettering, Dirt Particles and etc. (1966,
16mm, 4mins, US); A flick film in which there appear Liz and Franky is
composed under the score of ARNULF RAINER by P. Kubelka on NTSC (2000),
which uses footage of Elizabeth Taylor from Elephant Walk (1954)
and Frank Sinatra from Come Blow Your Horn (1963) to substitute for
the alternating white and black frames of Kubelka's Arnulf Rainer
(1960); and Studies for Serene Velocity (2003), which offers a
direct homage to Ernie Gehr's Serene Velocity, exploring the length
of a hallway through rapidly varying focal lengths.
[14] In
The Language of New Media
[Manovich 2001], Manovich somewhat ominously predicts a day when
“given enough time and money, one
can create what will be the ultimate digital film: 90 minutes, 129,600 frames
completely painted by hand from scratch, but indistinguishable in appearance
from live photography.”
[15] Ironically, Fast Film shares a material mode of
production with the films in the Library of Congress' Paper Print Collection. This
collection was responsible for the preservation of about 3000 films made prior to
1912 when printing images on rolls of paper was the only way to register a
copyright; and while the nitrate originals have long since disintegrated or
combusted, the paper prints have remained in good condition. A related area to
consider are the continuities with the paper base of early computing, including
the Turing machine and the punch card-based Hollerith machine.
[16] Another way to think about this is in terms of a
shift, which has roughly straddled the turn of the 20th - 21st centuries, from a
culture that was defined by visuality — e.g., the image saturation of television,
movies and advertising — to one that is on its way to being defined, if not by
invisibility, then by the tension between visibility and invisibility as
intangible global networks and an information economy continue to serve as a
staging area for cultural anxieties. This is perhaps most painfully apparent in
the practice of color-coded terror alerts which seek to articulate the nation's
fear of invisible “sleeper cells” and international terror networks in the
visible register.
[17] Indeed a sub-genre of
ASCII-based videos has appeared in recent years including the Beck video for
Black Tambourine directed by Associates in Science; the all
ASCII short film The Case of the Eidetic Child directed by Ryan
McGinness and panOptic; and Yoshi Sodeoka's ASCII Bush, which
converts George H.W. Bush's 1991 and George W. Bush's 2003 State of the Union
addresses into online ASCII files; http://www.turbulence.org/spotlight/ASCII_BUSH/. Works Cited
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2001.
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