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Doom
and Myst
Looking at the first
decade of new media - the 1990s - one can point at a number of objects
which exemplify new media's potential to give rise to genuinely original
and historically unprecedented aesthetic forms. Among them, two stand
out. Both are computer games. Both were published in the same year, 1993.
Each became a phenomenon whose popularity has extended beyond the hard
core gaming community, spilling into sequels, books, TV, films, fashion
and design. Together, they defined the new field and its limits. These
games are Doom (id Software, 1993) and Myst (Cyan, 1993).
In a number of ways,
Doom and Myst are completely different. Doom is fast paced; Myst is slow.
In Doom the player runs through the corridors trying to complete each
level as soon as possible, and then moves to the next one. In Myst, the
player is moving through the world literally one step at a time, unraveling
the narrative along the way. Doom is populated with numerous demons lurking
around every corner, waiting to attack; Myst is completely empty. The
world of Doom follows the convention of computer games: it consists of
a few dozen levels. Although Myst also contains four separate worlds,
each is more like a self-contained universe than a traditional computer
game level. While the usual levels are quite similar to each other in
structure and the look, the worlds of Myst are distinctly different. Another
difference lies in the aesthetics of navigation. In Doom's world, defined
by rectangular volumes, the player is moving in straight lines, abruptly
turning at right angles to enter a new corridor. In Myst, the navigation
is more free-form. The player, or more precisely, the visitor, is slowly
exploring the environment: she may look around for a while, go in circles,
return to the same place over and over, as though performing an elaborate
dance. Finally, the two objects exemplify two different types of cultural
economy. With Doom, id software pioneered the new economy which the critic
of computer games J.C. Herz summarizes as follows: "It was an idea whose
time has come. Release a free, stripped-down version through shareware
channels, the Internet, and online services. Follow with a spruced-up,
registered retail version of the software." 15 million copies of the original
Doom game were downloaded around the world.1 By releasing detailed descriptions
of game files formats and a game editor, id software also encouraged the
players to expand the game, creating new levels. Thus, hacking and adding
to the game became its essential part, with new levels widely available
on the Internet for anybody to download. Here was a new cultural economy
which transcended the usual relationship between producers and consumers
or between "strategies" and "tactics" (de Certeau): the producers define
the basic structure of an object, and release few examples and the tools
to allow the consumers to build their own versions, shared with other
consumers. In contrast, the creators of Myst followed an older model of
cultural economy. Thus, Myst is more similar to a traditional artwork
than to a piece of software: something to behold and admire, rather than
to take apart and modify. To use the terms of the software industry, it
is is a closed, or proprietary system, something which only the original
creators can modify or add to.
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Despite all these
differences in cosmogony, gameplay, and the underlying economic model,
the two games are similar in one key respect. Both are spatial journeys.
The navigation though 3-D space is an essential, if not the key component,
of the gameplay. Doom and Myst present the user with a space to be traversed,
to be mapped out by moving through it. Both begin by dropping the player
somewhere in this space. Before reaching the end of the game narrative,
the player must visit most of it, uncovering its geometry and topology,
learning it logic and its secrets. In Doom and Myst - and in a great many
other computer games - narrative and time itself are equated with the
movement through 3-D space, the progression through rooms, levels, or
words. In contrast to modern literature, theater, and cinema which are
built around the psychological tensions between the characters and the
movement in psychological space, these computer games return us to the
ancient forms of narrative where the plot is driven by the spatial movement
of the main hero, traveling through distant lands to save the princess,
to find the treasure, to defeat the Dragon, and so on. As J.C. Herz writes
about the experience of playing a classical text-based adventure game
Zork, "you gradually unlocked a world in which the story took place, and
the receeding edge of this world carried you through to the story's conclusion."2
Stripping away the representation of inner life, psychology and other
modernist nineteenth century inventions, these are the narratives in the
original Ancient Greek sense, for, as Michel de Certau reminds us, "In
Greek, narration is called 'diagesis': it establishes an itinerary (it
'guides) and it passes through (it 'transgresses").3
The central role of
navigation through space is acknowledged by the games' designers themselves.
Robyn Miller, one of the two co-designers of Myst pointed out that "We'
are creating environments to just wonder around inside of. People have
been calling it a game for lack of anything better, and we've called it
a game at times. But that's not what it really is; it's a world."4 Richard
Garriott, the designer of classical RPG Ultima series, contrasts game
design and fiction writing: "A lot of them [fiction writers] develop their
individual characters in detail, and they say what is their problem in
the beginning, and what they are going to grow to learn in the end. That's
not the method I've used... I have the world. I have the message. And
then the characters are there to support the world and the message."5
Structuring the game
as a navigation through space is common to games across all the game genres.
This includes adventure games (for instance, Zork, 7th Level, The Journeyman
Project, Tomb Raider, Myst), strategy games (Command and Conquer) role-playing
games (Diablo, Final Fantasy), flying, driving, and other simulators (Microsoft
Flight Simulator), action games (Hexen, Mario), and, of course, first
person shooters which have followed in Doom's steps (Quake, Unreal). These
genres follow different conventions. In adventure games, the user is exploring
an universe, gathering resources. In strategy games, the user is engaged
in allocating and moving resources and in risk management. In RPGs (role
playing games), the user is building a character, acquiring the skills;
the narrative is one of self-improvement. The genre conventions by themselves
do not make it necessary for these games to employ a navigable space interface.
Therefore, the fact that they all consistently do use it suggests to me
that navigable space represents a larger cultural form. In other words,
it is something which transcends computer games, and in fact, as we will
see later, computer culture as well. Just like a database, navigable space
is a form which already exists before computers; however, the computer
becomes its perfect medium. Indeed, the use of navigable space is common
to all areas of new media. During the 1980s, numerous 3-D computer animations
were organized around a single, uninterrupted camera move through a complex
and extensive set. In a typical animation, a camera would fly over mountain
terrain, or move through a series of rooms, or maneuver past geometric
shapes. In contrast to both ancient myths and computer games, this journey
had no goal, no purpose. In short, there was no narrative. Here was the
ultimate "road movie" where the navigation through the space was sufficient
in itself.
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In the 1990s, these
3-D fly-throughs have come to constitute the new genre of post-computer
cinema and location-based entertainment - the motion simulator.6 By using
the first person point of view and by synchronizing the movement of the
platform housing the audience with the movement of a virtual camera, motion
simulators recreate the experience of traveling in a vehicle. Thinking
about the historical precedents of a motion simulator, we begin to uncover
some places where the form of navigable space already manifested itself.
They include Hale's Tours and Scenes of the World , a popular film-based
attraction which debuted at the St. Louis Fare in 1904; roller-coaster
rides; flight, vehicle and military simulators, which used a moving base
since the early 1930s; and the fly-through sequences in 2001: A Space
Odyssey (Kubrick, 1968) and Star Wars (Lucas, 1977). Among these, A Space
Odyssey plays particularly important role; Douglas Trumbull, who since
the late 1980s produced some of the most well-known motion simulator attractions
and was the key person behind the rise of the whole motion simulator phenomenon
begun his career by creating ride sequences for this film.
Along with providing
a key foundation for new media aesthetics, navigable space also became
a new tool of labor. It is now a common way to visualize and work with
any data. From scientific visualization to walk-throughs of architectural
designs, from models of a stock market performance to statistical datasets,
the 3-D virtual space combined with a camera model is the accepted way
to visualize all information (see the section "The Language of Cultural
Interfaces"). It is as accepted in computer culture as charts and graphs
were in a print culture. Since navigable space can be used to represent
both physical spaces and abstract information spaces, it is only logical
that it also emerged as an important paradigm in human-computer interfaces.
Indeed, on one level HCI can be seen as a particular case of data visualization,
the data being computer files rather than molecules, architectural models
or stock market figures. The examples of 3-D navigable space interfaces
are the Information Visualizer (Xerox Parc) which replaces a flat desktop
with 3-D rooms and planes rendered in perspective; 7 T_Vision (ART+COM)
which uses a navigable 3-D representation of the earth as its interface;8
and The Information Landscape (Silicon Graphics) in which the user flies
over a plane populated by data objects.9
The original (i.e.
the 1980's) vision of cyberspace called for a 3-D space of information
to be traversed by a human user, or, to use the term of William Gibson,
a "data cowboy."10 Even before Gibson's fictional descriptions of cyberspace
were published, cyberspace was visualized in the filmTron (Disney, 1982).
AlthoughTron takes place inside a single computer rather than a network,
its vision of users zapping through the immaterial space defined by lines
of light is remarkably similar to the one articulated by Gibson in his
novels. In an article which appeared in the 1991 anthology Cyberspace:
First Steps Marcos Novak still defined cyberspace as "a completely spatialized
visualization of all information in global information processing systems."11
In the first part of the 1990s, this vision has survived among the original
designers of VRML (The Virtual Reality Modeling Language). In designing
the language, they aimed to "create a unified conceptualization of space
spanning the entire Internet, a spatial equivalent of WWW."12 They saw
VRML as a natural stage in the evolution of the Net from an abstract data
network toward a "'perceptualized' Internet where the data has been sensualized,"
i.e., represented in three dimensions.13
The term cyberspace
itself is derived from another term- cybernetics. In his 1947 book Cybernetics
mathematician Norbert Wiener has defined it as "the science of control
and communications in the animal and machine." Wiener conceived of cybernetics
during World War II when he was working on problems concerning gunfire
control and automatic missile guidance. He derived the term cybernetics
from the ancient Greek word kybernetikos which refers to the art of the
steersman and can be translated as "good at steering." Thus, the idea
of navigable space lies at the very origins of computer era. The steersman
navigating the ship and the missile traversing space on its way to the
target have given rise to a whole number of new figures: the heroes of
William Gibson, the "data cowboys" moving through the vast terrains of
cyberspace; the "driver" of a motion simulator; a computer user, navigating
through the scientific data sets and computer data structures, molecules
and genes, earth's atmosphere and the human body; and last but not least,
the player of Doom, Myst and their endless imitations.
From one point of
view, navigable space can be legitimately seen as a particular kind of
an interface to a database, and thus something which does not deserve
a special focus. I would like, however, to also think of it as a cultural
form of its own, not only because of its prominence across the new media
landscape and, as we will see later, its persistence in new media history,
but also because, more so than a database, it is a new form which may
be unique to new media. Of course both the organization of space and its
use to represent or visualize something else have always been a fundamental
part of human culture. Architecture and ancient mnemonics, city planing
and diagramming, geometry and topology are just some of the disciples
and techniques which were developed to harness space's symbolic and economic
capital.14 Spatial constructions in new media draw on all these existing
traditions - but they are also fundamentally different in one key respect.
For the first time, space becomes a media type. Just as other media types
- audio, video, stills, and text - it can be now instantly transmitted,
stored and retrieved, compressed, reformatted, streamed, filtered, computed,
programmed and interacted with. In other words, all operations which are
possible with media as a result of its conversion to computer data can
also now apply to representations of 3-D space.
Recent cultural theory
has paid increasing attention to the category of space. The examples are
Henri Lefebvre's work on the politics and anthropology of everyday space;
Michel Foucault's analysis of the Panopticon's topology as a model of
modern subjectivity; and the writings of Frederick Jameson, David Harvey,
and Edward Soja on the post-modern space of global capitalism.15 At the
same time, new media theoreticians and practitioners have come with many
formulations of how cyberspace should be structured and how computer-based
spatial representations can be used in new ways.16 What received little
attention, however, both in cultural theory and in new media theory, is
a particular category of navigation through space. And yet, this category
characterizes new media as it actually exists; in other words, new media
spaces are always spaces of navigation. At the same time, as we will see
later in this section, this category also fits a number of developments
in other cultural fields such as anthropology and architecture.
To summarize, along
with a database, navigable space is another key form of new media. It
is already an accepted way for interacting with any type of data; an interface
of computer games and motion simulators and, potentially, of any computer
in general. Why does computer culture spatialize all representations and
experiences (the library is replaced by cyberspace; narrative is equated
with traveling through space; all kinds of data are rendered in three
dimensions through computer visualization)? Shall we try to oppose this
spatialization (i.e., what about time in new media?) And, finally, what
are the aesthetics of navigation through virtual space?
Computer
Space
The very first coin-op
arcade game was called Computer Space. The game simulated the dogfight
between a spaceship and a flying saucer. Released in 1971, it was a remake
of the first computer game Spacewar programmed on PDP-1 at MIT in 1962.17
Both of these legendary games included the word space in their titles;
and appropriately, space was one of the main characters in each of them.
In the original Spacewar the player was navigating two spaceships around
the screen while shooting torpedoes at one another. The player also had
to be careful in maneuvering the ships to make sure they would not get
too close to the star in the center of the screen which pulled them towards
it. Thus, along with the spaceships, the player also had to interact with
space itself. And although, in contrast to such films as 2001, Star Wars,
orTron, the space of Spacewar and Computer Space was not navigable - one
could not move through it - the simulation of gravity made it truly an
active presence. Just as the player had to engage with the spaceships,
he had to engage with the space itself. This active treatment of space
is an exception rather than the rule in new media. Although new media
objects favor the use of space for representations of all kinds, most
often virtual spaces are not true spaces but collections of separate objects.
Or, to put this in a slogan: there is no space in cyberspace.
To explore this thesis
further we can borrow the categories developed by art historians early
in this century. Alois Riegl, Heinrich Wölfflin, and Erwin Panofsky, the
founders of modern art history, defined their field as the history of
the representation of space. Working within the paradigm of cyclic cultural
development, they related the representation of space in art to the spirit
of entire epochs, civilizations, and races. In his 1901 Die Spätrömische
Kunstindustrie, (The late-Roman art industry) Riegl characterized mankind's
cultural development as the oscillation between two ways of understanding
space, which he called haptic and optic. Haptic perception isolates the
object in the field as a discrete entity, while optic perception unifies
objects in a spatial continuum. Riegl's contemporary, Heinrich Wölfflin,
similarly proposed that the temperament of a period or a nation expresses
itself in a particular mode of seeing and representing space. Wölfflin's
Principles of Art History (1913) plotted the differences between Renaissance
and baroque styles along five axes: linear/painterly; plane/recession;
closed form/open form; multiplicity/unity; and clearness/unclearness.18
Erwin Panofsky, another founder of modern art history, contrasted the
"aggregate" space of the Greeks with the "systematic" space of the Italian
Renaissance in his famous essay Perspective as Symbolic Form (1924-25).19
Panofsky established a parallel between the history of spatial representation
and the evolution of abstract thought. The former moves from the space
of individual objects in antiquity, to the representation of space as
continuous and systematic in modernity. Correspondingly, the evolution
of abstract thought progresses from ancient philosophy's view of the physical
universe as discontinuous and "aggregate", to the post-Renaissance understanding
of space as infinite, homogeneous, isotropic, and with ontological primacy
in relation to objects - in short, as systematic.
We don't have to believe
in grand evolutionary schemes in order to usefully retain such categories.
What kind of space is virtual space? At first glance the technology of
3-D computer graphics exemplifies Panofsky's concept of systematic space,
which exists prior to the objects in it. Indeed, the Cartesian coordinate
system is built into computer graphics software and often into the hardware
itself.20 A designer launching a modeling program is typically presented
with an empty space defined by a perspectival grid; the space will be
gradually filled by the objects created. If the built-in message of a
music synthesizer is a sine wave, the built-in world of computer graphics
is an empty Renaissance space: the coordinate system itself.
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Yet computer-generated
worlds are actually much more haptic and aggregate than optic and systematic.
The most commonly used computer-graphics technique of creating 3-D worlds
is polygonal modeling. The virtual world created with this technique is
a vacuum containing separate objects defined by rigid boundaries. What
is missing from computer space is space in the sense of medium: the environment
in which objects are embedded and the effect of these objects on each
other. This is what Russian writers and artists call prostranstvennaya
sreda. Pavel Florensky, a legendary Russian philosopher and art historian
has described it in the following way in the early 1920s: "The space-medium
is objects mapped onto space... We have seen the inseparability of Things
and space, and the impossibility of representing Things and space by themselves."21
This understanding of space also characterizes a particular tradition
of modern painting which stretches from Seurat to Giacommetti and De Kooning.
These painters tried to eliminate the notions of a distinct object and
an empty space as such. Instead they depicted a dense field that occasionally
hardens into something which we can read as an object. Following the example
of Gilles Deleuze's analysis of cinema as activity of articulating new
concepts, akin to philosophy,22 it can be said that modern painters which
belong to this tradition worked to articulate the particular philosophical
concept in their painting - that of space-medium. This concept is something
mainstream computer graphics still has to discover.
Another basic technique
used in creating virtual worlds also leads to aggregate space. It involves
superimposing animated characters, still images, digital movies, and other
elements over a separate background. Traditionally this technique was
used in video and computer games. Responding to the limitations of the
available computers, the designers of early games would limit animation
to a small part of a screen. 2-D animated objects and characters called
sprites were drawn over a static background. For example, in Space Invaders
the abstract shapes representing the invaders would fly over a blank background,
while in Pong the tiny character moved across the picture of a maze. The
sprites were essentially animated 2-D cutouts thrown over the background
image at game time, so no real interaction between them and the background
took place. In the second half of the 1990s much faster processors and
3-D graphics cards made it possible for games to switch to real-time 3-D
rendering. This allowed for modeling of visual interactions between the
objects and the space they are in, such as reflections and shadows. Consequently,
the game space became more of a coherent, true 3-D space, rather than
a set of 2-D planes unrelated to each other. However, the limitations
of earlier decades returned in another area of new media - online virtual
worlds. Because of the limited bandwidth of the 1990s Internet, virtual
world designers have to deal with constraints similar to and sometimes
even more severe than the games designers two decades earlier. In online
virtual worlds, a typical scenario may involve an avatar - a 2-D or 3-D
graphic representing the user - animated in real time in response to the
user's commands. The avatar is superimposed on a picture of a room, in
the same way as in video games the sprites were superimposed over the
background. The avatar is controlled by the user; the picture of the room
is provided by a virtual-world operator. Because the elements come from
different sources and are put together in real time, the result is a series
of 2-D planes rather than a real 3-D environment. Although the image depicts
characters in a 3-D space, it is an illusion since the background and
the characters do not "know" about each other, and no interaction between
them is possible.
Historically, we can
connect the technique of superimposing animated sprites over the background
to traditional cell animation. In order to save labor, animators similarly
divide the image between a static background and animated characters.
In fact the sprites of computer games can be thought of as reincarnated
animation characters. Yet the use of this technique did not prevent Fleischer
and Disney animators from thinking of space as space-medium (to use Floresky's
term), although they created this space-medium in a different way than
the modern painters. (Thus while the masses run away from the serious
and "difficult" abstract art to enjoy the funny and figurative images
of cartoons, what they saw was not that different from Giacommetti's and
De Kooning's canvases.) Although all objects in cartoons have hard edges,
the total anthropomorphism of the cartoon universe breaks the distinctions
both between subjects and objects and objects and space. Everything is
subjected to the same laws of stretch and squash, everything moves and
twists in the same way, everything is alive to the same extent. It is
as though everything - the character's body, chairs, walls, plates, food,
cars and so on - is made from the same bio-material. This monism of the
cartoon worlds stands in opposition to the binary ontology of computer
worlds in which the space and the sprites ( characters appear to be made
from two fundamentally different substances. In summary, although 3-D
computer-generated virtual worlds are usually rendered in linear perspective,
they are really collections of separate objects, unrelated to each other.
In view of this, the common argument that 3-D computer simulations return
us to Renaissance perspective and therefore, from the viewpoint of twentieth-century
abstraction, should be considered regressive, turns out to be ungrounded.
If we are to apply the evolutionary paradigm of Panofsky to the history
of virtual computer space, we must conclude that it has not reached its
Renaissance stage yet. It is still at the level of ancient Greece, which
could not conceive of space as a totality.
Computer space is
also aggregate yet in another sense. As I already noted using the example
of Doom, traditionally the world of a computer game is not a continuous
space but a set of discrete levels. In addition, each level is also discrete
- it is a sum of rooms, corridors, and arenas built by the designers.
Thus, rather conceiving space as a totality, one is dealing with a set
of separate places. The convention of levels is remarkably stable, persisting
across genres and numerous computer platforms.
If the World Wide
Web and VRML are any indications, we are not moving any closer toward
systematic space; instead, we are embracing aggregate space as a new norm,
both metaphorically and literally. The space of the Web in principle can't
be thought of as a coherent totality: it is a collection of numerous files,
hyperlinked but without any overall perspective to unite them. The same
holds for actual 3-D spaces on the Internet. A 3-D scene as defined by
a VRML file is a list of separate objects that may exist anywhere on the
Internet, each created by a different person or a different program. A
user can easily add or delete objects without taking into account the
overall structure of the scene.23 Just as, in the case of a database,
the narrative is replaced by a list of items, here a coherent 3-D scene
becomes a list of separate objects.
With its metaphors
of navigation and home steading, The Web has been compared to the American
Wild West. The spatialized Web envisioned by VRML (itself a product of
California) reflects the treatment of space in American culture generally,
in its lack of attention to any zone not functionally used. The marginal
areas that exist between privately owned houses, businesses and parks
are left to decay. The VRML universe, as defined by software standards
and the default settings of software tools, pushes this tendency to the
limit: it does not contain space as such but only objects that belong
to different individuals. Obviously, the users can modify the default
settings and use the tools to create the opposite of what the default
values suggest. In fact, the actual muti-user spaces built on the Web
can be seen precisely as the reaction against the anti-communal and discrete
nature of American society, the attempt to substitute for the much discussed
disappearance of traditional community by creating virtual ones. (Of course,
if we are to follow the nineteenth century sociologist Ferdinand Tönnies,
the shift from traditional close-knit scale community to modern impersonal
society already took place in the nineteenth century and is an inevitable
side-effect as well as a prerequisite for modernization.24) However, it
is important that the ontology of virtual space as defined by software
itself is fundamentally aggregate, a set of objects without a unifying
point of view.
If art historians,
literary and film scholars have traditionally analyzed the structure of
cultural objects as reflecting larger cultural patterns (for instance,
Panofsky's reading of perspective), in the case of new media we should
look not only at the finished objects but first of all at the software
tools, their organization and default settings.25 This is particularly
important because in new media the relation between the production tools
and the products is one of continuity; in fact, it is often hard to establish
the boundary between them. Thus, we may connect the American ideology
of democracy with its paranoid fear of hierarchy and centralized control
with the flat structure of the Web, where every page exists on the same
level of importance as any other and where any two sources connected through
hyperlinking have equal weight. Similarly, in the case of virtual 3-D
spaces on the Web, the lack of a unifying perspective in U.S. culture,
whether in the space of an American city, or in the space of an increasingly
fragmented public discourse, can be correlated with the design of VRML,
which substitutes a collection of objects for a unified space.
The
Poetics of Navigation
In order to analyze
the computer representations of 3-D space, I have used theories from early
art history; but it would not be hard to find other theories which can
work as well. However, navigation through space is a different matter.
While art history, geography, anthropology, sociology and other disciplines
have came up with many approaches to analyze space as a static, objectively
existing structure, we don't have the same wealth of concepts to help
us think about the poetics of navigation through space. And yet, if I
am right to claim that the key feature of computer space is that it is
navigable, we need to be able to address this feature theoretically.
As a way to begin,
we may take a look at some of the classical navigable computer spaces.
The 1978 project Aspen Movie Map , designed at the MIT Architecture Machine
Group, headed by Nicholas Negroponte (which later expanded into MIT Media
Laboratory) is acknowledged as the first publicly shown interactive virtual
navigable space, and also as the first hypermedia program. The program
allowed the user to "drive" through the city of Aspen, Colorado. At each
intersection the user was able to select a new direction using a joystick.
To construct this program, the MIT team drove through Aspen in a car taking
pictures every three meters. The pictures were then stored on a set of
videodiscs. Responding to the information from the joystick, the appropriate
picture or sequence of pictures was displayed on the screen. Inspired
by a mockup of an airport used by the Israeli commandos to train for the
Entebbe hostage-freeing raid of 1973,Aspen Movie Map was a simulator and
therefore its navigation modeled the real-life experience of moving in
a car, with all its limitations.26 Yet its realism also opened a new set
of aesthetic possibilities which unfortunately later designers of navigable
spaces did not explore further. Al of them relied on interactive 3-D computer
graphics to construct their spaces. In contrast, Aspen Movie Map utilized
a set of photographic images; in addition, because the images were taken
every three meters, this resulted in an interesting sampling of three
dimensional space. Although in the 1990s Apple's QuickTime VR technology
made this technique itself quite accessible, the idea of constructing
a large-scale virtual space from photographs or a video of a real space
was never tried out systematically again, although it opens up unique
aesthetic possibilities not available with 3-D computer graphics.
Jeffrew Shaw's Legible
City (1988-1991), another well-known and influential computer navigable
space, is also based on the exiting city.27 As in Aspen Movie Map, the
navigation also simulates a real physical situation, in this case driving
a bicycle. Its virtual space, however, is not tied to the simulation of
physical reality: it is an imaginary city made from 3-D letters. In contrast
to most navigable spaces whose parameters are chosen arbitrarily, in Legible
City (Amsterdam and Karlsruhe versions) every value of its virtual space
is derived from the actual existing physical space it replaces. Each 3-D
letter in the virtual city corresponds to an actual building in a physical
city; the letter's proportions, color and location are derived from the
building it replaces. By navigating through the space, the user reads
the texts composed by the letters; these texts are drawn from the archive
documents describing the city history. Through this mapping Jeffrew Shaw
foregrounds, or, more precisely, "stages," one of the fundamental problematics
of new media and the computer age as a whole: the relation between the
virtual and the real. In his other works Shaw systematically "staged"
other key aspects of new media such as the interactive relation between
the viewer and the image, or the discrete quality of all computer-based
representations. In the case of Legible City, it functions not only as
a unique navigable virtual space of its own, but also as a comment on
all the other navigable spaces. It suggests that instead of creating virtual
spaces which have nothing to do with actual physical spaces, or the spaces
which are closely modeled after existing physical structures, such as
towns or shopping malls, (this holds for most commercial virtual worlds
and VR works), we may take a middle road. In Legible City, the memory
of the real city is carefully preserved without succumbing to illusionism;
the virtual representation encodes the city's genetic code, its deep structure
rather than its surface. Through this mapping Shaw proposes an ethics
of the virtual. [LM1]Shaw suggests that the virtual can at least preserve
the memory of the real it replaces, encoding its structure, if not aura,
in a new form.
While Legible City
was a landmark work in that it presented a symbolic rather than illusionistic
space, its visual appearance reflected the default real-time graphics
capability of SGI workstations on which it was running: flat-shaded shapes
attenuated by a fog. Char Davies and her development team at SoftImage
have consciously addressed the goal of creating a different, more painterly
aesthetic for the navigable space in their interactive VR installation
Osmose (1994-1995).28 From the point of view of history of modern art
the result hardly represented an advancement. Osmose simply replaced the
usual hard-edge polygonal Cézanne-like look of 3-D computer graphics look
with a softer, more atmospheric, Renoir or late Monet-like environment
made of translucent textures and flowing particles. Yet in the context
of other 3-D virtual worlds it was an important advance. The "soft" aesthetic
of Osmose is further supported through the use of slow cinematic dissolves
between its dozen or so worlds. Like in Aspen Movie Map and in Legible
City, the navigation in Osmose is modeled on a real-life experience, in
this case, of scuba diving. The "immersant" is controlling navigation
by breathing: breathing in sends the body upward, while breathing out
makes it fall. The resulting experience, according to the designers, is
one of floating, rather than flying or driving, typical of virtual worlds.
Another interesting aspect of Osmose's navigation is its collective character.
While only one person can be "immersed" at a time, the audience can witness
her or his journey through the virtual worlds as it unfolds on a large
projection screen. At the same size, another translucent screen enables
the audience to observe the body gestures of the "immersant" as a shadow-silhouette.
The "immersant" thus becomes a kind of ship captain, taking the audience
along on a journey; like the captain, she occupies a visible and symbolically
marked position, being responsible for the audience's aesthetic experience.
Tamás Waliczky's The
Forest (1993) liberated the virtual camera from its typical enslavement
to the simulation of humanly possible navigation, be it walking, driving
a car, pedaling a bicycle or scuba diving. In The Forest the camera slides
through the endless black and white forest in a series of complex and
melancholic moves. If modern visual culture exemplified by MTV can be
thought of as a Mannerist stage of cinema, its perfected techniques of
cinematography, mise-en-scene and editing self-consciously displayed and
paraded for its own sake, Waliczky's film presents an alternative response
to cinema's classical age, which is now behind us. In this meta-film,
the camera, part of cinema's apparatus, becomes the main character (in
this we may connect The Forest to another meta-film, A Man with a Movie
Camera). On first glance, the logic of camera movements can be identified
as the quest of a human being trying to escape from the forest (which,
in reality, is just a single picture of a tree repeated over and over).
Yet, just as in some of the Brothers Quay animated films such as The Street
of Crocodiles, the virtual camera of The Forest neither simulates natural
perception nor does it follow the standard grammar of cinema's camera;
instead, it establishes a distinct system of its own. If in The Street
of Crocodiles the camera suddenly takes off, moving in a straight line
as though mounted on some robotic arm, and just as suddenly stops to frame
a new corner of the space, in The Forest it never stops at all, the whole
film being one uninterrupted camera trajectory. The camera system of The
Forest can be read as a comment on a fundamentally ambiguous nature of
computer space. On the one hand, not indexically tied up to physical reality
or human body, computer space is isotropic. In contrast to human space,
in which the verticality of the body and the direction of the horizon
are two dominant directions, computer space does not privilege any particular
axis. In this way it is similar to the space of El Lissitzky's Prouns
and Kazimir Malevich's suprematist compositions - an abstract cosmos,
unencumbered by either Earth's gravity or the weight of a human body.
(Thus the game Spacewar with its simulated gravity got it wrong!) William
Gibson's term "matrix' which he used in his novels to refer to cyberspace,
captures well this isotropic quality. But, on the other hand, computer
space is also a space of a human dweller, something which is used and
traversed by a user, who brings her own anthropological framework of horizontality
and verticality.
The camera system
of The Forest foregrounds this double character of computer space. While
no human figures or avatars appear in the film and we never get to see
either the ground or the sky, it is centered around the stand-in for the
human subject - a tree. The constant movements of the camera along the
vertical dimension throughout the film - sometimes getting closer to where
we imagine the ground plane is located, sometimes moving towards (but
again, never actually showing) the sky - can be interpreted as an attempt
to negotiate between isotropic space and the space of human anthropology,
with its horizontality of the ground plane and the horizontal and vertical
dimension of human bodies. The navigable space of The Forest thus mediates
between human subjectivity and the very different and ultimately alien
logic of a computer - the ultimate and omnipresent Other of our age. The
computer spaces just discussed, from Aspen Movie Map to The Forest, each
establish a distinct aesthetic of their own. However, the majority of
navigable virtual spaces mimic existing physical reality without proposing
any coherent aesthetic programs. What artistic and theoretical traditions
can the designers of navigable spaces draw upon to make them more interesting?
One obvious candidate is modern architecture. From Melnikov, Le Corbusier
and Frank Lloyd Wright to Arhigram and Bernard Tschumi, modern architects
elaborated a variety of schemes for structuring and conceptualizing space
to be navigated by users. Using a few examples from these architects,
we can look at the 1925 USSR Pavilion (Melnikov,), Villa Savoye (Le Corbusier),
Walking City (Arhigram), and Parc de la Villette (Tschumi).29 Even more
relevant is the tradition of "paper architecture" - the designs which
were not intended to be built and whose authors therefore felt unencumbered
by the limitations of materials, gravity and budgets.30 Another highly
relevant tradition is film architecture.31 As discussed in the "Theory
of Cultural Interfaces" section, the standard interface to computer space
is the virtual camera modeled after a film camera, rather than a simulation
of unaided human sight. After all, film architecture is The architecture
designed for navigation and exploration by a film camera.
Along with different
architectural traditions, designers of navigable spaces can find a wealth
of relevant ideas in modern art. They may consider, for instance, the
works of modern artists which exist between art and architecture and which,
like projects of paper architects, display spatial imagination not tied
up to the questions of utility and economy: warped worlds of Jean Dubuffet,
mobiles by Alexander Calder, earth works by Robert Smithson, moving text
spaces by Jenny Holzer. While many modern artists felt compelled to create
3-D structures in real spaces, others were satisfied with painting their
virtual worlds: think, for, instance, of melancholic cityscapes by Giorgio
de Chirico, biomorphic worlds by Yves Tanguy, economical wireframe structures
by Alberto Giacometti, existential landscapes by Anselm Kiefer. Besides
providing us with many examples of imaginative spaces, both abstract and
figurative, modern painting is relevant to the design of virtual navigable
spaces in two additional ways. First, since new media is most often experienced,
like painting, via a rectangular frame (see "The Screen and the User"),
virtual architects can study how painters organized their spaces within
the constraints of a rectangle. Second, modern painters who belong to
what I call the "space-medium" tradition elaborated the concept of space
as a homogeneous dense field, where everything is made from the same "stuff"
- in contrast to architects which always have to work with a basic dichotomy
between the build structure and the empty space. And although virtual
spaces realized until now, with the possible exception of Osmose, follow
the same dichotomy between rigid objects and a void between them, on the
level of material organization they are intrinsically related to the monistic
ontology of modern painters such as Matta, Giacometti, or Pollock, for
everything in them is also made from the same material - pixels, on the
level of surface; polygons or voxels, on the level of 3-D representation).
Thus virtual computer space is structurally closer to modern painting
than to architecture.
Along with painting,
a genre of modern art which has a particular relevance to the design of
navigable virtual spaces is installation. Seen in the context of new media,
many installations can be thought of as dense multimedia information spaces.
They combine images, video, texts, graphics and 3-D elements within a
spatial layout. While most installations leave it up to the viewer to
determine the order of "information access" to their elements, one of
the most well-known installation artists, Ilya Kabakov, elaborated a system
of strategies to structure the viewer's navigation through his spaces.32
According to Kabakov, in most installations "the viewer is completely
free because the space surrounding her and the installation remain completely
indifferent to the installation it encloses."33 In contrast, by creating
a separate enclosed space with carefully chosen proportions, colors and
lighting within the larger space of a museum or a gallery, Kabakov aims
to completely "immerse" the viewer inside his installation. He calls this
installation type a "total installation."
For Kabakov, "total"
installation has a double identity. On the one hand, it belongs to plastic
arts designed to be viewed by an immobile spectator - painting, sculpture,
architecture. On the other hand, it also belongs to time-based arts such
as theater and cinema. We can say the same about virtual navigable spaces.
Another concept of Kabakov's theory which is directly applicable to virtual
space design is his distinction between the spatial structure of an installation
and its dramaturgy, i.e. the time-space structure created by the movement
of a viewer through an installation.34 Kabakov's strategies of dramaturgy
include dividing the total space of an installation into two or more connected
spaces; creating a well-defined path through the space which does not
preclude the viewer from wandering on her own, yet prevents her from feeling
being lost and being bored. To make such a path, Kabakov constructs corridors
and abrupt openings between objects, he also places objects in strange
places to obstruct passage where one expects to discover a clear pathway.
Another strategy of "total installation" is the choice of particular kinds
of narratives which lead themselves to spatialization. These are the narratives
which take place around a main event which becomes the center of an installation:
"the beginning [of the installation] leads to the main event [of the narrative]
while the last part exists after the event took place."
Yet another strategy
involves the positioning of text within the space of an installation as
a way to orchestrate the attention and navigation of the viewer. For instance,
placing two to three pages of texts at a particular point in the space
creates a rhythmic stop in the navigation rhythm.35 Finally, Kabakov "directs"
the viewer to keep alternating between focusing her attention on particular
details and the installation as a whole. He describes these two kinds
of spatial attention (which we can also correlate with haptic and optic
perception as theorized by Riegl and others) as follows: "wandering, total
("summarnaia") orientation in space - and active, well-aimed 'taking in'
of partial, small, the unexpected."36 All these strategies can be directly
applied to the design of virtual navigable spaces (and interactive multimedia
in general). In particular, Kabakov is very successful in making the viewers
of his installations carefully read significant amounts of text included
in them - something which represents a constant challenge for new media
designers. His constant emphasis on always thinking about the viewer's
attention and reaction to what she will encounter - "the reaction of the
viewer during her movement through the installation is the main concern
of her designer...
The loss of the viewer's
attention is the end of the installation"37 - is also an important lesson
to new media designers who often forgot that what they are designing is
not an object in itself but a viewer's experience in time and space. I
have used the word "strategy" to refer to Kabakov's techniques on purpose.
To evoke the terminology of The Practice of Everyday Life by French writer
Michel de Certeau, Kabakov uses strategies to impose a particular matrix
of space, time, experience and meaning on his viewers; they, in their
turn, use "tactics" to create their own trajectories (this is a term actually
used by de Certeau) within this matrix. If Kabakov is perhaps the most
accomplished architect of navigable spaces, de Certeau can very well be
their best theoretician. Like Kabakov, he never dealt with computer media
directly, and yet his The Practice of Everyday Life has a multitude of
ideas directly applicable to new media. His general notion of how a user's
"tactics" which create their own trajectories through the spaces defined
by others (both metaphorically, and, in the case of spatial tactics, literally)
is a good model to think about computer users navigating through computer
spaces they did not design:
Although they are
composed with the vocabularies of established languages (those of television,
newspapers, supermarkets of established sequences) and although they remain
subordinated to prescribed syntactical forms (temporal modes of schedules,
paradigmatic orders of spaces, etc.), the trajectories trace out the rules
of other interests and desires that are neither determined, nor captured
by, the system in which they develop[LM2].38
The
Flâneur and The Explorer
Why is navigable space
such a popular construct in new media? What are the historical origins
and precedents of this form? In his famous 1863 essay "The Painter of
Modern Life", Charles Baudelaire documented the new modern male urban
subject - the flâneur.39 An anonymous observer, the flâneur navigates
through the space of a Parisian crowd, recording and immediately erasing
the faces and the figures of the passers-by in his memory. From time to
time, his gaze meets the gaze of a passing woman, engaging her in a split-second
virtual affair, only to be unfaithful to her with the next female passer-by.
The flâneur is only truly at home in one place - moving through the crowd.
Baudelaire writes: "To the perfect spectator, the impassioned observer,
it is an immense joy to make his domicile amongst numbers, amidst fluctuation
and movement, amidst the fugitive and infinite... To be away from home,
and yet to feel at home; to behold the world, to be in the midst of the
world and yet to remain hidden from the world." There is a theory of navigable
virtual spaces hidden here, and we can turn to Walter Benjamin to help
us in articulating it. According to Benjamin, the flâneur's navigation
transforms the space of the city: "The Crowd is the veil through which
the familiar city lures the flâneur like a phantasmargonia. In it the
city is now a landscape, now a room."40 The navigable space thus is a
subjective space, its architecture responding to the subject's movement
and emotion. In the case of the flâneur moving through the physical city,
this transformation of course only happens in the flâneur's perception,
but in the case of navigation through a virtual space, the space can literally
change, becoming a mirror of the user's subjectivity. The virtual spaces
built on this principle can be found in such films as Waliczky's The Garden
and The Dark City (Alex Proyas, 1998).
Following European
tradition, the subjectivity of the flâneur is determined by his interaction
with a group - even though it is a group of strangers. In place of a close-knit
community of a small-scale traditional society (Gemeinschaft) we now have
an anonymous association of a modern society (Gesellshaft).41 We can interpret
the flâneur's behavior as a response to this historical shift. It is as
though he is trying to compensate for the loss of a close relationship
with his group by inserting himself into the anonymous crowd. He thus
exemplifies the historical shift from Gemeinschaft to Gesellshaft, and
the fact that he only feels at home in the crowd of strangers shows the
psychological price paid for modernization. Still, the subjectivity of
the flâneur is, in its essence, intersubjectivity: the exchange of glances
between him and the other human beings.
A very different
image of a navigation through space - and of subjectivity - is presented
in the novels of nineteenth century American writers such as James Fenimore
Cooper (1789-1851) or Mark Twain (1835-1910). The main character of Cooper's
novels, the wilderness scout Natty Bumppo, alias Leatherstocking, navigates
through spaces of nature rather than culture. Similarly, in Twain's Huckleberry
Finn, the narrative is organized around the voyage of the two boy heroes
down the Mississippi River. Instead of the thickness of the urban human
crowd which is the milieu of a Parisian flâneur, the heroes of these American
novels are most at home in the wilderness, away from the city. They navigate
forests and rivers, overcoming obstacles and fighting enemies. The subjectivity
is constructed through the conflicts between the subject and nature, and
between the subject and his enemies, rather than through interpersonal
relations within a group. This structure finds its ultimate expression
in the unique American form, the Western, and its hero, the cowboy - a
lonely explorer who only occasionally shows up in town to get a drink
at the bar. Rather than providing the home for the cowboy, as it does
for the flâneur, the town is a hostile place, full of conflict, which
eventually erupts into the inevitable showdown.
Both the flâneur and
the explorer find their expression in different subject positions, or
phenotypes, of new media users. Media theoretician and activist Geert
Lovink desribes the figure of the present-day media user and Net surfer
whom he calls the Data Dandy. Although Lovink's reference is Oscar Wilde
rather than Baudelaire, his Data Dandy exhibits the behaviors which also
qualify him to be called a Data Flâneur. "The Net is to the electronic
dandy what the metropolitan street was for the historical dandy."42 A
perfect aesthete, the Data Dandy loves to display his private and totally
irrelevant collection of data to other Net users. "Wrapped in the finest
facts and the most senseless gadgets, the new dandy deregulates the time
economy of the info = money managers... if the anonymous crowd in the
streets was the audience of the Boulevard dandy, the logged-in Net-users
are that of the data dandy."43 While displaying his dandyism, the data
dandy does not want to be above the crowd; like Baudelaire's flâneur,
he wants to lose himself in its mass, to be moved by the semantic vectors
of mass media icons, themes and trends. As Lovink points out, a data dandy
"can only play with the rules of the Net as a non-identity. What is exclusivity
in the age of differentiation?...Data dandyism is born of an aversion
of being exiled into a subculture of one's own."44 Although Lovink positions
Data Dandy exclusively in data space ("Cologne and pink stockings have
been replaced by precious Intel"), the Data Dandy does have a dress code
of his own. This look is popular with new media artists of the 1990s:
no labels, no distinct design, no bright colors or extravagant shapes
- a non-identity which is nevertheless paraded as style and which in fact
is carefully constructed (as I learned while shopping in Berlin in 1997
with Russian net.artist Alexei Shulgin.) The designers who exemplify this
style in the 1990s are Hugo Boss and Prada, whose restrained no-style
style contrasts with the opulence of Versace and Gucci, the stars of the
1980s. The new style of non-identity perfectly corresponds to the rise
of the Net, where endless mailing lists, newsgroups, and sites delude
any single topic, image or idea - "On the Net, the only thing which appears
as a mass is information itself... Today's new theme is tomorrow's 23
newsgroups[LM3]."45
If the Net surfer,
who keeps posting to mailing lists and newsgroups and accumulating endless
data, is a reincarnation of Baudelaire's flâneur, the user navigating
a virtual space assumes the position of the nineteenth century explorer,
a character from Cooper and Twain. This is particularly true for the navigable
spaces of computer games. The dominance of spatial exploration in games
exemplifies the classical American mythology in which the individual discovers
his identity and builds character by moving through space. Correspondingly,
in many American novels and short stories (O'Henry, Hemingway) narrative
is driven by the character's movements in the outside space. In contrast,
in the 19th century European novels there is not much movement in physical
space, because the action takes place in a psychological space. From this
perspective, most computer games follow the logic of American rather than
European narrative. Their heroes are not developed and their psychology
is not represented. But, as these heroes move through space, defeating
enemies, acquiring resources and, more importantly, skill, they are "building
character." This is particularly true for Role Playing Games (RPG) whose
narrative is one of self-improvement. But it also holds for other game
genres (action, adventure, simulators) which put the user in command of
a character (Doom, Mario, Tomb Rider). As the character progresses through
the game, the user herself or himself acquires new skills and knowledge.
She learns how to outwit the mutants lurking in Doom levels, how to defeat
the enemies with just a few kicks in Tomb Rider, how to solve the secrets
of the playful world in Mario, and so on.46
While movement through
space as a means of building character is one theme of American frontier
mythology, another is exploring and "culturing" unknown space. This theme
is also reflected in computer games' structure. A typical game begins
at some point in a large unknown space; in the course of the game, the
player has to explore this space, mapping out its geography and unraveling
its secrets. In the case of games organized into discrete levels such
as Doom, the player has to systematically investigate all the spaces of
a given level before he can move to the next level. In other game which
takes place over one large territory, the game play gradually involves
larger and larger parts of this territory (Adventure, War Craft[LM4]).
This is one possible
theory, one historical trajectory: from flâneur to Net surfer; from nineteenth
century American explorer to the explorer of navigable virtual space.
It is also possible to construct a different trajectory which will lead
from the Parisian flaneurie to navigable computer spaces. In Window Shopping
film historian Anne Friedberg presents an archeology of a mode of perception
which, according to her, characterizes modern cinematic, televisual, and
cyber cultures and which she calls a "mobilized virtual gaze."47 This
mode combines two conditions: "a received perception mediated through
representation" and a travel "in an imaginary flanerie through an imaginary
elsewhere and an imaginary elsewhen."48 According to Friedberg's archeology,
this mode emerged when a new nineteenth century technology of virtual
representation - photography - merged with the mobilized gaze of tourism,
urban shopping and flanerie.49 As can be seen, Friedberg connects Baudelaire's
flâneur with a range of other modern practices: "The same impulses which
send flâneurs through the arcades, traversing the pavement and wearing
thin their shoe leather, sent shoppers into the department stores, tourists
to exhibitions, spectators into the panorama, diaroma, wax museum, and
cinema."50 The flâneur occupies the privileged position among these practices
because he embodied most strongly the desire to combine perception with
motion through a space. All that remained in order to arrive at a "mobilized
virtual gaze" was to virtualize this perception - something which cinema
accomplished in the last decade of the nineteenth century.
While Friederg's account
ends with television and does consider new media, the form of navigable
virtual space fits well in her historical trajectory. Navigation through
a virtual space, whether in a computer game, a motion simulator, data
visualizations or a 3-D human-computer interface, follows the logic of
a "virtual mobile gaze." Instead of Parisian streets, shopping windows
and the faces of the passers-by, the virtual flâneur travels through virtual
streets, highways and planes of data; the eroticism of a split-second
virtual affair with a passer-by of the opposite sex is replaced with the
excitement of locating and opening a particular file or zooming into the
virtual object. Just as the original flâneur of Baudelaire, the virtual
flâneur is happiest on the move, clicking from one object to another,
traversing room after room, level after level, data volume after data
volume. Thus, just as a database form can be seen as an expression of
'database complex,' an irrational desire to preserve and store everything,
navigable space is not just a purely functional interface. Ii is also
an expression and gratification of psychological desire; a state of being;
a subject position - or rather, a subject's trajectory. If the subject
of modern society was looking for refuge from the chaos of the real world
in the stability and balance of the static composition of a painting,
and later in cinema's image, the subject of the information society finds
peace in the knowledge that she can slide over endless fields of data,
locating any morsel of information with the click of a button, zooming
through file systems and networks. She is comforted not by the equilibrium
of shapes and colors, but by the variety of data manipulation operations
at her control. Does this mean that we have reached the end of the trajectory
described by Friederg? While still enjoying a privileged place in computer
culture, flanerie now shows its age. Here we can make an analogy with
the history of GUI (Graphical User Interface). Developed at Xerox Parc
in the 1970s and commercialized by Apple in the early 1980s, it was appropriate
when a typical user's hard drive contained dozens or even hundreds of
files. But for the next stage of Net-based computing in which the user
is accessing millions of files it is no longer sufficient.51 Bypassing
the ability to display and navigate the files graphically, the user resorts
to a text-based search engine. Similarly, while a "mobilized virtual gaze,"
described by Friederg, was a significant advancement over earlier more
static methods of data organization and access (static image, text, catalog,
library), in the information age its "bandwidth" is too limited. Moreover,
a simple simulation of movement through a physical space defeats a computer's
new capabilities of data access and manipulation. Thus, for a virtual
flâneur such operations as search, segmentation, hyperlinking and visualization
and data mining are more satisfying than just navigating through a simulation
of a physical space.
In the 1920s Dziga
Vertov already understood this very well. A Man with a Movie Camera is
an important point in the trajectory which leads from Baudelaire's flanerie
to Aspen Movie Map, Doom and VRML worlds not simply because Vertov's film
is structured around the camera's active exploration of city spaces, and
not only because it fetishizes the camera's mobility. Vertov wanted to
overcome the limits of human vision and human movement through space to
arrive at more efficient ways of data access. However, the data he worked
with is raw visible reality - not reality digitized and stored in computer's
memory as numbers. Similarly, his interface was a film camera, i.e. an
anthropomorphic simulation of human vision - not computer algorithms.
Thus Vertov stands half-way between Baudelaire's flâneur and computer
user: no longer just a pedestrian walking through a street, but not yet
Gibson's data cowboy who zooms through pure data armed with data mining
algorithms. In his research on what can be called "kino-eye interface,"
Vertov systematically tried different ways to overcome what he thought
were the limits of human vision. He mounted cameras on the roof of a building
and a moving automobile; he slowed and speed up film speed; he superimposed
a number of images together in time and space (temporal montage and montage
within a shot). A Man with a Movie Camera is not only a database of city
life in the 1920s, a database of film techniques, and a database of new
operations of visual epistemology, but it is also a database of new interface
operations which together aim to go beyond a simple human navigation through
a physical space.
Along with A Man with
a Movie Camera, another key point in the trajectory, from the navigable
space of a nineteenth century city to the virtual navigable computer space,
is flight simulators. At the same time when Vertov was working on his
film, young American engineer E.A. Link, Jr. developed the first commercial
flight simulator. Significantly, Link's patent for his simulator filed
in 1930 refers to it as a "Combination Training Device for Student Aviators
and Entertainment Apparatus."52 Thus, rather than being an after-thought,
the adaptation of flight simulator technology to consumer entertainment
which took place in the 1990s was already envisioned by its inventor.
Link's design was a simulation of a pilot's cockpit with all the controls,
but, in contrast to a modern simulator, it had no visuals. In short, it
was a motion ride without a movie. In the 1960s, visuals were added by
using new video technology. A video camera was mounted on a movable arm
positioned over a room size model of an airport. The movement of the camera
was synchronized with the simulator controls; its image was transmitted
to a video monitor in the cockpit. While useful, this approach was limited
because it was based on physical reality of an actual model set. As we
saw in the "Compositing" section, a filmed and edited image is a better
simulation technology than a physical construction; and a virtual image
controlled by a computer is better still. Not surprisingly, soon after
interactive 3-D computer graphics technology was developed, it was applied
to produce visuals for the simulators by one of his developers. In 1968,
Ivan Sutherland, who already pioneered interactive computer-aided design
("Sketchpad," 1962) and virtual reality (1967), formed a company to produce
computer-based simulators. In the 1970s and 1980s simulators were one
of the main applications of real-time 3-D computer graphics technology,
thus determining to a significant degree the way this technology was developed
(see "Synthetic Realism as Bricolage.") For instance, simulation of particular
landscape features which are typically seen by a pilot, such as flat and
mountain terrain, sky with clouds, and fog, all became important research
problems.53 The application of interactive graphics for simulators has
also shaped the imagination of researchers regarding how this technology
can be used. It naturalized a particular idiom: flying through a simulated
spatial environment.
Thus, one of the most
common forms of navigation used today in computer culture - flying through
spatialized data - can be traced back to the 1970s military simulators.
From Baudelaire's flâneur strolling through physical streets we move to
Vertov's camera mounted on a moving car and then to the virtual camera
of a simulator which represents the viewpoint of a military pilot. Although
it was not an exclusive factor, the end of the Cold War played an important
role in the extension of this military mode of perception into general
culture. Until 1990, such companies as Evans and Sutherland, Boeing and
Lockheed were busy developing multi-million simulators. As the military
orders dried up, they had to look for consumer applications of their technology.
During the 1990s, these and other companies converted their expensive
simulators into arcade games, motion rides and other forms of location-based
entertainment. By the end of the decade, Evans and Sutherland's list of
products included image generators for use in military and aviation simulators;
a virtual set technology for use in television production; Cyber Fighter,
a system of networked game stations modeled after networked military simulators;
and Virtual Glider, an immersive location-based entertainment station.54
As the military budgets continued to diminish and entertainment budgets
soared, entertainment and military often came to share the same technologies
and to employ the same visual forms. Probably the most graphic example
of the ongoing circular transfer of technology and imagination between
the military and the civilian sector in new media is the case of Doom.
Originally developed and released over the Internet as a consumer game
in 1993 by id software, it was soon picked by the U.S. Marine Corps who
customized it into a military simulator for group combat training.55 Instead
of using multi-million dollar simulators, the Army could now train soldiers
on a $50 game. The Marines, who were involved in the modifications, then
went on to form their own company in order to market the customized Doom
as a commercial game. The discussion of the military origins of navigable
space form would be incomplete without acknowledging the pioneering work
of Paul Virilio. In his brilliant 1984 book War and Cinema Virilio documented
numerous parallels between military and film cultures of the twentieth
century, including the use of a mobile camera moving through space in
film in military aerial surveillance and cinematography.56 Virilio went
on to suggest that while space was the main category of the nineteenth
century, the main category of the twentieth century was time. As already
discussed in "Teleaction," for Virilio, telecommunication technology eliminates
the category of space altogether as it makes every point on Earth as accessible
as any other - at least in theory.
This technology also
leads to real time politics, which require instant reactions to the events
transmitted at the speed of light, and ultimately can only be handled
efficiently by computers responding to each other without human intervention.
From a post-Cold War perspective, Virilio's theory can be seen as another
example of the imagination transfer from the military to civilian sector.
In this case, techno-politics of the Cold War nuclear arms equilibrium
between the two super powers, which at any moment were able to strike
each other at any point on Earth, came to be seen by Virilio as a fundamentally
new stage of culture, where real time triumphs over space. Although Virilio
did not write on computer interface, the logic of his books suggests that
the ideal computer interface for a culture of real time politics would
be the War Room in Dr. Strangelove or: How I Learned to Stop Worrying
and Love the Bomb (Stanley Kubrick, 1964) with its direct lines of communication
between the generals and the pilots; or DOS command lines with their military
economy of command and response, rather than the more spectacular but
inefficient VRML worlds. Yet, uneconomical and inefficient as it may be,
navigable space interface is thriving across all areas of new media. How
can we explain its popularity? Is it simply a result of cultural inertia?
A left-over from the nineteenth century? A way to make the ultimately
Alien space of a computer compatible with humans by anthropomorphizing
it, superimposing a simulation of a Parisian flanerie over abstract data?
A relic of Cold War culture? While all these answers make sense, it would
be unsatisfactory to see navigable space as only the end of a historical
trajectory, rather than as a new beginning. The few computer spaces discussed
here point toward some of the aesthetic possibilities of this form; more
possibilities are contained in the works of modern painters, installation
artists and architects. Theoretically as well, navigable space represents
a new challenge. Rather than only considering topology, geometry and logic
of a static space, we need to take into account the new way in which space
functions in computer culture: as something traversed by a subject, as
a trajectory rather than an area. But computer culture is not the only
field where the use of the category of navigable space makes sense. I
will conclude this section by looking at two other fields - anthropology
and architecture - where we find more examples of navigable space imagination.
In his book Non-places.
Introduction to an Anthropology of Supermodernity French anthropologist
Marc Auge advances the hypothesis that "supermodernity produces non-places,
meaning spaces which are not themselves anthropological places and which,
unlike Baudelairean modernity, do not integrate with earlier places."57
Place is what anthropologists have studied traditionally; it is characterized
by stability, and it supports stable identity, relations and history.58
Auge's main source for his distinction between place and space, or non-place,
is Michel de Certeau: "Space, for him, is a 'frequent place,' 'an intersection
of moving bodies': it is the pedestrians who transform a street (geometrically
defined as a place by town planners) into a space"; it is an animation
of a place by the motion of a moving body.59 Thus, from one perspective
we can understand place as a product of cultural producers, while non-places
are created by users; in other words, non-place is an individual trajectory
through a place. From another perspective, in supermodernity, traditional
places are replaced by equally institutionalized non-places, a new architecture
of transit and impermanence: hotel chains and squats, holiday clubs and
refugee camps, supermarkets, airports and highways.
Non-place becomes
the new norm, the new way of existence. It is interesting that as the
subject who exemplifies the condition of supermodernity, Auge picks up
the counterpart to the pilot or a user of a flight simulator - an airline
passenger. "Alone, but one of many, the user of a non-place has contractual
relations with it." This contract relieves the person of his usual determinants.
"He becomes no more than what he does or experiences in the role of passenger,
customer or driver."60 Auge concludes that "as anthropological places
create the organically social, so non-places create solitary contractuality,"
something which he sees as the very opposite of a traditional object of
sociology: "Try to imagine a Durkheimian analysis of a transit lounge
at Roissy!"61 Architecture by its very definition stands on the side of
order, society and rules; it is thus a counterpart of sociology as it
deals with regularities, norms and "strategies" (to use de Certeau's term).
Yet the very awareness of these assumptions underlying architecture led
many contemporary architects to focus their attention on the activities
of users who through their "speech acts" "reappropriate the space organized
by the techniques of sociocultural production" (de Certeau).62
Architects come to
accept that the structures they design will be modified by users' activities,
and that these modifications represent an essential part of architecture.
They also took up the challenge of "a Durkheimian analysis of a transit
lounge at Roissy," putting their energy and imagination into design of
non-places such as an airport (Kansai International Airport in Osaka by
Renzo Piano), a train terminal (Waterloo International Terminal in London
by Nicholas Grimshaw) or a highway control station (Steel Cloud or Los
Angeles West Coast Gateway by Asymptote Architecture group).63 Probably
the ultimate in non-place architecture has been one million square meter
Euralille project which redefined the existing city of Lille, France as
the transit zone between the Continent and London. The project attracted
some of the most interesting contemporary architects: Rem Koolhaas designed
the masterplan while Jean Nouvel built Centre Euralille containing a shopping
center, a school, a hotel, and apartments next to the train terminal.
Centered around the entrance to the Chunnel, the underground tunnel for
cars which connects the Continent and England, and the terminal for the
high speed train which travels between Lille, London, Brussels and Paris,
Euralille is a space of navigation par excellence; a mega-non-place. Like
the network players of Doom, Euralille users emerge from trains and cars
to temporarily inhabit a zone defined through their trajectories; an environment
"to just wander around inside of" (Robyn Miller); "an intersection of
moving bodies" (de Certeau).
EVE
and Place
We have come a long
way since Spacewar (1962) and Computer Space (1971) - at least, in terms
of graphics. The images of these early computer games seem to have more
in common with abstract paintings of Malevich and Mondrian than with the
photorealistic renderings of Quake (1996) and Unreal (1997). But whether
this graphics evolution was also accompanied by a conceptual evolution
is another matter. Given the richness of modern concepts of space developed
by artists, architects, filmmakers, art historians and anthropologists,
our computer spaces have a long way to go.
Often the way to go
forward is to go back. As this article suggested, the designers of virtual
spaces may find a wealth of relevant ideas by looking at twentieth century
art, architecture, film and other arts. Similarly, as I pointed out, some
of the earliest computer spaces, such as Spacewar and Aspen Movie Map,
contained aesthetic possibilities which are still waiting to be explored.
As a conclusion, I will discuss two more works by Jeffrey Shaw who draws
upon rich cultural traditions of space construction and representation
probably more systematically more than any other new media artist. While
Friedberg's concept of virtual mobile gaze is useful in allowing us to
see the connections between a number of technologies and practices of
spatial navigation, such as Panorama, cinema and shopping, it can also
make us blind to the important differences between them. In contrast,
Shaw's EVE (1993 - ) and Place: A User' Manual (1995) emphasize both similarities
and differences between various technologies of navigation.64 In these
works, Shaw evokes the navigation methods of Panorama, cinema, video and
VR. But rather than collapsing diffirent technologies into one, Shaw "layers"
them on side by side. That is, he literally encloses the interface of
one technology within the interface of another. For instance, in the case
of EVE the visitors find themselves inside a large semi-sphere reminiscent
of the 19th century Panorama. The projectors located in the middle of
the sphere throw a rectangular image on the inside surface of the semi-sphere.
In this way, the interface of cinema (an image enclosed by a rectangular
frame) is placed inside the interface of Panorama (a semi-spherical enclosed
space). In Place: A User' Manual a different "layering" takes place: Panorama
interface is placed inside a typical computer space interface. The user
navigates a virtual landscape using first-person perspective characteristic
of VR, computer games and navigable computer spaces in general. Inside
this landscape are eleven cylinders with photographs mapped on them. Once
the user moves inside one of these cylinders, she switches to a mode of
perception typical of Panorama tradition. By placing interfaces of different
technologies next to each other within a single work, Shaw foregrounds
the unique logic of seeing, spatial access and user's behavior characteristic
of each technology. [LM5] The tradition of the framed image , i.e. a representation
which exists within the larger physical space which contains the viewer
[LM6] (painting, cinema, computer screen[LM7]), meets the tradition of
the "total" simulation, i.e. a simulated space which encloses the viewer
(Panorama, VR). of Another historical dichotomy staged for us by Shaw
is between the traditions of collective and individualized viewing in
screen-based arts. The first tradition spans from magic lantern shows
to twentieth century cinema. The second passes from the camera obscura,
stereoscope and kinetoscope to head-mounted displays of VR. Both have
their dangers. In the first tradition, individual's subjectivity can be
dissolved in a mass-induced response. In the second, subjectivity is being
defined through the interaction of isolated subject with an object at
the expense of intersubjective dialogue. In the case of viewers' interactions
with computer installations, as I already noted when talking about Osmose,
something quite new begins to emerge: a combination of individualized
and collective spectatorship. The interaction of one viewer with the work
(via a joystick, a mouse, or a head mounted sensor) becomes in itself
a new text for other viewers, situated within the work's arena, so to
speak. This affects the behavior of this viewer who acts as a representative
for the desires of others, and who is now oriented both to them and to
the work.
EVE rehearses the
whole Western history of simulation, functioning as a kind of Plato's
cave in reverse: visitors progress from the real world inside the space
of simulation where instead of mere shadows they are presented with technologically
enhanced (via stereo) images, which look more real than their normal perceptions.65
At the same time, EVE's enclosed round shape refers us back to the fundamental
modern desire to construct a perfect self-sufficient utopia, whether visual
(the nineteenth-century panorama) or social. (For instance, after 1917
Russian Revolution architect G.I. Gidoni designed a monument to the Revolution
in the form of a semi-transparent globe which could hold several thousand
spectators.) Yet, rather than being presented with a simulated world which
has nothing to do with the real space of the viewer (as in typical VR),
the visitors who enter EVE's enclosed space discover that EVE's apparatus
shows the outside reality they just left. Moreover, instead of being fused
in a single collective vision (Gesamtkunstwerk, cinema, mass society)
the visitors are confronted with a subjective and partial view. The visitors
only see what one person wearing a head mounted sensor chooses to show
them, i.e. they are literally limited by this person's point of view.
In addition, instead of a 360o view they see a small rectangular image
-- a mere sample of the world outside. The one visitor wearing a sensor,
and thus literally acting as an eye for the rest of the audience, occupies
many positions at once -- a master subject, a visionary who shows the
audience what is worth seeing and at the same time just an object, an
interface between them and outside reality, i.e., a tool for others; a
projector, a light and a reflector all at once.
1 J.C.Hertz, Joystick
Nation (Boston: Little, Brown and Company, 1997), 90, 84.
2 Ibid., 150.
3 Michel de Certeau, The Practice of Everyday Life, trans. Steven Rendall
(Berkely, University of California Press, 1984), 129.
4 Chris McGoman and Jim McCullaugh, Entertainment in the Cyber Zone (New
York: Random House, 1995), 120.
5 Qtd. in J.C.Hertz, Joystick Nation, 155-156.
6 For critical anaylsis of motion simulator phenomenon, see Erkki Huhtamo,
"Phantom Train to Technopia," in Minna Tarkka, ed., ISEA '94.
The 5fth International Symposium on Electronic Art Catalogue (Helsinki:
University of Art and Design, 1994); "Encapsulated Bodies in Motion:
Simulators and the Quest for Total Immersion," in Simon Penny, ed.,
Critical Issues in Electronic Media (State University of New York Press,
1995).
7 Stuart Card, George Robertson, Jock Mackingly, "The Information
Visualizer, an Information Workplace," in CHI'91: Human Factors in
Computing Systems Conference Proceedings (New York: ACM, 1991) , 181-186;
available online at http://www.acm.org/pubs/articles/proceedings/chi/108844/p181-card/p181-card.pdf,
accessed June 18, 1999.
8 http://www.artcom.de/projects/t_vision/, accessed Dec. 26, 1998.
9 http://www.acm.org/sigchi/chi95/proceedings/panels/km_bdy.htm, accessed
Dec. 26, 1998.
10 William Gibson, Neuromancer (New York: Ace Books, 1984).
11 Marcos Novak, "Liquid Architecture in Cyberspace," in Michael
Benedict, ed., Cyberspace: First Steps (Cambridge, Mass.: The MIT Press,
1991).
12 Mark Pesce, Peter Kennard and Anthony Parisi, "Cyberspace,"
1994. Http://www.hyperreal.org/~mpesce/www.html, accessed June 17, 1999.
13 Ibid.
14 Michael Bendedict explores the relevance of some of these disciplines
to the concept of cyberspace in the introduction to his groundbreaking
anthology Cyberspace: First Steps, which remains one of the best books
on the topic of cyberspace. Michael Benedict, ed., Cyberspace: First Steps
(Cambridge, Mass.: The MIT Press, 1991).
15 Henri Lefebvre, The Production of Space (Oxford: Blackwell Publishers,
1991); Michel Foucault, Discipline and Punish: the Birth of the Prison
(New York: Pantheon Books, 1977); Fredric Jameson, The Geopolitical Aesthetic:
Cinema and Space in the World System (Bloomington : Indiana University
Press, 1992); David Harvey, The Condition of Postmodernity (Oxford, England:
Blackwell, 1989); Edward Soja, Postmodern Geographies: the Reassertion
of Space in Critical Social Theory (London: Verso, 1989).
16 See, for instance, Benedict, Cyberspace: First Steps; the articles
of Marcos Novak (http://www.aud.ucla.edu/~marcos).
17 http://icwhen.com/the70s/1971.html, accessed November 21, 1998.
18 Heinrich Wölfflin, Principles of Art History, translated by M.
D. Hottinger (New York, Dover Publications, 1950).
19 Erwin Panofsky, Perspective as Symbolic Form, translated by Christopher
S. Wood (New York: Zone Books, 1991).
20 Lev Manovich, "Mapping Space: Perspective, Radar and Computer
Graphics," in SIGGRAPH '93 Visual Proceedings, ed. Thomas Linehan
(New York: ACM, 1993.)
21 Quoted in Alla Efimova and Lev Manovich, "Object, Space, Culture:
Introduction," in Tekstura: Russian Essays on Visual Culture, eds.
Alla
Efimova and Lev Manovich (Chicago: University of Chicago Press, 1993),
xxvi.
22 Gilles Deleuse, Cinema (Minneapolis: University of Minessota Press,
1986-1989).
23 Jed Hatman and Josie Werneke, The VRML 2.0 Handbook (Reading, Mass.:
Addison-Wesley Publishing Company, 1996).
24 See Ferdinand Tönnies, Community and Society, trans. Charles P.
Loomis (East Lansing, Michigan State University Press, 1957).
25 One importance exeption was the Apparatus theory developed by film
theoreticians in the 1970s.
26 Stewart Brand, The Media Lab (New York: Penguin Books, 1988), 141.
27 Manuela Abel, ed., Jeffrew Shaw - a User's Manual (Kalsuhe, Germany:
ZKM, 1997), 127 - 129. Three difirent versions of Legible City were created
based on the ground plans of Manhattan, Amsterdam and Karlsruhe, Germany.
28 http://www.softimage.com/Projects/Osmose/
29 For a discussion of Archigram group in the context of computer-based
virtual spaces, see Hans-Peter Schwarz, Media-Art-History. Media Museum
(Munich: Prestel-Verlag, 1997), 74-76.
30 See, for instance, Visionary Architects: Boullee, Ledoux, Lequeu (Houston:
University of St. Thomas, 1968); Heinrich Klotz, ed., Paper architecture:
New Projects from the Soviet Union (Frankfurt: Deutsches Architekturmuseum,
1988).
31 See, for instance, Dietrich Neumann, ed., Film architecture: Set Designs
from Metropolis to Blade Runner (Munich: Prestel, 1996).
32 Ilya Kabakov, On the "Total Installation" (Bonn: Cantz Verlag,
1995).
33 Ibid., 125. This and the following translations from Russian text of
Kabakov are mine - L.M.
34 Ibid., 200.
35 Ibid., 200-208.
36 Ibid., 162.
37 Ibid., 162.
38 de Certeau, The Practice of Everyday Life, xviii.
39 Charles Baudelaire, "The Painter of Modern Life," in My Heart
Laid Bare and Other Prose Writings (London: Soho Book Company, 1986).
40 Walter Benjamin, "Paris, Capital of the Nineteenth Century,"
in Reflections (New York: Schocken Books, 1986), 156.
41 The distinction between Gemeinschaft and Gesellshaft was developed
by Tönnies in Community and Society.
42 Adilkno, The Media Archive (Brooklyn, New York: 1988), 99.
43 Ibid., 100.
44 Ibid.
45 Ibid.
46 This narrative of maturation can be also seen as a particular case
of an initiation ceremony, something which traditionally was a part of
every human society.
47 Anne Friedberg, Window Shopping: Cinema and the Post-modern (Berkeley:
University of California Press, 1993), 2.
48 Ibid.
49 Ibid., 184.
50 Ibid., 94.
51 See Don Gentner and Jakob Nielson, "The Anti-Mac Interface,"
Communications of the ACM 39, no. 8 (August 1996), 70-82. Available online
at http://www.acm.org/cacm/AUG96/antimac.htm.
52 Benjamin Wooley, Virtual Worlds (Oxford, UK and Cambridge, USA: Blackwel,
1992), 39, 43.
53 For more on the history of 3-D computer graphics, see my article "Mapping
Space: Perspective, Radar and Computer Graphics," SIGGRAPH '93 Visual
Proceedings, edited by Thomas Linehan, 143-147. New York: ACM, 1993.
54 http://www.es.com/product_index.html, accessed January 27, 1999.
55 Elizabeth Sikorovsky, "Training spells Doom for Marines,"
Federal Computer Week, July 15, 1996, available online at http://www.fcm.com/pubs/fcw/0715/guide.htm.
56 Paul Virilio, War and Cinema (London and New York: Verso, 1989).
57 Marc Auge, Non-places. Introduction to an Anthropology of Supermodernity,
translated by John Howe (London and New York: Verso, 1995), 78.
58 Ibid., 53-53.
59 Ibid., 79-80.
60 Ibid., 101, 103.
61 Ibid., 94.
62 De Certeau, The Practice of Everyday Life, XIV.
63 Jean-Claude Dubost and Jean-Francois Gonthier, eds., Architecture for
the Future (Paris: Éditions Pierre Terrail, 1996), 171.
64 Abel, Jeffrey Shaw, 138-139; 142-145.
65 Here I am describing the particular application of EVE which I saw
at "Multimediale 4" exhibition, Karlsruhe, Germany, May 1995.
[LM1] If, according to a well-known statement by Walter Benjamin, all
history is the history of barbarism and destruction, and if, according
to a number of modern critics from Roland Barthes to Jean Baudrillard,
all signification involves violence, with a sign displacing the object
it stands for and ultimately "killing" the real,
[LM2] ADD
[LM3] add my addition to Greet dialog about style which I posted as a
separate email.
[LM4] In contrast, fighting games very popular in Japan do no involve
any movement through space. Instead, reflecting traditional Japananese
idea about identity, they focus on competition between warriors.
[LM5] The utopia of perfect simulation and perfect seeing promised by
panorama is downplayed. In EVE, the image, rather than filling the whole
dome, is cut by the rectangular cinematic frame; while in Place the user
is placed outside the panoramas.
[LM6] REFER TO "Archeology of the Computer Screen" section
[LM7]
|