Metonymic Mov(i)es: Lev
Manovuich "The Language of New Media"
Lev Manovich: The Language of New Media.
MIT Press: Cambridge, Massachusetts / London,
England 2001. $34.95, 7x9, 354 pages, ISBN
0-262-13374-1
Upon reading Lautréamonts Chants de
Maldoror (1869) surrealist king pin André
Breton took over the author's famous words
"beautiful as the unexpected meeting,
on a dissection table, of a sewing machine
and an umbrella", thus coining the Surrealist
aesthetic of jarring juxtapositions.
Almost as beautiful as Breton's observation
was another unexpected meeting taking place
some years later, namely, the use of punched
35mm movie film in order to control computer
programs in the world's first working digital
computer built between 1936 and 1938 by German
engineer Konrad Zuse.
This significant event which did not happen
on a Surrealist dissecting table but, interestingly,
in the appartment of Zuse's parents in Berlin-Kreuzberg,
further rapproached computing and media technologies
- and thus further advanced the gradual entwinement
of these two distinct historical trajectories.
It was, metaphorically speaking, this strange
superimposition of 'binary' over 'iconic'
code, that, according to Lev Manovich, anticipated
the convergence of media and computer that
followed about 50 years later: "All existing
media are translated into numerical data accessible
for the computer. The results: graphics, moving
images, sounds, shapes, spaces, and texts
become computable, that is, simply sets of
computer data. In short media become new media."1
Manovich considers the historical merging
of computer and media, symbolized by the superimposition
of 'binary' code over 'iconic' code, so central
an event for his argumentation that it also
adorns the cover of The Language of New Media
(2001) [see .jpg]. Beautiful as this symbol
may be, it also represents the limitations
of this valuable book: (analogue) media and
new (digital) media are generally equated
with visual media, in particular cinema.
Although photographic and moving images have
contributed to the development of a language
of (new) media, in this publication they are
made to represent the whole of (new) media.
To put it bluntly: Movies metonymically make
up the language of new media. This is what
one has to bear in mind when reading this
insightful and valuable publication.
When asked in an interview about how long
he had been writing the book, Moscow-born
Lev Manovich, today Associate Professor in
the Visual Arts Department at the University
of California, San Diego, gives three alternative
answers: it's seven years since the first
articles were published in 1992, fifteen years
since he began to work with computer graphics
around the mid-1980s (he came to New York
in 1981), and twenty-five years since be had
been studying fine arts,
architecture and computer science in Moscow.
His 1993 Ph.D. dissertation in Visual and
Cultural Studies, The Engineering of Vision
from Contructivism to Computers, traced the
origins of computer media, relating it to
the avant-garde art of the 1920s.
His Language of New Media, which in many instances
is connected to his Ph.D. thesis, is structured
according to the principles of a computer:
the chapters gradually advance the reader
from five very basic principles of the underlying
code via the interface, the operations and
forms to surface phenomena, literally to the
surface of the computer (screen).
The meeting of media and computer, and the
computerization of culture as a whole changes
the identity of both media and the computer
itself - whereby, as Manovich asserts, "the
identity of media has changed even more dramatically
than that of the computer." (p. 27) Therefore,
the focus of Manovich's book lies on answering
the question of how the shift to computer-based
media redefines the nature of static and moving
images.
In the first chapter of the book Manovich
describes five principles of new media which
summarize the differences between old (analogue)
and new (digital) media: 1. numerical representation,
2.modularity, 3. automation, 4. variability,
5. transcoding. First, all new media objects
are composed of digital code, they are numerical
representations. Two key consequences follow
from that: new media objects can be described
formally, i.e. by using a mathematical function,
and they can be subjected to algorithmic manipulation.
Media thus become programmable. Second, all
new media objects have a modular structure,
i.e. they consist of discrete elements which
maintain their independence even when combined
into larger objects.
A Word document as well as the World Wide
Web consist of discrete objects which can
always be accessed on their own. Modularity
thus highlights the "fundamentally [
]
non-hierarchical organization" (p. 31)
of all new media objects (this actually holds
true as long as you use the terms in a metaphorical
way as Manovich does with most of the terms
throughout his book.
As soon as you employ them in a literal way,
it becomes clear that new media objects can,
indeed, despite their principal modularity,
be organized in strictly non-hierarchical
ways). The numerical coding of media and the
modular structure of a media object (i.e.
the first two principles) allow, according
to Manovich, thirdly, "for the automation
of many operations involved in media creation,
manipulation, and access." Thus, "human
intentionality can be removed from the creative
process, at least in part." (p. 32) Examples
for automation can be found in image editing,
chat bots, computer games, search engines,
software agents, etc. The fourth principle
of new media, deduced from the more basic
principles - numerical representation and
modularity of information - is variability.
New media objects are not "something
fixed once and for all, but something that
can exist in different, potentially infinite
versions." (p. 36) Film, for example,
whose order of elements is determined once
and for all, is diametrically opposed to new
media whose order of elements is essentially
variable (or, 'mutable' and 'liquid'). Examples
for variability would be customization and
scalability. The fifth principle, and the
"most substantial consequence of the
computerization of media" (p. 45), is
transcoding.
Transcoding basically means translating something
into another format. However, the most important
aspect is that the structure of computerized
media (which, on the surface still may look
like media) "now follows the established
conventions of the computer's organization
of data." (p. 45) Structure-wise, new
media objects are compatible to, and transcodable
into other computer files.
On a more general ("cultural") level,
the logic of a computer "can be expected
to significantly influence the traditional
cultural logic of media" (p. 46); that
is, we can expect the "computer layer"
to affect the "cultural layer".
In the main chapters of the book Manovich
discusses some of these changes (esp. the
database as the "new symbolic form").
In the very insightful and entertaining "What
New Media is Not" he scrutinizes some
of the popularly held notions about new media,
discussing the historical (dis)continuities
between old and new media.
The Cultural Interfaces chapter analyzes how
three cultural forms of printed word, cinema,
and a general human-computer interface (HCI)
contributed to shaping "cultural interfaces"
during the 1990s.
Manovich uses the term 'cultural interface'
to describe a "human-computer-culture
interface - the ways in which computers present
and allow us to interact with cultural data."
(p. 70) Now, according to Manovich's main
thesis, "[r]ather than being merely one
cultural language among others, cinema is
now becoming the cultural interface [
]"
(p. 86). Cinematic ways "of seeing the
world, of structuring time, of narrating a
story, of linking one experience to the next,
have become the basic means by which computer
users access and interact with all cultural
data." (p. 78f.).
Here, one starts wondering which computer
users he is talking about: definitely not
about computer users in general. What we are
confronted with here is another of Manovich's
metonymical moves: without much notice, Manovich
deduces from very special forms of new media,
in this case computer games and Virtual Reality
(VR), a whole general language of new media.
While one can say that cinematographic approaches
to interfacing "cultural data" were
typical for the whole VR industry's discourse
in the beginning of the 1990s, cinema can
by no means be called "the cultural interface".
Cinema is just one of the possible interfaces
to datascapes, among many others.
In the following chapters Manovich meticulously
analyses how the shift to computer-based media
redefines the nature of static and moving
images: "New media may look like media,
but this is only the surface." (p. 48)
He analyses the operations, illusions and
forms of new media. According to Manovich,
the main operations of new media are selection,
compositing, and teleaction. Digital compositing
refers to the process of "assembling
together a number of elements to create a
single seamless object." (p. 136)
This is what makes it radically different
to montage of the 1920s up to the 1980s: it
is essentially "anti-montage" (p.
143). While montage "aims to create visual,
stylistic, semantic, and emotional dissonance
between different elements", compositing
aims to "blend them into a seamless whole,
a single gestalt." (p. 144). Teleaction,
as the third operation of new media, enables
to see and act at a distance. Manovich prefers
the notion of "teleaction" to "telepresence"
exactly because one is not present in the
distant location, but one acts at a distance.
Teleaction allows the user - given that information
can be transmitted in real time - "to
manipulate reality through representations"
(p. 165), through
so-called "image-instruments" which
allow the user "not only to represent
reality but also to control it" (p. 167).
Here, Manovich includes a great passage on
distance and aura, namely, on Benjamin and
Virilio, concluding that for both of them,
"distance guaranteed by vision preserves
the aura of an object [
] while the desire
'to bring things closer' destroys objects'
relations to each other, ultimately obliterating
the material order altogether and rendering
the notions of distance and space meaningless.
[
] The potential aggressiveness of looking
turns out to be rather more innocent
than the actual aggression of electronically
enabled touch." (p. 175) In the "Illusions
of new media" chapter Manovich entertains
the reader with some very enlightening remarks
on the partiality and unevenness of synthetic
realism generated by VR engines.
An animator using a particular software can,
for instance, "easily create the shape
of a human face, but not hair; materials such
as plastic or metal, but not cloth or leather;
the flight of a bird but not the jumps of
a frog." (p. 193)
This unevenness of synthetic realism not only
reflects the range of problem addressed and
solved, but als bears witness to the fact
that the research of particular problems was
"determined by the need of the early
sponsors of this research - the Pentagon and
Hollywood." (p. 193) In addition to this
sponsor-induced focus on certain areas in
research, it is also the researchers themselves
who "privilege particular subjects that
culturally connote the mastery of illusionistic
representation" (p. 195).
Examples for these "icons of mimesis",
or privileged signs of realism, would be,
e.g., animations of smoke, fire, sea waves,
and moving grass. Also highly amusing is Manovich's
witty comparison between Jurassic Park and
Socialist Realism. His thesis is that both
can be understood as synthetic images or constructs
pointing to a future event which, in order
to be understood by their contemporaries,
have to be disguised in 'sub-optimal' aesthetics.
While the synthetic film images in Jurassic
Park are the "result of a different,
more perfect than human, vision", "the
vision of a computer, a cyborg, an automatic
missile" (whose images were too perfect
and thus for the film had to be degraded quality-wise),
it is also, according to Manovich, "a
realistic representation of human vision in
the future when it will be augmented by
computer graphics and cleansed of noise"
(p. 202).
Likewise, also Socialist Realism "had
to retain enough of then-everyday reality
while showing how that reality would look
in the future when everybody's body would
be healthly and muscular, every street modern,
every face transformed ba the spirituality
of communist ideology." (p. 203) Socialist
Realism never depicted this future directly:
"The idea was not to make the workers
dream about the perfect future while closing
their eyes to imperfect reality, but rather
to make
them see the signs of this future in the reality
around them." (p. 203) It is here that
Manovich makes the connection between the
Hollywood movie and Socialist Realism: Just
"as Socialist Realist paintings blended
the perfect future with the imperfect reality,
Jurassic Park blends future supervision of
computer graphics with the familiar vision
of the film
image." (p. 204) The most important forms
of new media are, according to Manovich, database
and navigable
space. Self-confidently, Manovich states in
the beginning: "After the novel, and
subsequently cinema, privileged narrative
as the key form of cultural expression of
the modern age, the computer age introduces
its correlate - the database." (p. 218).
Databases which Manovich calls the "new
symbolic form of the computer age" (p.
219), appear as "collections of items
on which the user can perform various operations
- view, navigate, search. The user's experience
of such computerized collections is, therefore,
quite distinct from reading a narrative or
watching a film [
]" (p. 219).
The database (a term which Manovich uses metaphorically,
i.e. not only strictly for databases, but
in a more general sense) presents the world
as a list of items which it refuses to order.
In contrast, narrative "creates a cause-and-effect
trajectory of seemingly unordered items (events)."
(p. 225) While database and narrative seem
to be diametrically opposed in the beginning
of the chapter, it increasingly becomes clear
in the course of Manovich's argument that
linear narrative is just one method of accessing
data among many other possible trajectories.
Manovich redefines the concept of narrative:
"The 'user' of a narrative is traversing
a database, following links between its records
as established by the database's creator.
An interactive narrative (which can be also
called a hypernarrative in an analogy with
hypertext) can then be understood as the sum
of multiple trajectories through a database."
(p. 227)
Here, Manovich observes a very interesting
change concerning the database logic: In old
media, as outlined, e.g. by Roman Jakobson,2
the database of choices from which narrative
is constructed is implicit (the paradigm);
while the actual narrative is explicit (the
syntagm). New media completely reverse this
relationship: "Database (the paradigm)
is given material existence, while narrative
(the syntagm) is dematerialised. Paradigm
is privileged, syntagm is downplayed. Paradigm
is real; syntagm virtual." (p. 231) As
historical predecessors Manovich mentions
two "database filmmakers" who reconcile
database and narrative form: Dziga Vertov
and Peter Greenaway. Vertov's Man with a Movie
Camera literally projects the paradigm onto
the syntagm. Therefore, Manovich concludes,
Man with a Movie Camera cannot simply be labeled
"avant-garde", exactly because it
never arrives at anything like a well-defined
language (like all avant-garde films), but,
rather, "it proposes an untamed, and
apparently endless, unwinding of techniques,
or, to use contemporary language, 'effects',
as cinema's new way of speaking" (p.
242).
Man with a Movie Camera is a "database
of film techniques, and a database of new
operations of visual epistemology, but also
a database of new interface operations that
together aim to go beyond simple human navigation
through physical space." (p. 276) As
Manovich argues, while interactive interfaces
foreground the paradigmatic dimension, they
are yet still organized along the syntagmatic
dimension: "Although the user is making
choices at each new screen, the end result
is a linear sequence of screens that she follows."
(p. 232). Why do new media insist on the sequential
form, why this persistence on a linear order?
Manovich's hypothesis is that new media follow
"the dominant semiological order of the
twentieth century - that of cinema" (p.
232): [C]inema replaced all other modes of
narration with sequential narrative, an assembly
line of shots that appear on the screen one
at a time. For centuries, a spatialized narrative
in which all images appear simultaneously
dominated European visual culture; in the
twentieth century it was relegated to 'minor'
cultural forms such as comics or technical
illustrations. 'Real' culture of the twentieth
century came to speak in linear chains, aligning
itself with the assembly line of the industrial
society [
]. New media continue this
mode,
giving the user information one screen at
a time. At least this is the case when it
tries to become 'real' culture (interactive
narratives, games); when it simply functions
as an interface to information, it is not
ashamed to present much more information on
the screen at once, whether in the form of
tables, normal or pull-down menues, or lists.
(p. 232) While it would be really interesting
and necessary to critically discuss Manovich's
notion of "real culture" and of
the "cultural interface" (when exactly
does an interface become 'cultural'? Should
not the computer itself be included in the
notion of 'culture'?), he introduces many
other notions that would be likewise worth
discussing, like "cinegratography",
and the "loop as narrative engine".
Let's stop here and try to summarize. Lev
Manovich's The Language of New Media is a
very well written book (which can also be
used as a database) which guides the reader
through its rich contents by always providing
short summaries of the chapter s/he just read
or s/he is about to read. The author illustrates
his arguments very well, not by providing
images (apart from some stills from Man with
a Movie Camera there are no illustrations
whatsoever), but by always giving a broad
range of examples from his own practical working
with these new
media technologies. Moreover, many examples
he uses to illustrate his arguments are net
or media art projects and not Hollywood movies,
thus giving a new context to these projects,
but also implicitely underlining the avant-garde
role of art in the digital realm.
While reading the book I wondered why I could
not recognize the world Manovich is describing.
I would claim that one can experience new
media without ever being so massively confronted
with visuals or cinematic code as Manovich
suggests. Manovich writes that "the visual
culture of a computer age is cinematographic
in its appearance" (p. 180). If you talk
about computer games, or about VR discourses
developed over the last ten to twenty years,
yes, it is cinematographic
plus some other elements. Hollywood's and
Silicon Valley's language of new media is
indeed massively cinematographic.
But, for example, if you talk about net culture,
or media art, fields I have been involved
in over the last ten years, or even if you
talk about practices like chatting or SMS
culture, then you just cannot claim that we
have to deal with a visual culture which is
predominantly cinematographic. The reader
also has to bear in mind that when Manovich
speaks about 'computer culture' he essentially
talks about computer game culture, VR development,
and, partly, also about what others have at
times called the "Californian Ideology".3
Similarly, when he speaks about new media,
he essentially means those visual cultures
that predominantly work with filmic or cinematographic
codes. Generally, any attempt to define a
field as broad as the "language of new
media" has to be welcomed quite enthusiastically.
If one cannot expect an author of such a study
to include several historical trajectories
(there are, as I would claim, at least two
important ones: the trajectory of photography,
film, and television, and the trajectory of
telegraphy, radio and the Internet, with television
and Internet converging at present), then
one should at least expect that the author
makes it clear that, while writing about the
"language of new media" s/he is
focussing only on one trajectory. However,
by describing in detail, e.g., navigable space,
database, and "image-instruments",
he already points to the fact that new media
are not indebted to the filmic paradigm only.
Still, Manovich repeatedly comes back to implicitely
using the notion of visual media as a metonymy
for media. Perhaps, thus, in order to avoid
misunderstandings, the book should have been
called "The Language of New Visual Media".
In short: Manovich's precise observations
of operations and forms of new media that
can be found throughout the whole book come
from his practical experience and make the
book a very valuable, sometimes funny and
even entertaining source of information on
new media.
This is a wonderful example of the fact that
whoever writes on new media should also be
in the state of using them actively. If one
takes into account the points I have mentioned,
i.e. Manovich's focus on the visual, on games
and VR and cinema, then reading The Language
of New Media is really rewarding.
NOTES
1.Manovich, Lev: The Language of New Media.
MIT Press: Cambridge, Massachusetts / London,
England 2001. 25.
2.C.f. Jakobson, Roman: Linguistik und Poetik
[1960]. In: Ders.: Ausgewählte Aufsätze
1921 1971. Frankfurt/Main
1993. 83-121. Jakobson, Roman: Der Doppelcharakter
der Sprache und die Polarität zwischen
Metaphorik und
Metonymik [1960]. In: Theorie der Metapher.
Hg. v. A. Haverkamp. Darmstadt, 1996. 163-174.
3.Barbrook, Richard / Cameron, Andy: The Californian
Ideology. In: Nettime 1995.