Parsing the Languages of the New Media » Methodology http://media.frametheweb.com A critical examination of Lev Manovich's Language of New Media. Fri, 03 Jun 2011 00:35:46 +0000 en-US hourly 1 http://wordpress.org/?v=3.4.2 Addressing The Myth of Random Access http://media.frametheweb.com/2009/10/23/addressing-the-myth-of-random-access/ http://media.frametheweb.com/2009/10/23/addressing-the-myth-of-random-access/#comments Fri, 23 Oct 2009 17:24:34 +0000 David Witzling http://media.frametheweb.com/2009/10/23/addressing-the-myth-of-random-access/ After Manovich enumerates his Five Principles of New Media, he proceeds to address a number of “popularly held notions about the difference between new media and old media.”  He seeks to discredit these notions as insufficient to distinguish new media from traditional media insofar as they are “not unique to new media, but can be found in older media technologies as well.”

The third such notion that Manovich addresses is the ability of new media to support the “random access” of information.  Manovich formulates this popular notion as follows:

“New media allow for random access.  In contrast to film or videotape, which store data sequentially, computer storage devices make it possible to access any data element equally fast.”

The background of this claim involves an important technical concept in contemporary computer design.  When people talk about how much “memory” their computer has, they frequently refer to Random Access Memory (often called RAM), as opposed to hard disk space.  Hard disk space is where computer programs and user files are kept for long-term storage; RAM is like a scratch pad that a computer uses while manipulating data retrieved from a hard disk.  Although today, hard disks are quite fast, this distinction represents an important development in the history of computing, as data was once stored on magnetic tape.  Historically, for a computer to access a given file, it needed to fast-forward or rewind a large amount of tape in order to retrieve the data requested by a user.  As this could be a time-consuming process, solid state RAM technology was developed in part so that once the relevant data was located on the tape, that data could then be manipulated with less delay.  Cost was among the primary reasons that solid state RAM was not used for all storage.

Thus, distinctions between new media and old media based on the concept of “random access” would draw an analogy between film and the magnetic tape that computers once commonly used to store data.  To view a particular frame in a given film, one must feed the film through a projector and first view every preceding frame — even though one may not be interested in all those other frames.  Under this analogy, new media represent the invention of RAM, and therefore the ability to easily retrieve an arbitrary piece of information without having to review a mountain of unimportant data first.

This analogy is meant to draw attention to an important functional distinction between new media and old media.  The perceived relevance of this distinction is that new media facilitate a unique form of non-linear interaction which was impossible to achieve with previous media technologies such as film.  As Manovich here observes, “once a film is digitized and loaded into a computer’s memory, any frame can be accessed with equal ease.”  Thus, new media are purported to provide unique ways of fragmenting and re-ordering time and space.

Although Manovich (perhaps correctly) denies that “random access” is sufficient to create a unique identity for new media, his argument here fails to directly address why.  One of Manovich’s central objectives in The Language of New Media is to ground the emerging conventions of new media in an existing body of literature on film criticism; to this end, his argument against the relevance of “random access” relies on various precedents in the history of cinema — such as the Phenakistiscope and the Zoopraxiscope — that demonstrate a rudimentary form of “random access” in non-digital motion picture technology.  However, the ability to scan through time “mapped onto two-dimensional space” found in esoteric technologies such as the Phenakistiscope is not really present in cinema as we understand it today; thus, the critique which Manovich would here present is more an observation of a historical coincidence than it is an observation about how the development of cultural and artistic traditions contributed to certain ways of perceiving and ordering experience.

If we abandon Manovich’s assumption that the history of cinema provides the most appropriate way to interpret the emergence of new media aesthetics, we can then see that other, less esoteric examples of “random access” in pre-existing media forms not only make themselves apparent, but also provide more compelling evidence to substantiate claims against the purported importance of “random access.”

Most obviously, the printed book is a traditional media form that readily supports “random access.”  The ability to access arbitrary information in a printed book is what gives reference texts such as dictionaries and encyclopedias their utility.  Moreover, the liturgical function of the Bible relies on the ability to retrieve specific passages — and those passages only — on different occasions.  If we consider that printed books can contain material other than text, we are obliged to acknowledge that books of art reproductions and magazines are frequently browsed in highly non-linear ways.  The “choose-your-own-adventure” book is just one example of the ways in which the non-linear, “random access” features of print can be exploited for aesthetic ends.

In “old media” such as painting and photography, analyses which oppose the purported linearity of traditional media forms to the non-linearity of new media break down.  It makes little sense to speak of an individual painting or a photograph as sequential, since any part of the image can be viewed at any time without first having to review large amounts of irrelevant information.  The cultural values that give rise to different modes of expression or the widespread acceptance of certain modes of expression are more nuanced than presented by Manovich.  While recent history may present researchers with an entertaining menagerie of technological oddities and curious names, there are broader cultural trends that in many cases do better to illustrate the social and cultural dynamics influencing the development of different media.

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Changing the Definition of Cinema http://media.frametheweb.com/2009/10/18/changing-the-definition-of-cinema/ http://media.frametheweb.com/2009/10/18/changing-the-definition-of-cinema/#comments Sun, 18 Oct 2009 15:46:23 +0000 David Witzling http://media.frametheweb.com/2009/10/18/changing-the-definition-of-cinema/

“The shift to digital media affects not just Hollywood, but filmmaking as a whole.  As traditional film technology is universally being replaced by digital technology, the logic of the filmmaking process is being redefined.”

 

While this observation certainly alludes to a process which many critics have observed — that digital technology exerts an influence on how films are produced by filmmakers and understood by audiences — the formulation and exposition of this observation here relies on generalities that omit many practical considerations of great importance.

The difficulty is a product of a methodological problem with Manovich’s text — that is, he begins with a reductionist approach to analyzing new media, then reasons through the potential consequences of his premises.  The problem with such an approach is that it relies entirely on the validity of the premises.  In this case, the premises are not only flawed, but in their focus on the purported “concrete” factors that distinguish new media objects from traditional media, they gloss over many cultural continuities.

The result of this difficulty is a series of observations that are equally disconnected from the history and the present reality of filmmaking.

Take, for example, Manovich’s assertion that the result of 3D computer animation is that “live-action footage is displaced from its role as the only possible material from which a film can be constructed.”  The thrust of Manovich’s assertion here is to emphasize the “newness” and the “otherness” of digital cinema; yet he does so as the expense of accuracy.

The history of cinema provides numerous examples that demonstrate the utter falsity of this claim.  Early in the history of cinema — before the Hollywood studio system came to exert a dominant influence on the aesthetics of film — we can see filmmakers such as Man Ray conducting experiments to produce moving images on celluloid without relying upon the photographic apparatus of the camera.  Man Ray’s 1926 film Emak Bakia contains several sequences produced by placing various objects directly on a strip of film and then exposing the film to light.  Aside from Hollywood’s rich history of cell-based animation (which clearly does not rely on live-action footage) we find contemporary experimental filmmakers such as Stan Brakhage — who made numerous films by directly applying pigment to clear leader, or scratching the emulsion off of black slug — continuing the investigations begun by Man Ray.  Furthermore, it is worth considering that scientific time-lapse footage, such as of microbes or phototropism, do not qualify as live-action imagery (although they are examples of photographic motion pictures).

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On Defining a Medium http://media.frametheweb.com/2008/05/03/on-defining-a-medium/ http://media.frametheweb.com/2008/05/03/on-defining-a-medium/#comments Sat, 03 May 2008 23:15:09 +0000 David Witzling http://media.frametheweb.com/2008/05/03/on-defining-a-medium/

“Beginning with the basic, ‘material’ principles of new media — numeric coding and modular organization — we moved to more ‘deep’ and far-reaching ones — automation and variability.”

The medium-specific analysis in The Language of New Media attempts to philosophically ground discussion in a material sense apart from relatively subjective cultural factors: the medium is understood primarily as the properties and behaviors of a material thing. While the language of the analysis draws upon diverse concepts in computer science and mathematics, history, behaviorist and cognitive psychology, economics, and aesthetics, missing is a definition of what “a medium” actually is, such that one might consider a given object as being properly discussed in the terms of a given medium.

Given the scholarly tradition towards which The Language of New Media is oriented, it might seem natural to assume that Lev Manovich’s understanding of “a medium” falls somewhere near Marshall McLuhan’s; yet two of McLuhan’s important conclusions — that electronic media would make cultural habits more tribal and more aural — are at odds with central features of The Language of New Media, which holds that cultural habits have been becoming more industrially-influenced and more visual.

Although an approximate understanding of “a medium” for the purposes of discussion might be generally acceptable, the task of distinguishing new media from traditional media on the basis of qualities which both, in important respects, hold in common presents certain difficulties. To resolve these difficulties, one might accept a more informal and broadly-defined understanding of “a medium.” To do so would, however, imply a different philosophical grounding than that used methodologically in The Language of New Media.

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Examples of Variability in New Media http://media.frametheweb.com/2008/05/03/discussion-of-variability-in-new-media/ http://media.frametheweb.com/2008/05/03/discussion-of-variability-in-new-media/#comments Sat, 03 May 2008 20:01:47 +0000 David Witzling http://media.frametheweb.com/2008/05/03/discussion-of-variability-in-new-media/ Many of the specific examples provided in Lev Manovich’s discussion of new media’s variability suffer from an imprecision that leaves unclear just how the Principle of Variability ought to be properly applied when thinking about new media objects.

The example provided by “branching-type interactivity” overlooks historical continuities between new media and traditional media, while also suggesting philosophical difficulties. The word “branching” in this context has both a phenomenological meaning and a technical meaning; as a metaphor it relates to the way tree branches subdivide along their length, and describes the many possible routes one might take while navigating an interactive artwork (as though one were walking along a tree branch from a single trunk to a random leaf). In a technical sense, systems theory studies this phenomenon in terms of “bifurcation” as a way to describe the net effect of multiple individual events. The same “branching-type” behavior can be found in descriptions of interactions with traditional media objects such as books of photographs or other art prints, choose-your-own-adventure books, architecture, and installation art, all of which are commonly explored in a nonlinear and indeterminate fashion.

It could be argued that branching behavior is “in” a new media object in some structural way that it isn’t “in” traditional media; yet, just how one should most properly distinguish between the mechanical response of a book to having a page turned or a television set to having a channel changed, compared to a remote web server sending a copy of a web page, is unclear.

The example provided by “scaling” is similarly problematic. The word “scaling” has an informal sense, in which an object may be presented as larger or smaller, with more or less detail; and the word has a technical sense, which in mathematics refers to a type of linear transformation. The discussion of Microsoft Word’s “Autosummarize” feature fits neither of these uses: one third of a novel is not a scaled-down version of the novel, but rather, it is incomplete.

Although the types of variability discussed in The Language of New Media may be useful to an extent in describing the experience of interacting with a new media object, the discussion breaks down in a number of ways. Why these types of variability have the cultural value that they do is largely left unaddressed, and therefore, what meaning their application has to new media practices in terms of how new media objects are appreciated — aesthetically or in terms of convenience — remains unresolved.

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Inference and Historical Analysis http://media.frametheweb.com/2008/04/29/inference-and-historical-analysis/ http://media.frametheweb.com/2008/04/29/inference-and-historical-analysis/#comments Tue, 29 Apr 2008 23:44:18 +0000 David Witzling http://media.frametheweb.com/2008/04/29/inference-and-historical-analysis/ In discussing the historical convergence of computers and the media arts, Lev Manovich asserts that:

“the key year for the history of media and computing is 1936. British mathematician Alan Turing wrote a seminal paper entitled ‘On Computable Numbers.’ In it he provided a theoretical description of a general purpose computer”

Manovich observes that the diagram of the machine Turing describes in his paper “looks suspiciously like a film projector,” and then asks provocatively: “Is this a coincidence?”

Absent any documentation to the effect that Turing’s design was directly influenced by the appearance of a film projector, any assertion that such a connection exists would best be treated as conjecture, and the appearance of a connection ought to be treated precisely as coincidence; there certainly is little to be found by way of functional similarity. The hypothetical connection between the diagram of Turing’s machine and the design of a film projector has more to do with a programmatic attempt throughout The Language of New Media to interpret the history of new media in terms of an existing body of literature on film criticism.

While we might be reasonably certain that Turing was aware of cinema, as a mathematician he was probably far more familiar with the mechanics of an adding machine. Moreover, the 1936 paper cited here by Manovich has more to do with esoteric problems of number theory than it has to do with the material properties of practical computers. The machine Turing outlined in his 1936 paper was not intended as a schematic, but rather as something more along the lines of Albert Einstein’s “gedankenexperiments.”

Turing’s machine requires an infinite strip of tape upon which symbols are printed and from which symbols are read; that the machine in this way has access to an infinite amount of memory is at once essential to its conception and also a reminder that it is impossible to physically construct such a device. The machine was meant to help visualize how the act of performing arithmetic calculations transforms information about infinite sets of numbers (such as the set of whole numbers).

Where Turing comes into the text, it is worth noting that the word “computer” in Turing’s day did not refer to machines at all, but rather to people employed for their arithmetic abilities.

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Delineating Linguistic Contexts http://media.frametheweb.com/2008/04/29/delineating-linguistic-contexts/ http://media.frametheweb.com/2008/04/29/delineating-linguistic-contexts/#comments Tue, 29 Apr 2008 18:33:22 +0000 David Witzling http://media.frametheweb.com/2008/04/29/delineating-linguistic-contexts/ In discussing new media’s use of spatialized visualizations for representing computer data, Lev Manovich observes that:

“The very first coin-op arcade game was called Computer Space. The game simulated a dogfight between a spaceship and a flying saucer. Released in 1971, it was a remake of the first computer game, Spacewar, programmed on a PDP-1 at MIT in 1962. 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.”

Although the discussion prior to this passage uses the word “space” in a topological sense, as in “that which might be filled with objects,” the word “space” is here used to denote “that region beyond the Earth’s atmosphere.” The word “space” is spelled the same in each context, but makes reference to distinct concepts in each context. This conflation of otherwise distinct conceptual vocabularies makes two unrelated discussions appear to be connected in a way they really are not.

The argument that follows from the discussion of “space” is similarly unclear. Manovich observes that “in the original Spacewar, the players navigated two spaceships around the screen” while noting later in the same paragraph that “the space of Spacewar and Computer Space was not navigable.”

It might be supposed that the discrepency surrounding the use of “navigation” in these two cases is meant to point out that it is the spaceship rather than the environment that one manipulates while navigating; but to privilege space in the second instance as that which is manipulated while navigating would be at odds with the conventional usage of the word. To suppose then that the intent is to draw attention to new media’s potential to offer new conceptions of one’s relationship to space, it would be difficult to justify the use of these particular video games as new media objects while elucidating the properties of new media.

What conclusions a reader might draw from this argument is as unclear as the use of terminology, or furthermore how the discussion of “navigable space” relates to the Five Principles of New Media. The problem in part has to do with confusions that arise from an imprecise delineation of context, but also involves matters of interpretation.

If Spacewar was programmed in 1962, the prominence of “space” as a theme in the game might relate in some way to cultural attitudes influenced by the launch of Sputnik and the start of the “space race” five years earlier. As more computers came into use at the academies, their novelty was surely appreciated by those studying them. “Space” in this context might be understood as signifying novelty and to invoke an aestheticized vision of the future. To then contextualize this video game in a more general context of art history, one might appeal to novelty as a central feature of Modernism.

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The Role of Standardization in New Media http://media.frametheweb.com/2008/04/26/the-role-of-standardization-in-new-media/ http://media.frametheweb.com/2008/04/26/the-role-of-standardization-in-new-media/#comments Sat, 26 Apr 2008 20:58:41 +0000 David Witzling http://media.frametheweb.com/2008/04/26/the-role-of-standardization-in-new-media/

“Yet another feature of the new media field that unites it with big industry is the strict adherence to various hardware and software standards.”

This statement is at variance with Manovich’s assertion on page 30 that “new media follows, or actually runs ahead of, a quite different logic of post-industrial society — that of individual customization, rather than mass standardization.”

The text is unclear as to whether these two statements should be considered contradictory or whether they simply require additional qualification.

The “strict adherence to” standards mentioned in the first quote might refer to the interoperability of diverse manufactured parts, while the “mass standardization” in the second quote might refer to how the end user adapts to the assumptions behind a manufactured product’s design.

But just as the result of this terminology might confuse a reader, so the text seems to suffer from the results of similar confusions throughout.

If one seeks to explain a given observation about a new media object using the framework expounded by Manovich, how is one to decide whether one’s observations are to be understood in terms of standardization or customization? Manovich provides no mechanism to discern when one or the other context is appropriate. The consequences of the vocabularies of standardization and customization are very different, involving different types of sociocultural attitudes, practices, and objectives; while there would seem to be room for each vocabulary in a discussion of the new media, a careful and systematic delineation of context is required to ensure that one’s observations of a new media object correspond with the implications of one’s description, and that one’s explanation of a given phenomenon accords with the behavior of what one has observed.

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Context Dependency in New Media Critique http://media.frametheweb.com/2008/04/26/context-dependency-in-new-media-critique/ http://media.frametheweb.com/2008/04/26/context-dependency-in-new-media-critique/#comments Sat, 26 Apr 2008 20:38:28 +0000 David Witzling http://media.frametheweb.com/2008/04/26/context-dependency-in-new-media-critique/ In discussing why the word “Language” appears in the title of his book, rather than some other term like “Poetics,” Lev Manovich cites literary scholar Tzvetan Todorov. The citation implies that “Poetics” would have been undesirable because, according to Todorov, Poetics is “an approach… at once ‘abstract’ and ‘internal.’”

As The Language of New Media is philosophically grounded in the material and mechanistic qualities of new media objects as they exist on computers — as definite objects independent of subjective perceptions — the word “poetics” would in this sense be unsuitable.

Shortly after citing Todorov, Manovich proposes his analysis of new media in terms of the material properties of a computer. To a typical computer user, the material properties of a computer might seem most properly described as objective qualities of physical computing machines.

This description of practical computing is important to the overall argument in The Language of New Media. On page 52, for example, Manovich rejects a distinction between new and traditional media on the basis of whether they involve discrete or continuous modes of representing information; this rejection is grounded in a materialist approach to understanding “concrete computer technologies.”

At the same time, Manovich proposes an analysis of new media in terms of “information culture,” which he admits is his own coinage, and which he defines only by analogy to another concept, which he calls “visual culture.” Analogy involves abstraction, and a vaguely defined coinage has an internal meaning to he who coins the phrase which is not necessarily shared by others.

Contradictory assertions similar to this appear throughout the text, which in the context of poetry might be perfectly acceptable, but in the context of what purports to be a rigorous and systematic analysis, turn out to be quite problematic.

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Medium Specificity and New Media http://media.frametheweb.com/2008/04/26/medium-specificity-and-new-media/ http://media.frametheweb.com/2008/04/26/medium-specificity-and-new-media/#comments Sat, 26 Apr 2008 19:18:03 +0000 David Witzling http://media.frametheweb.com/2008/04/26/medium-specificity-and-new-media/

“I scrutinize the principles of computer hardware and software and operations involved in creating cultural objects on a computer to discover a new cultural logic at work”

Lev Manovich, as he sketches out his approach to a criticism of new media, here alludes to the art-critical philosophy of medium specificity, popularized in the early 20th Century by Clement Greenberg and others.

A basic tenet of this approach holds that art should be evaluated in relation to how it addresses itself to what are often taken as the material properties of a given medium. The original impetus behind this approach was an attempt to reconcile the lack of traditional aesthetic features in Modernist art with the recognition on the part of the public and art institutions that the Modernists were, in fact, making art.

A stretched canvas that appears to be uniformly painted white is an often-parodied example of the artistic genre medium specificity was designed to address. In the context of a medium-specific analysis, one might consider the material application of white paint to the canvas from a number of different perspectives: how the artist behaved while applying the paint, how light affects the texture of the paint, or how on close inspection minor imperfections in the pigmentation affect what one sees.

However, the products of computerized media are not always amenable to such an analysis, especially in the absence of very specific types of qualifications.

Computers store information, and though art understood as computerized information can be understood materially, the material explanation required by such an understanding involves physical descriptions of space and time on a scale beyond what we readily perceive. Information theory is mathematically related to thermodynamics, but we do not readily apprehend the mechanical details of thermodynamic flows as well as we understand what happens when a glass is knocked off a table.

The scale of a computer’s physical operation involves components such as transistors which are too small for us to see. In using plain language to describe new media in terms of such components, we must rely on descriptions made by analogy, or on descriptions of how computers behave as formal systems. If the formal relationships governing the behavior of either side of an analogy are not carefully taken into account, we run the risk of making inferences that hold for one side but not the other. Such inferences might make logical sense in terms of the plain-language sentences used to describe them, but the descriptions that follow from the vocabulary of one side of the analogy might contradict with what is mechanically probable in the other side. If, when talking about sports, we assume that “Whoever has the highest score wins,” such a supposition might prove helpful when making an analogy between basketball and football, but would prove to be a problem when comparing tennis to golf.

An example of this difficulty can be found in the First Principle of New Media identified in The Language of New Media. The First Principle of New Media holds that new media objects are represented numerically. It is assumed that this numerical feature of new media objects is of fundamental importance to both the design of computer hardware and software; yet numerical features are not what we perceive when watching a montage sequence in digital cinema. Rather, we see juxtapositions of forms and objects; it may well be possible to describe these forms and objects in numerical terms, but that does not mean such descriptions are perceptually meaningful, or of fundamental importance to explaining what we see. We do not perceive objects to be “even” and “odd” the same way we perceive numbers as such; we might say a physical surface is “even” or a color palette is “odd,” but these words are not used in the same sense as when they refer to numbers.

The linguistic consequences of this conceptual problem occur at various points throughout the text, detracting from both the value of the methodology and the validity of the conclusions.

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