Lev Manovich
From ÒNew Media from Borges to HTML,Ó
commissioned for The New Media Reader, edited by Noah Wardrip-Fruin and
Nick Montfort, The MIT Press, 2002).
I now want to go through other possible concepts
of new media and its histories (including a few proposed by the present author
elsewhere). Here are eight answers; without a doubt, more can be invented if
desired.
1. New media versus
cyberculture.
To begin with, we may distinguish between new
media and cyberculture. In my view they represent two distinct fields of
research. I would define cyberculture as the study of various social phenomena
associated with Internet and other new forms of network communication. Examples
of what falls under cyberculture studies are online communities, online
multi-player gaming, the issue of online identity, the sociology and the
ethnography of email usage, cell phone usage in various communities; the issues
of gender and ethnicity in Internet usage; and so on. Notice that the emphasis
is on the social phenomena; cyberculture does not directly deal with new
cultural objects enabled by network communication technologies. The study of
these objects is the domain of new media. In addition, new media is concerned
with cultural objects and paradigms enabled by all forms of computing and not
just by networking. To summarize: cyberculture is focused on the social and on
networking; new media is focused on the cultural and computing.
2. New Media as Computer Technology used as a
Distribution Platform.
What are these new cultural objects? Given that
digital computing is now used in most areas of cultural production, from
publishing and advertising to filmmaking and architecture, how can we single
out the area of culture that specifically owes its existence to computing? In
my book The Language of New Media I begin the discussion of new media by invoking
its definition which can be deduced from how the term is used in popular press:
new media are the cultural objects which use digital computer technology for
distribution and exhibition. Thus, Internet, Web sites, computer multimedia,
computer games, CD-ROMs and DVD, Virtual Reality, and computer-generated
special effects all fall under new media. Other cultural objects which use
computing for production and storage but not for final distributionÑtelevision
programs, feature films, magazines, books and other paper-based publications,
etc. Ð are not new media.
The
problems with this definition are three-fold. Firstly, it has to be revised every
few years, as yet another part of culture comes to rely on computing technology
for distribution (for instance, the shift from analog to digital television;
the shift from film-based to digital projection of feature films in movie
theatres; e-books, and so on) Secondly, we may suspect that eventually most
forms of culture will use computer distribution, and therefore the term Ònew
mediaÓ defined in this way will lose any specificity. Thirdly, this definition
does not tell us anything about the possible effects of computer-based
distribution on the aesthetics of what is being distributed. In other words, do
Web sites, computer multimedia, computer games, CD-ROMs and Virtual Reality all
have something in common because they are delivered to the user via a computer?
Only if the answer is at least partial yes, it makes sense to think about new
media as a useful theoretical category.
3. New Media as Digital Data Controlled by
Software.
The
Language of New Media
is based on the assumption that, in fact, all cultural objects that rely on
digital representation and computer-based delivery do share a number of common
qualities. In the book I articulate a number of principles of new media:
numerical representation, modularity, automation, variability, and transcoding.
I do not assume that any computer-based cultural object will necessary be
structured according to these principles today. Rather, these are tendencies of
a culture undergoing computerization that gradually will manifest themselves
more and more. For instance, the principle of variability states that a new
media cultural object may exist in potentially infinite different states. Today
the examples of variability are commercial Web sites programmed to customize
Web pages for each user as she is accessing the particular site, or DJsÕ
remixes of already existing recordings; tomorrow the principle of variability
may also structure a digital film which will similarly exist in multiple
versions.
I
deduce these principles, or tendencies, from the basic fact of digital
representation of media. New media is reduced to digital data that can be
manipulated by software as any other data. This allows automating many media
operations, to generate multiple versions of the same object, etc. For
instance, once an image is represented as a matrix of numbers, it can be
manipulated or even generated automatically by running various algorithms, such
as sharpen, blue, colorize, change contrast, etc.
More
generally, extending what I proposed in my book, I could say that two basic
ways in which computers model reality Ð through data structures and algorithms
Ð can also be applied to media once it is represented digitally. In other
words, given that new media is digital data controlled by particular ÒculturalÓ
software, it make sense to think of any new media object in terms of particular
data structures and/or particular algorithms it embodies. Here are the examples
of data structures: an image can be thought of as a two-dimensional array (x,
y), while a movie can be thought of as a three-dimensional array (x, y, t).
Thinking about digital media in terms of algorithms, we discover that many of
these algorithms can be applied to any media (such as copy, cut, paste, compress, find, match) while some still
retain media specificity. For instance, one can easily search for a particular
text string in a text but not for a particular object in an image. Conversely,
one can composite a number of still or moving images together, but not
different texts. These differences have to do with different semiotic logics of
different media in our culture: for example, we are ready to read practically
any image or a composite of images as being meaningful, while for a text string
to be meaningful we require that it obeys the laws of grammar. On the other
hand, language has a priori discrete structure (a sentence consists from words
which consist from morphemes, and so on) that makes it very easily to automate
various operations on it (such as search, match, replace, index), while digital
representation of images does not by itself allow for automation of semantic
operations.
4. New Media as the Mix Between Existing
Cultural Conventions and the Conventions of Software.
As
a particular type of media is turned into digital data controlled by software,
we may expect that eventually it will fully obey the principles of modularity,
variability, and automation. However, in practice these processes may take a
long time and they do not proceed in a linear fashion Ð rather, we witness
Òuneven development.Ó For instance, today some media are already totally
automated while in other cases this automation hardly exists Ð even though
technologically it can be easily implemented.
Let
us take as the example contemporary Hollywood film production. Logically we
could have expected something like the following scenario. An individual viewer
receives a customized version of the film that takes into account her/his
previous viewing preferences, current preferences, and marketing profile. The
film is completely assembled on the fly by AI software using pre-defined script
schemas. The software also generates, again on the fly characters, dialog and
sets (this makes product placement particularly easy) that are taken from a
massive ÒassetsÓ database.
The
reality today is quite different. Software is used in some areas of film
production but not in others. While some visuals may be created using computer
animation, cinema still centers around the system of human stars whose salaries
amount for a large percent of a film budget. Similarly, script writing (and
countless re-writing) is also trusted to humans. In short, the computer is kept
out of the key ÒcreativeÓ decisions, and is delegated to the position of a
technician.
If
we look at another type of contemporary media Ð computer games Ð we will
discover that they follow the principle of automation much more thoroughly.
Game characters are modeled in 3D; they move and speak under software control.
Software also decides what happens next in the game, generating new characters,
spaces and scenarios in response to usersÕ behavior. It is not hard to
understand why automation in computer games is much more advanced than in
cinema. Computer games are one of the few cultural forms Ònative Ò to
computers; they begun as singular computer programs (before turning into a
complex multimedia productions which they are today) Ð rather than being an
already established medium (such
as cinema) which is now slowly undergoing computerization.
Given
that the principles of modularity, automation, variability and transcoding are
tendencies that slow and unevenly manifest themselves, is there a more precise
way to describe new media, as it exists today? The Language of New Media analyzes the language
of contemporary new media (or, to put this differently, Òearly new mediaÓ) as
the mix (we can also use software metaphors of ÒmorphÓ or ÒcompositeÓ) between
two different sets of cultural forces, or cultural conventions: on the one
hand, the conventions of already mature cultural forms (such as a page, a rectangular
frame, a mobile point of view) and, on the other hand, the conventions of
computer software and, in particular, of HCI, as they developed until now.
Let
me illustrate this idea with two examples. In modern visual culture a
representational image was something one gazed at, rather than interacted with.
An image was also one continuous representational field, i.e. a single scene.
In the 1980s GUI redefined an image as a figure-ground opposition between a
non-interactive, passive ground (typically a desktop pattern) and active icons
and hyperlinks (such as the icons of documents and applications appearing on
the desktop). The treatment of representational images in new media represents
a mix between these two very different conventions. An image retains its
representational function while at the same time it is treated as a set of hot
spots (Òimage-mapÓ). This is the standard convention in interactive multimedia,
computer games and Web pages. So while visually an image still appears as a
single continuous field, in fact it is broken into a number of regions with
hyperlinks connected to these regions, so clicking on a region opens a new
page, or re-starts game narrative, etc.
This
example illustrates how a HCI convention is ÒsuperimposedÓ (in this case, both
metaphorically and literally, as a designer places hot spots over an existing
image) over an older representational convention. Another way to think about
this is to say that a technique normally used for control and data management
is mixed with a technique of fictional representation and fictional narration.
I will use another example to illustrate the opposite process: how a cultural
convention normally used for fictional representation and narration is
ÒsuperimposedÓ over software techniques of data management and presentation.
The cultural convention in this example is the mobile camera model borrowed
from cinema. In The Language of New Media I analyze how it became a generic
interface used to access any type of data:
Originally developed as part of 3D computer
graphics technology for such applications as computer-aided design, flight
simulators and computer movie making, during the 1980's and 1990's the camera
model became as much of an interface convention as scrollable windows or cut
and paste operations. It became an accepted way for interacting with any data
which is represented in three dimensions Ñ which, in a computer culture, means
literally anything and everything: the results of a physical simulation, an
architectural site, design of a new molecule, statistical data, the structure
of a computer network and so on. As computer culture is gradually spatializing
all representations and experiences, they become subjected to the camera's
particular grammar of data access. Zoom, tilt, pan and track: we now use these
operations to interact with data spaces, models, objects and bodies.
To sum up: new media today can be understood as
the mix between older cultural conventions for data representation, access and
manipulation and newer conventions of data representation, access and
manipulation. The ÒoldÓ data are representations of visual reality and human
experience, i.e., images, text-based and audio-visual narratives Ð what we
normally understand by Òculture.Ó The ÒnewÓ data is numerical data.
As
a result of this mix, we get such strange hybrids as clickable Òimage-maps,Ó
navigable landscapes of financial data, QuickTime (which was defined as the
format to represent any time-based data but which in practice is used
exclusively for digital video), animated icons Ð a kind of micro-movies of
computer culture Ð and so on.
As
can be seen, this particular approach to new media assumes the existence of
historically particular aesthetics that characterizes new media, or Òearly new
media,Ó today. (We may also call it the Òaesthetics of early information
culture.Ó) This aesthetics results from the convergence of historically
particular cultural forces: already existing cultural conventions and the
conventions of HCI. Therefore, it could not have existed in the past and
without changes it is unlikely to stay for a long time. But we can also define
new media in the opposite way: as specific aesthetic features which keep
re-appearing at an early stage of deployment of every new modern media and
telecommunication technologies.
5. New Media as the Aesthetics that
Accompanies the Early Stage of Every New Modern Media and Communication
Technology.
Rather than reserving the term Ònew mediaÓ to
refer to the cultural uses of current computer and computer-based network
technologies, some authors have suggested that every modern media and
telecommunication technology passes through its Ònew media stage.Ó In other
words, at some point photography, telephone, cinema, television each were Ònew
media.Ó This perspective redirects our research efforts: rather than trying to
identity what is unique about digital computers functioning as media creation,
media distribution and telecommunication devices, we may instead look for
certain aesthetic techniques and ideological tropes which accompany every new
modern media and telecommunication technology at the initial stage of its
introduction and dissemination. Here are a few examples of such ideological
tropes: new technology will allow for better democracy; it will give us a better
access to the ÒrealÓ (by offering Òmore immediacyÓ and/or the possibility Òto
represent what before could not be representedÓ); it will contribute to Òthe
erosion of moral valuesÓ; it will destroy the Ònatural relationship between
humans and the worldÓ by Òeliminating the distanceÓ between the observer and
the observed.
And
here are two examples of aesthetic strategies that seem to often accompany the
appearance of a new media and telecommunication technology. (Not surprisingly,
these aesthetic strategies are directly related to ideological tropes I just
mentioned). In the mid 1990s a number of filmmakers started to use inexpensive
digital cameras (DV) to create films characterized by a documentary style (for
instance, Timecode,
Celebration,
Mifune).
Rather than treating live action as a raw material to be later re-arranged in
post-production, these filmmakers place premier importance on the authenticity
of the actorsÕ performances. The smallness of DV equipment allows a filmmaker
to literally be inside the action as it unfolds. In addition to adopting a more
intimate filmic approach, a filmmaker can keep shooting for a whole duration of
a 60 or 120 minute DV tape as opposed to the standard ten-minute film
roll. This gives the filmmaker and
the actors more freedom to improvise around a theme, rather than being shackled
to the tightly scripted short shots of traditional filmmaking. (In fact the
length of Time Code exactly corresponds to the length of a standard DV tape.)
These
aesthetic strategies for representing the ÒrealÓ which at first may appear to
be unique to digital revolution in cinema are in fact not unique. DV-style
filmmaking has a predecessor in an international filmmaking movement that begun
in the late 1950s and unfolded throughout the 1960s. Called Òdirect cinema,Ó
ÒcandidÓ cinema, ÒuncontrolledÓ cinema, ÒobservationalÓ cinema, or cinŽma
vŽritŽ
(Òcinema truthÓ), it also involved filmmakers using lighter and more mobile (in
comparison to what was available before) equipment. Like todayÕs DV realists,Ó
the 1960s Òdirect cinemaÓ proponents avoided tight staging and scripting,
preferring to let events unfold naturally. Both then and now, the filmmakers
used new filmmaking technology to revolt against the existing cinema
conventions that were perceived as being too artificial. Both then and now, the
key word of this revolt was the same: Òimmediacy.Ó
My
second example of similar aesthetic strategies re-appearing deals with the
development of moving image technology throughout the nineteenth century, and
the development of digital technologies to display moving images on a computer
desktop during the 1990s. In the first part of the 1990s, as computerÕs speed
kept gradually increasing, the CD-ROM designers have been able to go from a
slide show format to the superimposition of small moving elements over static
backgrounds and finally to full-frame moving images. This evolution repeats the
nineteenth century progression: from sequences of still images (magic lantern
slides presentations) to moving characters over static backgrounds (for
instance, in Reynaud's Praxinoscope Theater) to full motion (the Lumieres'
cinematograph). Moreover, the introduction of QuickTime by Apple in 1991 can be
compared to the introduction of the Kinetoscope in 1892: both were used to
present short loops, both featured the images approximately two by three inches
in size, both called for private viewing rather than collective exhibition.
Culturally, the two technologies also functioned similarly: as the latest
technological Òmarvel.Ó If in the early 1890s the public patronized Kinetoscope
parlors where peep-hole machines presented them with the latest invention Ñ
tiny moving photographs arranged in short loops Ðexactly a hundred years later,
computer users were equally fascinated with tiny QuickTime Movies that turned a
computer in a film projector, however imperfect. Finally, the Lumieres' first
film screenings of 1895 which shocked their audiences with huge moving images
found their parallel in 1995 CD-ROM titles where the moving image finally fills
the entire computer screen (for instance, in Johnny Mnemonic computer
game, based on the film by the same title.) Thus, exactly a hundred years after
cinema was officially "born," it was reinvented on a computer screen.
Interesting
as they are, these two examples also illustrate the limitations of thinking
about new media in terms of historically recurrent aesthetic strategies and
ideological tropes. While ideological tropes indeed seem re-appearing rather
regularly, many aesthetic strategies may only reappear two or three times.
Moreover, some strategies and/or tropes can be already found in the first part
of the nineteenth century while others only make their first appearance much
more recently. In order for this approach to be truly useful it would be
insufficient to simply name the strategies and tropes and to record the moments
of their appearance; instead, we would have to develop a much more
comprehensive analysis which would correlate the history of technology with
social, political and economical histories of the modern period.
So
far my definitions of new media have focused on technology; the next three
definitions will consider new media as material re-articulation, or encoding,
of purely cultural tendencies Ð in short, as ideas rather than
technologies.
6. New Media as Faster Execution of
Algorithms Previously Executed Manually or Through Other Technologies.
A modern digital computer is a programmable
machine. This simply means that the same computer can execute different
algorithms. An algorithm is a sequence of steps that need to be followed to
accomplish a task. Digital computers allow us to execute most algorithms very
quickly, however, in principle an algorithm, since it is just a sequence of
simple steps, can be also executed by a human, although much more slowly. For
instance, a human can sort files in a particular order, or count the number of
words in a text, or cut a part of an image and paste it in a different place.
This realization gives
us a new way to think about both digital computing, in general, and new media,
in particular, as a massive speed-up of various manual techniques that all have
already existed. Consider, for instance, the computerÕs ability to represent
objects in linear perspective and to animate such representations. When you
move your character through the world in a first person shooter computer game
(such as Quake),
or when you move your viewpoint around a 3D architectural model, a computer
re-calculates perspectival views for all the objects in the frame many times
every second (in the case of
current desktop hardware, frame rates of 80 frames of second are not uncommon).
But we should remember that the algorithm itself was codified during the Renaissance
in Italy, and that, before digital computers came along (that is, for about
five hundred years) it was executed by human draftsmen. Similarly, behind many
other new media techniques there is an algorithm that, before computing, was
executed manually. (Of course since art has always involved some technology Ð
even as simple as a stylus for making marks on stone Ð what I mean by
ÒmanuallyÓ is that a human had to systematically go through every step of an
algorithm himself, even if he was assisted by some image making tools.)
Consider, for instance, another very popular new media technique: making a
composite from different photographs. Soon after photography was invented, such
nineteenth century photographers as Henry Peach Robinson and Oscar G.
Reijlander[LM1] were
already creating smooth "combination prints" by putting together
multiple photographs.
While this approach to
thinking about new media takes us away from thinking about it purely in
technological terms, it has a number of problems of its own. Substantially
speeding up the execution of an algorithm by implementing this algorithm in
software does not just leave things as they are. The basic point of dialectics
is that a substantial change in quantity (i.e., in speed of execution in this
case) leads to the emergence of qualitatively new phenomena. The example of
automation of linear perspective is a case in point. Dramatically speeding up
the execution of a perspectival algorithm makes possible previously
non-existent representational technique: smooth movement through a perspectival
space. In other words, we get not only quickly produced perspectival drawings
but also computer-generated movies and interactive computer graphics.
The technological shifts
in the history of Òcombination printsÓ also illustrate the cultural dialectics
of transformation of quantity into quality. In the nineteenth century,
painstakingly crafted Òcombination printsÓ represented an exception rather than
the norm. In the twentieth century, new photographic technologies made possible
photomontage that quickly became one of the basic representational techniques
of modern visual culture. And finally the arrival of digital photography via
software like Photoshop, scanners, and digital cameras in the late 1980s and
1990s not only made photomontage much more omnipresent than before but it also
fundamentally altered its visual characteristics. In place of graphic and
hard-edge compositions pioneered by Moholy-Nagy and Rodchenko we now have
smooth multi-image composites which use transparency, blur, colorization and
other easily available digital manipulations and which often incorporate
typography that is subjected to exactly the same manipulations. (Thus in
post-Photoshop visual culture the type becomes a subset of a photo-based
image.) To see this dramatic change, it is enough to compare a typical music
video from 1985 and a typical music video from 1995: within ten years, visual
aesthetics of photomontage have undergone a fundamental change.
Finally,
thinking about new media as speeding up of algorithms which previously were
executed by hand foregrounds the use of computers for fast algorithm execution,
but ignores its two other essential uses: real-time network communication and
real-time control. The abilities to interact with or control remotely located
data in real-time, to communicate with other human beings in real-time, and
control various technologies (sensors, motors, other computers) in real time
constitute the very foundation of our information society Ð phone
communications, Internet, financial networking, industrial control, the use of
micro-controllers in numerous modern machines and devices, and so on. They also
make possible many forms of new media art and culture: interactive net art,
interactive computer installations, interactive multimedia, computer games,
real-time music synthesis.
While
non-real time media generation and manipulation via digital computers can be
thought of as speeding up of previously existing artistic techniques, real-time
networking and control seem to constitute qualitatively new phenomena. When we
use Photoshop to quickly combine photographs together, or when we compose a
text using a Microsoft Word, we simply do much faster what before we were doing
either completely manually or assisted by some technologies (such as a
typewriter). However, in the cases when a computer interprets or synthesizes
human speech in real time, monitors sensors and modifies programs based on
their input in real-time, or controls other devices, again in real-time, this
is something which simply could not be done before. So while it is important to
remember that, on one level, a modern digital computer is just a faster
calculator, we should not ignore its other identity: that of a cybernetic
control device. To put this in different way, while new media theory should pay
tributes to Alan Turing, it should not forget about its other conceptual father
Ð Norbert Weiner.
7. New Media as the Encoding of Modernist
Avant-Garde; New Media as Metamedia.
The approach to new media just discussed does
not foreground any particular cultural period as the source of algorithms that
are eventually encoded in computer software. In my article ÒAvant-garde as
SoftwareÓ I have proposed that, in fact, a particular historical period is more
relevant to new media than any other Ð that of the 1920s (more precisely, the
years between 1915 and 1928). During this period the avant-garde artists and
designers have invented a whole new set of visual and spatial languages and
communication techniques that we still use today. According to my hypothesis,
With new media, 1920s communication techniques
acquire a new status. Thus new media does represent a new stage of the
avant-garde. The techniques invented by the 1920s Left artists became embedded
in the commands and interface metaphors of computer software. In short, the
avant-garde vision became materialized in a computer. All the strategies
developed to awaken audiences from a dream-existence of bourgeois society
(constructivist design, New Typography, avant-garde cinematography and film editing,
photo-montage, etc.) now define the basic routine of a post-industrial society:
the interaction with a computer. For example, the avant-garde strategy of
collage reemerged as a "cut and paste" command, the most basic
operation one can perform on any computer data. In another example, the dynamic
windows, pull-down menus, and HTML tables all allow a computer user to
simultaneously work with practically unrestricted amount of information despite
the limited surface of the computer screen. This strategy can be traced to
Lissitzky's use of movable frames in his 1926 exhibition design for the
International Art Exhibition in Dresden.
The encoding of the 1920s avant-garde techniques
in software does not mean that new media simply qualitatively extend the techniques
which already existed. Just as is the case with the phenomenon of real-time
computation that I discussed above, tracing new media heritage in the 1920s
avant-garde reveals a qualitative change as well. The modernist avant-garde was
concerned with ÒfilteringÓ visible reality in new ways. The artists are
concerned with representing the outside world, with ÒseeingÓ it in as many
different ways as possible. Of course some artists already begin to react to
the emerging media environment by making collages and photo-montages consisting
from newspaper clipping, existing photographs, pieces of posters, and so on;
yet these practices of manipulating existing media were not yet central. But a
number of decades later they have to the foreground of cultural production. To
put this differently, after a century and a half of media culture, already
existing media records (or Òmedia assets,Ó to use the Hollywood term) become
the new raw material for software-based cultural production and artistic
practice. Many decades of analog media production resulted in a huge media
archive and it is the contents of this archive Ð television programs, films,
audio recordings, etc Ð which became the raw data to be processed,
re-articulated, mined and re-packaged through digital software Ð rather than
raw reality. In my article I formulate this as follows:
New Media indeed represents the new avant-garde,
and its innovations are at least as radical as the formal innovations of the
1920s. But if we are to look for these innovations in the realm of forms, this
traditional area of cultural evolution, we will not find them there. For the
new avant-garde is radically different from the old:
1. The old media
avant-garde of the 1920s came up with new forms, new ways to represent
reality and new ways to see the world. The new media avant-garde is
about new ways of accessing and manipulating information. Its techniques are
hypermedia, databases, search engines, data mining, image processing,
visualization, and simulation.
2.
The new avant-garde is no longer concerned with seeing or representing the
world in new ways but rather with accessing and using in new ways previously
accumulated media. In this respect new media is post-media or meta-media,
as it uses old media as its primary material.
My concept of Òmeta-mediaÓ is related to a more
familiar notion of Òpost-modernismÓ Ð the recognition that by the 1980s the
culture became more concerned with reworking already existing content, idioms
and style rather than creating genially new ones. What I would like to stress
(and what I think the original theorists of post-modernism in the 1980s have
not stressed enough) is the key role played by the material factors in the
shift towards post-modernist aesthetics: the accumulation of huge media assets and
the arrival of new electronic and digital tools which made it very easy to
access and re-work these assets. This is another example of quantity changing
into quality in media history: the gradual accumulation of media records and
the gradual automation of media management and manipulation techniques
eventually recoded modernist aesthetics into a very different post-modern
aesthetics.
8. New Media as Parallel Articulation of
Similar Ideas in Post WWII Art and Modern Computing.
Along with the 1920s, we can think of other
cultural periods that generated ideas and sensibilities particularly relevant
to new media. In the 1980s a number of writers looked at the connections
between Baroque and post-modern sensibilities; given the close links between
post-modernism and new media I just briefly discussed, it would be logical if
the parallels between Baroque and new media can also be established. It can be
also argued that in many ways new media returns us to a pre-modernist cultural
logic of the eighteenth century: consider for instance, the parallel between
eighteenth century communities of readers who were also all writers and
participants in Internet newsgroups and mailing lists who are also both readers
and writers.
In
the twentieth century, along with the 1920s, which for me represent the
cultural peak of this century (because during this period more radically new
aesthetic techniques were prototyped than in any other period of similar
duration), the second culturall peak Ð 1960s Ð also seems to contain many of
new media genes. A number of writers such as Sške Dinkla have argued that
interactive computer art (1980s -) further develops ideas already contained in
the new art of the 1960s (happenings, performances, installation): active
participation of the audience, an artwork as a temporal process rather than as
a fixed object, an artwork as an open system. This connection makes even more
sense when we remember that some of the most influential figures in new media
art (Jeffrey Shaw, Roy Ascott) started their art careers in the 1960s and only
later moved to computing and networking technologies. For instance, in the end
of the 1960s Jeffrey Shaw was working on inflatable structures for film
projections and performances which were big enough to contain a small audience
inside Ð something which he later came back to in many of his VR installations,
and even more directly in EVE project.
There
is another aesthetic project of the 1960s that also can be linked to new media
not only conceptually but also historically, since the artists who pursued this
project with computers (such as Manfred Mohr) knew of minimalist artists who
during the same decade pursued the same project ÒmanuallyÓ (most notably, Sol
LeWitt). This project can be called Òcombinatorics.Ó It involves creating
images and/or objects by systematically varying a single parameter or by
systematically creating all possible combinations of a small number of
elements. ÒCombinatoricsÓ in computer art and minimalist art of the 1960s led
to the creation of remarkably similar images and spatial structures; it
illustrates well that the algorithms, this essential part of new media, do not
depend on technology but can be executed by humans.