In one
of the fragments on photography in the materials associated
with his Arcades project, Walter Benjamin comments that the
"chronological specifiability of the development time of a
photograph contains in nuce the political significance of
photographic technology" (691). Such formulations are
typical for Benjamin, whose analysis endeavors to reveal not
just the significance of the immediately perceptible
features of a world saturated with technical systems and
processes, but the meaning of those systems and processes
themselves. What I am going to very tentatively sketch out
here as a materialist semiotic approach to web-based motion
graphics attempts to follow that example, suggesting that
work in literary and visual art that comes into being in
application programs and programming languages bears legible
and significant traces of its material conditions of
possibility, and that the meaning of these signs in turn
conditions whatever meaning we might want to extract from
the work as a whole.
Having spent a lot of time
as a teacher in both a graphic design program and an English
department trying to help people make application programs
and scripting languages do what they want them to do, I have
developed a real appreciation for the artisanal aspects of
new media productions and for their status as artifacts of
particular material cultures. I am always willing to ask
flat-footed questions about how things are made, and I want
to argue here that looking very closely at the construction
of particular instances of artistic and literary production
in digital forms--asking small, old-fashioned questions
about craft--is one avenue toward a better understanding of
some the newer and bigger questions we want to ask about the
materiality of the cultural productions we find in the
online arcades of our world.
In his useful study The
Language of New Media, Lev Manovich also invokes the
craft of new media objects, but he does so in a way that
raises a problem I would like to focus on in this brief
essay. Manovich states that "if medieval masters left after
themselves material wonders of stone and glass inspired by
religious faith, today our craftsmen leave only pixel sets
to be projected on movie theater screens or played on
computer monitors. These are immaterial cathedrals made of
light. . ." (201). This is an especially lovely version of a
fairly typical formulation in new media criticism, but it
offers only a partial, idealized account of new media
architectures. It is a statement of faith that would seem to
be contradicted by its own recognition of the labor invested
in both pre-capitalist and late capitalist cathedrals. A
number of people, including N. Katherine Hayles and Mark
Hansen, have already pointed out the limitations of seeing
information and the artifacts of information technology as
""immaterial." In my view, one of the factors that seems to
contribute to such a critical faith in the immateriality of
new media productions is a tendency to view programming-"the
code" -in an abstracted and universalized way. "Code" then
serves as an umbrella term that overshadows the particular
languages, scripts, and development environments that have
particular characteristics and particular itineraries in the
history of software engineering under commodity capitalism.
This tendency to generalize doesn't only undermine the kinds
of "medium-specific analyses" of electronic texts that
Hayles has exemplified in her work on hypertext fiction, it
also obscures a category of materiality that has
traditionally been the focus of materialist critical
approaches: the category of relations of production. Writers
of codes, whether at Microsoft or at the Multimedia Art
Asia-Pacific Festival, are producers of culture, agents in
the still-unfolding history of what Manuel Castells has
described as a global, and profoundly stratified, network
society.
One way to re-materialize
our reading of new media is to keep our eyes on the specific
application of particular programs and codes to the workaday
problems that arise in the production, distribution, and
reception of digital art. In what follows I examine two
examples of web animation that in one way or another
incorporate within their structures responses to the
technical constraints of their medium, in particular the
problem of bandwidth. They have been optimized in ways that
are legible in relation to the parameters of their
development environments--the "code"--as well as in the
sensuous surface of their appearance on the screen. I want
to look at the way time matters for them as a
dimension of their aesthetics as well as the way they employ
the resources of their respective development
environments--design strategies in Macromedia Flash and
coding techniques in DHTML--to grapple with technical
problems related to download time. These practical solutions
put a certain pressure on their surface aesthetics and at
the same time can be read as productively ambiguous signs of
the pressure of the material conditions of possibility for
this kind of art.
Dakota
My first example is a Flash
animation entitled
Dakota
produced by Young-hae Chang Heavy Industries, a team of two
artists, Young-hae Chang and Mark Voge, who are based in
Seoul, Korea. After their introduction to Flash at the
Multimedia Art Asia-Pacific Festival, they started n 1999 to
produce a series of compelling Flash pieces that coordinate
narrative text, jazz music, and fast-paced animation. They
use only the Monaco typeface, a system font, and include
neither images (apart from the typography) nor interactive
features in their work. In their interviews and articles
Chang and Voge make it clear that their aesthetic refuses
certain received forms of web art: hypertext, interactivity,
intensive graphical interfaces. Their movies simply play,
doling out fragments of a coherent, more or less linear text
at a rate that always seems to me just a little bit faster
than a comfortable reading speed. The texts themselves
juxtapose motifs from global popular culture with sardonic
criticisms of corporate culture and politics in
Korea--Samsung is one of their favorite targets. The text of
Dakota is a inspired by Ezra Pound's first and second
Cantos and opens with a visual allusion to the image of
breaking dawn in Canto I: a series of "blank" screens
modulate from black through the spectrum of grays to white.
What follows this opening sequence is a gritty, on-the-road
narrative of misspent youth with cameos by Elvis and Marilyn
Monroe that segues to a hommage to the jazz musician Art
Blakey (whose music accompanies the piece) and then ends
with a depiction of late-night traffic on a street in Seoul,
with executives being chauffeured home from hostess bars and
moped drivers delivering heating oil and take-out
food.
While they reject a number
of the conventions of digital art, Chang and Voge do make
use of a range of optimization features and techniques that
are either built into the Flash environment or that have
become standards of good practice for Flash developers.
While the most striking characteristic of the piece is the
synchronization of the text-bearing screens and the driving
beat of the accompanying music, the feature I want to point
to is the series of black-to-white screens with which the
piece opens. This aesthetic element refers to--in fact,
rewrites into another medium--the classic set-piece of a
description of the breaking day; it connects intertextually
to Pound as Pound's own dawn-image connects to Homer and
other classical writers. Viewed within the context of the
Flash environment, these opening screens can be seen to
contain another allusion--to the "loading sequences" that
introduce any number of Flash productions currently on the
Internet. These often comprise a simple animation that
offers some indicator, frequently a progress bar or the word
"loading," that runs until enough of the opening frames of
the movie have been downloaded to the reader's computer to
begin playing without stalls. (The Flash application
includes a "bandwidth profiler" feature which generates a
histogram of the movie's files as it plays, allowing
developers to predict which frames are likely to cause
download delays.) Young-hae Chang Heavy Industries takes a
more subtle approach, front-loading their animation with
frames that will download and start playing right away.
While such optimization techniques are often characterized
by designers as concessions to a still-sluggish medium, in
many instances, as in Dakota, they are incorporated
into what art directors in American advertising agencies
call, with more insight than they may realize, a work's
"look and feel."
Optimization strategies
function not only as instrumental "back end" solutions in
the production of digital literature; they gain complex
semiotic values when they are interpreted alongside the
aesthetic functions of the visible, legible features with
which they are aligned in the work as a whole. At various
points in Dakota the black and gray frames return,
interleaved with frames bearing text, so that they literally
flash between the screens of words. As the only
non-alphanumeric visual element in the piece, these internal
pulses of color recall the opening sequence, drawing the
gray dawn of Dakota's beginning into the evening and
night of its end, reinforcing both the work's
intertextuality with Pound's poetry and the strategic
opening gesture with which it negotiates its invocation by
the reader's browser and its entry into the data-stream.
The pared-down purity of
Dakota and other Young-hae Chang Heavy Industries
productions, perhaps initially the most striking
characteristic of these artists' approach to their medium,
is a purity that exposes a contamination. As a literary
text, Dakota is in a sense haunted by its non-verbal
but semiotically overdetermined starting-point. In order to
"begin" as a work of art, as the literary narrative of a
journey, Dakota must launch itself into the
still-resistant medium of the global Internet and travel
toward whatever horizon of functionality its reader's system
has predetermined for it. As it manifests itself to that
reader as a work of art, a story, the recurring signs of the
dawn sequence bind the driving narrative--from the American
boys on the road to the Korean delivery boys on their
mopeds--into the material network of technical systems that
is delivering it. I do not want to suggest here that
the well-articulated artistic sensibility of Young-hae Chang
Heavy Industries is determined by the constraints of their
medium, but that a critical reading of their work as a new
media object cannot easily separate the realization of that
sensibility from the technical parameters in which it
unfolds.
Iris
My second example is much
more directly a response to the constraints of bandwidth.
iris
is a piece coded solely in HTML and JavaScript (a
combination known as dynamic HTML) by the web designer Josh
Santangelo. In 2000 it was one of the winners of the 5K
Contest, a web design competition that requires entries to
be under 5 kilobytes in file size. After the initializing
click on the title, the iris opens and closes to reveal,
line by line, a stanza from D. H. Lawrence's 1916 poem
"Flapper" which compares the glint of love in the iris of a
woman's eye to the shimmer on the wings of a bee "before he
flies." Like Dakota, the text is presented at a fixed
pace. In his artist's notes, Santangelo writes that he was
interested in forcing his audience to read the text at a
rate which "might be faster or slower than your normal
reading speed." After the poem has been displayed, the words
"blah, no more 'art,'" and "time to play!" appear, and the
piece switches to a chase-the-cursor game in which the
cursor's x-axis position controls the speed, direction, and
radius of the circle, and clicking resets the center. In the
middle of the circle, the piece proudly displays its file
size: 3,264 bytes.
Where optimization in
Dakota relied on design strategies and preprogrammed
features in the Flash environment, Santangelo's optimization
takes place in the script itself. Reading his source code
reveals that to minimize his file size Santangelo has
compressed the variable names in his JavaScript into
two-letter abbreviations and used iteration functions to
make every possible character do as much work as possible.
Such techniques are standard practices in industrial
software engineering, where application programs called
obfuscators are used to abbreviate and compress elements of
a company's proprietary code with the aim of reducing the
size and improving security of the product--obfuscated code
is difficult to steal and rewrite.
The on-screen experience of
iris emerges from clean, compact code that has one
interesting--and deliberate--flaw. The character that
composes the "iris" on the screen appears as a question mark
in the Macintosh operating system and as the general
currency symbol on a PC. In his commentary on the work,
Santangelo explains that he could have built in a workaround
to this incompatibility, but chose to let the inconsistency
stand as part of the "mystery" of the piece.
While it is perfectly
possible to read iris as an amusing commentary on how
a constricting high literary culture (D.H.Lawrence's poem)
has been superceded by the liberating forces of interactive
gaming (the chase-the-cursor diversion that follows), I
think it is also possible to read it as a cultural
commentary on bandwidth and cross-platform compatibility.
That tiny scripting detail that ironically reaches across
platforms to link the general currency symbol with the
question mark instantiates the enormous tension between the
drive to standardization of the global IT infrastructure
(the work of the World Wide Web Consortium, for example) and
competitive engineering and business practices in the
globalized free-market economy (Microsoft and Netscape vs.
Open Source initiatives, for example). Read as a structure
of signifying surfaces (in a version of what Roberto
Simanowski has called a "hermeneutics of deep information"),
the source code of iris and the text it displays on
the screen argue for a definition of poetics that can
encompass both the "technical" achievements of D. H.
Lawrence and those of Josh Santangelo.
Info-Aesthetics
I think the relatively small
and largely extra-textual details like the ones I have been
pointing out are important not only because optimization
remains a major consideration at all levels of new media
production, but also because workaday technical worries
about factors like bandwidth, browser compatibility, and, in
the U.S. context, compliance with the Americans with
Disabilities Act guidelines for information architecture
represent the terrain on which the crassest forms of
instrumental reason, the most high-minded ethics of
accessibility, and all the compromised positions in between
go to battle for the control of a certain kind of poetics:
the creative yet rule-bound, time-bound, earthbound making
of new media.
In his essay on the liminal
figure of the "programmer-artist," Reinhard Storz suggests
that the critic's nostalgic search for "the brushstrokes of
the artist on the canvas" (1) is frustrated when "code"
becomes the artist's creative medium. Even if we disregard
the problem of using our already flawed, conventional
notions of what artists were in trying to figure out what
new media artists are, we can recognize in the enormous
amount of energy that is currently directed at elaborating
the craft of digital media production--in manuals, help
pages, developer's listservs, workshops, and
classrooms--that our time is probably better spent trying to
figure out what a new media brushstroke is. I argue here
that a critical reading practice that can account for
something like a brushstroke--or the mark of a digital
chisel--will be more enabling to us as readers, teachers,
and producers of new media than a generalized genuflection
to "code" or a fetishistic faith in immateriality.
Such a critical practice
will have to struggle on the one hand against the
dematerialization, dehistoricization, and disembodiment of
our technological world and on the other against a
reinstallation of humanist models of the subject and
sentimental formulations of labor. Here's where I concur
with Manovich and his belief that ". . .we need something
that can be called 'info-aesthetics'-a theoretical analysis
of the aesthetics of information access as well as the
creation of new media objects that 'aestheticize'
information processing" (217). While they are not
"immaterial cathedrals of light," digital productions like
Dakota and iris might be seen as crystal
palaces--historically specific configurations of the
technological systems and processes that have emerged since
the Industrial Revolution and our crafty and compromised,
frustrated but also faithful efforts to make those systems
and processes mean something.