alex galloway on Thu, 11 Jun 1998 07:10:26 +0200 (MET DST) |
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<nettime> What is Digital Studies? |
What is Digital Studies? By Alex Galloway There is a need today to situate, keeping an eye on the scant technological ruminations of what we have come to call, simply, "theory," the growing mass of theoretical material devoted to digital technologies. In recent years digital technologies have become more and more involved in how we produce and consume texts, how texts are mediated and how we imagine and move through space. In the light of these new technologies, one is compelled to rethink theories of textuality and spatiality. At the same time, faced with a particularly insidious combination of intellectual technophobia and simply honest ignorance, one must bring a whole intellectual field up to speed, a field hitherto focused on poststructuralism, the signifier, Lacanian psychoanalysis, certain types of French literature and philosophy, structural marxism and media theory (i.e. film, television and video). While many have started to write theory on "technology" or "globalization"--both quite relevant to a study of new media--a second look discovers that much of contemporary theory does not engage substantively with the object of its analysis, the digital. So often, we are scared off too soon by the simple fact that it is technology. The above theoretical legacy--poststructuralism, film theory, etc.--provides us with many useful problematics. My goal is to determine which of these problematics is still relevant, then suggest a direction for the future of this field. Recent criticism focusing on new media is thus my focus on here, attempting to force through this "descriptive" phase toward a more general theory of digital studies. Digital studies takes digital technology as its object of analysis. Specific topics within digital technology include the internet, the internet browser, the digital "object" (e.g. a web page) and "protocol" (how digital objects are organized). For my purposes, digital studies is, like political economy before it, at once a new theoretical paradigm and a position-taking within that paradigm. Several theoretical debates, particularly those surrounding textuality and space, must be revisited with the advent of digital technologies. I will briefly outline digital studies' position in these debates, then move to closer readings below. First, in response to the textuality debate ("What is a semiotic network and how does it function?") digital studies argues against signification and the urge to find meaning in objects or texts. Digital studies is not interested in interpreting the web; it is not interested in offering a description of its meaningfulness or its signification. Second, in the context of the space debate ("How are spatial relations produced? How do objects/bodies move in space?") digital studies claims that the space of the digital is organized in a particular (but ultimately contingent) way, in accordance with certain procedural and strategic technologies. The following are a few programmatic statements for digital studies. Digital studies is a argument for the idea that objects (net bodies) are organized through protocols into a "netspace" and that certain kinds of knowledge legitimate this organization. This is an argument for the category of netspace as a specific historical event, a result of the reorganization of bodies/objects (a putting into netspace). Furthermore, it is an argument against those who rely on pragmatic, neo-liberal explanations for the changes in social formations under late twentieth-century capitalism. Digital studies opposes the arbitrary use of old metaphors to describe netspace: the text, the tree, Cartesian space, etc. Digital studies rejects the opposition between mind and body. Digital studies is also against the common notion that the so-called contemporary information overload is destroying social relations. On the contrary, we see not a disintegration but an extreme proliferation and subsequent regulation of social relations under the new media. Digital studies is, above all, a reaction to certain theorists' tendency to throw around the concepts of information economy, new media, networks, etc., without ever actually describing the technologies at the heart of these changes. + + + Textuality "First commodity, then sign, now object..." For many years now theorists have preferred to speak of value economies-- be they semiotic, marxian or psychoanalytic--in terms of genetic units of value and the general equivalents that regulate their production, exchange and representation. Tempting as it may be to follow the lead of film critics like Christian Metz and Andre Bazin and claim that, like cinema before it, the whole of digital media is essentially a language, or to follow the lead of Tel Quel marxist Jean-Joseph Goux (or even the early economics-crazed Baudrillard) and claim that digital media is essentially a value economy regulated by the digital standard of ones and zeros--tempting as this may be, it is clear that digital media requires a different kind of semiotics, or perhaps something else altogether. The net does not rely on the text as its primary metaphor; it is not based on value exchange; its terms are not produced in a differential relationship to some sort of universal equivalent. Digital technology necessitates a different set of object relations. What are these relations? In the digital economy there is a new classification system: object and protocol. As opposed to the sign, the digital economy's basic unit is the unit of content, an infoid, a digi-narrative. It is not simply a digital commodity nor a digital sign. The object is not a unit of value. The digital object is any content-unit or content-description: MIDI data, text, VRML world, image, texture, movement, behavior, transformation. The object is what Foucault calls a "body," or what Deleuze might call the content of an affect-image. Digital objects are pure positivities. These objects, digital or otherwise, are always derived from a pre-existing copy (loaded) using various kinds of mediative machinery (disk drives, network transfers). They are displayed using various kinds of virtuation apparatuses (computer monitors, displays, virtual reality hardware and other interfaces). They are cached. And finally, objects always disappear. Thus, objects only exist upon use. They are assembled from scratch each time, and are simply the coalescing of their own objectness. Platform independent, digital objects are contingent upon the standardization of data formats. They exist at the level of the script, not the machine. Unlike the commodity and the sign, the object is radically independent from context. Objects are inheritable, extendible, pro-creative. They are always already children. Objects are not archived, they are autosaved. Objects are not read, they are scanned, parsed, concatenated and split. Protocol is a very special kind of object. It is a universal description language for objects, a language that regulates flow, directs netspace, codes relationships and connects life forms. Protocol does not produce or causally effect objects, but rather is a structuring structure based on a set of object dispositions. Protocol is the reason that the internet works, and performs work. In the same way that computer fonts regulate the representation of text, protocol may be defined as a set of instructions for the compilation and interaction of objects. Protocol is always a second-order process; it governs the architecture of the architecture of objects. To help understand the imbrication of object and protocol I offer four examples: HTML, the internet browser, collaborative filtering and biometrics. A scripting language for networks, Hypertext Markup Language (HTML) is a way of marking up text files with basic layout instructions--put this sentence in bold face, add an image here, indent this paragraph, etc. As the universal graphic design standard since its introduction in 1990, HTML designates the arrangement of objects in a browser. The specifications for HTML 3.0 claim that "HTML is intended as a common medium for tying together information from widely different sources. A means to rise above the interoperability problems with existing document formats, and a means to provide a truly open interface to proprietary information systems" (1). To the extent that HTML puts-into-verse text plus layout instructions and also un-diversifies qualitatively different data formats, we may call it a versifier. HTML is a scaleable protocol, meaning it is able to grow efficiently and quickly with the advent of new technologies. Unlike some other computer scripting languages HTML is platform independent; it is not restricted to a single operating system. As the HTML example shows, a protocol facilitates similar interfacing of dissimilar objects. Contrary to popular conjecture, the digital network is not a heterogeneity. It is a hegemonic formation, or rather, a dynamic process-space through which hegemonic formations emerge and dissolve. That is to say, digital networks are structured on a negotiated dominance of certain textual forms over other forms, all in accordance with schedules, and hierarchies, and processes. Protocol is the chivalry of the object. Objects are filtered, parsed, concatenated. They are not archived, filed, or perused (these are pre-digital activities). Protocol constitutes a truly rhizomatic economy. Ebb and flow are governed by the various network protocols (FTP, HTML, SMTP, etc.). Connectivity is established according to certain hierarchies. And like the logic of traditional political economy all elements conform to formal standardization. Textuo-digital protocol "allows objects to read and write themselves" (2). And thus, objects are not reader-dependent, rather, they take themselves to market. One of the defining features of intelligent networks (capitalism, Hollywood, language) is an ability to produce an apparatus to hide the apparatus. For capitalism this logic is found in the commodity form, for Hollywood it is continuity editing. In digital space this "hiding machine," this making-no-difference apparatus is, of course, the internet browser. The browser is an interpreting apparatus, one that interprets HTML (in addition to many other protocols and media formats) to include, exclude and organize content. It is a valve, an assembler, a machine. In the browser window digital objects (images, text, etc.) are pulled together from disparate sources and arranged all at once, each time the user makes a request. There is no object in digital networks, or rather, the object is simply a boring list of instructions: the HTML file. Thus, the browser is fundamentally a kind of filter--something that uses a set of instructions (HTML) to include, exclude and organize content. Despite recent talk about the so-called revolutionary potential of the new browsers (Web Stalker is the best example at http://www.backspace.org/iod), I consider all browsers to be functionally similar and subdivide them into the following classification scheme: dominant (Netscape and Explorer), primative (Lynx), special media (VRML browsers, Applet viewers, audio/video players, etc) and tactical (Web Stalker). Outside of the browser, another form of protocol, this one more radically ideological, is the concept of collaborative filtering. Surely this is a type of group interpellation. Collaborative filtering, also called suggestive filtering and included in the growing field of "intelligent agents," allows one to predict new characteristics (particularly our so-called desires) based on survey data. What makes this technique so different from other survey-based predictive techniques is the use of powerful algorithms to determine and at the same time inflect the identity of the user. By answering a set of survey questions the user sets up his or her "profile." The filtering agent suggests potential likes and dislikes for the user, based on matching that user's profile with other users' profiles. Collaborative filtering is an extreme example of the organization of bodies in netspace through protocol. Identity in this context is formulated on certain hegemonic patterns. In this massive algorithmic collaboration the user is always suggested to be like someone else, who, in order for the system to work, is already like the user. Collaborative filtering is a synchronic logic injected into a social relation; that is, like the broad definition of protocol above, collaborative filtering is a structuring structure based on a set of user dispositions. As a representative of industry pioneer and Microsoft casualty Firefly described in email correspondence: "a user's ratings are compared to a database full of other member's ratings. A search is done for the users that rated selections the same way as this user, and then the filter will use the other ratings of this group to build a profile of that person's tastes." This type of suggestive identification, requiring a critical mass of identity data, crosses vast distances of information to versify (to make similar) objects. The flourishing field of biometrics also illustrates the logic of object and protocol in the new media. What used to stand for identity--external objects like an ID card or key, or social relations like a handshake or an inter-personal relationship, or an intangible like a password that is memorized or digitized--is being replaced by biometric examinations (identity checks through eye scans, blood tests, fingerprinting, etc.), a reinvestment in the measurement and authentication of the physical body. Cryptography is biometrics for digital objects. Authenticity (identity) is once again in the body-object, in sequences and samples and scans. Protocol is "what counts as proof." + + + Space Related to the section above on protocol, current debates on space spin off into the digital question, especially focusing on the flow of bodies and information, tele-presence, the organization of bodies, etc. As stated above, digital studies claims that the net is a protocological organization of objects in netspace. The logic here is based on Foucault's, as when he claims that "in every society the production of discourse is at once controlled, selected, organized and redistributed according to a certain number of procedures, whose role is to avert its powers and its dangers, to cope with chance events, to evade its ponderous, awesome materiality" (3). His term is "discourse," ours is object. Following Foucault's archaeological method one might claim that the category of netspace is a specific historical event, a result of the reorganization of bodies and objects, a putting into netspace. However, historicism is not as important here as the question of space. The slogan is no longer "always historicize" (a fundamentally modernist goal), it's "always specifize," "always be at a certain x." In short, always space-ify. Netspace is the imaginary manipulation of imaginary boundaries. Netspace is both the space of the narrative itself and its own putting-in-space. It is a rather problematic term and must quickly be subdivided. What I call "local space" is defined by the imaginary existence of boundaries limiting the user to one "page." It is the production of the feeling of a local imaginary geography. Local netspace is constrained by the physics of the site, the hardware, the narrative of the site, the liminal status of linkages to other domains and the threat of outside-space, the space of other, dissimilar localities (and not simply other domains). "Abstract network space" on the other hand is defined by the imaginary erasure of boundaries, the production of vast imaginary spaces. Abstract network space has several characteristics: infinite access (you can never not get there); persistence; infinite rhizomatic propagation; format predictability (you will never not be able to read the unknown); transparency; productive ontology (if you think it, it exists somewhere "out there"). That digital space is fundamentally a machine for the organization of bodies has been shown by cyberfeminist Allucquere Rosanne (Sandy) Stone in her early essay "Will the Real Body Please Stand Up?" (4). With this essay Stone, a transgendered theorist of the history of cyberspace, desire and the virtual body, helped set the stakes for contemporary debates on the status of the body in virtual communities (5). Stone argues persuasively that binarisms such as nature/culture actually function logically as "a strategy for maintaining boundaries for political and economic ends, and thus a way of making meaning" (6). The insertion of the body into virtual space actually produces meaning through the articulation of differences between bodies and non-bodies, between spaces and non-spaces. Like Foucault's rejection of the Repressive Hypothosis, Stone claims that new technologies are not transparent agents that remove issues of gender from view, but rather they proliferate the production and organization of gendered bodies in space. She shows that the dominant spatial metaphor (what Doreen Massey might call an "imaginary geography") for interactions in virtual spaces is, simply enough, the metaphor of Cartesian space. This is what Kathy Rae Huffman has called "electronic volume" in her description of the architecture of techno-space (7). Like our offline space, virtual spaces are inhabited by bodies with "complex erotic components" (8). This working metaphor is, of course, totally arbitrary as Stone points out, since there is nothing in the logic of digital networks that necessarily prestructures itself as Cartesian, or body-based, or desiring. So then, why are online communities so based on desire, space and bodies? This is the cyberfeminist question for Stone. Stone draws her examples from the history of cyberspace--CommuniTree, Habitat, and other early online communities. Contemporary virtual spaces are similarly mapped. The Etoy Tanksystem, an online space accessible via the web is based on the map interface. Even the structure of the Virtual Reality Modeling Language (VRML) is based on the construction of polygons in Cartesian space. Perhaps the best examples of anthropomorphizing the web are the online interactive domains called MOOs (Multi-user domains, Object-Oriented). As the creators of the well known LambdaMOO claim, "LambdaMOO is a new kind of society, where thousands of people voluntarily come together from all over the world" (9). An object-oriented online domain in which users can log on, converse and "move around" in real time, the space of LambdaMOO is modeled on a house floor plan. What could be more different from the structure of digital networks? The use of offline metaphors to organize netspace is often problematic. A prime example is the metaphor of the browser, since browsers don't browse. Browsers don't skim over the surface of a unified selection of content with the ability to drop down randomly at any given point. On the contrary, browsers must be targeted precisely by the user to view one particular, radically contextless web page. Browsing in the "real" world requires a neighborhood of like material through which one may peruse, as with books on a library stack. Computer "browsers" have no such stack. Furthermore, the feature of the web most associated with the concept of browsing, the hyperlink, is not a choice acted on by the user but a precoded pathway between two files fixed by the webmaster. + + + What this extended examination of digital technologies aims to argue is that the digital is a set of protocols, based in technology, that governs object relations, themselves a complex constellation of relations within texts and the organization of objects in space. To facilitate these protocols, certain ways of thinking about digital technologies legitimate and privilege specific organizations of objects. Stone's move is to show how we think of the body in the online community. My move is to show the inner workings of HTML as they produce object/protocol relations. Moving forward from a theoretical legacy then, digital studies can begin to analyze the field of emerging digital technologies--the space of the internet, the internet browser, the digital "object" and the digital "protocol." + + + [This text draws heavily on fragments from my writing over the last year, including writing at RHIZOME (http://www.rhizome.org), "Fonts and Phrasing" in _Digital Delirium_ (St. Martin's, 1997), "2 Keywords for the Digital Text: Object and Protocol" in Nettime's _ZKP4_ (Ljubljana, 1997) and the prototypical "What is Digital Studies?" at DIGITAL STUDIES (http://altx.com/ds, 1997).] 1 The Hypertext Markup Language Specifications for HTML 3.0 are widely available on the web through a network of mirror sites. One such site, from which I have pulled my citations, is http://www.cms.dmu.ac.uk/~iv/home/WWWDoc/html3/. 2 Like HTML, the Virtual Reality Modeling Language (VRML) has its own set of specifications. This citation is taken from a version of the VRML specs found at http://www.vrml.org/VRML1.0/vrml10c.html. 3 Michel Foucault, "The Discourse on Language" The Archaeology of Knowledge (Pantheon, 1972), p. 216. 4 Allucquere Rosanne Stone. "Will the Real Body Please Stand Up?" Michael Benedikt, Ed. Cyberspace. First Steps (MIT Press, 1992). 5 A good place to start with Stone is her homestead at http://www.actlab.utexas.edu/~sandy/, a part of the ACTlab at UT, Austin. 6 Stone, "Will the Real Body Please Stand Up?" p. 102. 7 Kathy Rae Huffman, "Video, Networks, and Architecture: Some Physical Realities of Electronic Space" Timothy Druckrey, Ed. Electronic Culture (Aperture: 1996), p. 200. 8 Stone, "Will the Real Body Please Stand Up?" p. 105. 9 LambdaMOO (telnet://lambda.moo.mud.org:8888). --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@desk.nl and "info nettime-l" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@desk.nl