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
1
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.
2
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.
3
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.
4
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.
5
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.
6
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.
7
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
8
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.
9
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
10
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.
11
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.
12
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
13
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.
14
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.
15
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.
16
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?
17
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
18
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]
19
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
20
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.
21
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.
22
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.
23
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
24
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.
25
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]
26
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
27
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.
28
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.
29
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]
30
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
Bukatman 2003
Bukatman, Scott. Matters of Gravity: Special Effects and
Supermen in the 20th Century. Durham, NC:
Duke University Press, 2003.
CAE 2001
Critical Art Ensemble.
Electronic Civil Disobedience and Other Unpopular Ideas.
Autonomedia, 2001.
CAE 2002
Critical Art Ensemble.
Digital Resistance: Explorations in Tactical Media. New
York, NY: Autonomedia, 2002.
Crary 1990
Crary, Jonathan.
Techniques of the Observer: On Vision and Modernity in the Nineteenth Century
Cambridge, MA: The MIT Press,
1990.
Darley 2000
Darley, Andrew.
Visual Digital Culture: Surface Play and Spectacle in New Media
Genres. London and New York:
Routledge, 2000.
Enzensberger 1974
Enzensberger, Hans
Magnus. "Aporias of the Avant-Garde" in
The Consciousness Industry; On Literature, Politics and the Media.
Ed. Michael Roloff. New York: Seabury
Press, 1974.
James 1989
James, David.
Allegories of Cinema: American Film in the Sixties.
Princeton, NJ: Princeton University
Press, 1989.
Kittler 1999
Kittler, Friedrich.
Gramophone, Film, Typewriter. Stanford, CA:
Stanford University Press, 1999.
Krauss 1993
Krauss, Rosalind.
The Originality of the Avant-Garde and Other Modernist Myths.
Cambridge, MA: The MIT Press,
1993.
Lunenfeld 2000
Lunenfeld, Peter.
Snap to Grid: A User's Guide to Digital Arts, Media and Cultures.
Cambridge, MA: The MIT Press,
2000.
Manovich 2001
Manovich, Lev. The Language of New Media. Cambridge, MA:
The MIT Press, 2001.
Marks 2000
Marks, Laura U.
"Lo-Tek Media: Immanence Online". ISEA 2000 International
Symposium on Electronic Art.
http://www.isea2000.com.
Nichols 1991
Nichols, Bill.
Representing Reality: Issues and Concepts in Documentary.
Bloomington, IN: Indiana University
Press, 1991.
Weibel 2002
Weibel, Peter. "Jordan Crandall: Art and the Cinematographic Imaginary in the Age of
Panoptic Data Processing". In Jordan Crandall,
Drive. Karlsruhe, Germany:
ZKM, 2002.
Willis 2005
Willis, Holly.
New
Digital Cinema. London, UK: Wallflower
Press, 2005.