Lev Manovich on Tue, 15 Dec 1998 20:41:33 +0100 (CET) |
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<nettime> Database as a Symbolic Form 2/3 |
Database and Narrative As a cultural form, database represents the world as a list of items and it refuses to order this list. In contrast, a narrative creates a cause-and- effect trajectory of seemingly unordered items (events). Therefore, database and narrative are natural enemies. Competing for the same territory of human culture, each claims an exclusive right to make meaning out of the world. In contrast to most games, most narratives do not require algorithm-like behavior from their readers. However, narratives and games are similar in that the user, while proceeding through them, must uncover its underlying logic - its algorithm. Just like a game player, a reader of a novel gradually reconstructs an algorithm (here I use it metaphorically) which the writer used to create the settings, the characters, and the events. From this perspective, I can re-write my earlier equations between the two parts of the computer's ontology and its corresponding cultural forms. Data structures and algorithms drive different forms of computer culture. CD-ROM's, Web sites and other new media objects which are organized as databases correspond to the data structure; while narratives, including computer games, correspond to the algorithms. In computer programming, data structures and algorithms need each other; they are equally important for a program to work. What happens in a cultural sphere? Do databases and narratives have the same status in computer culture? Some media objects explicitly follow database logic in their structure while others do not; but behind the surface practically all of them are databases. In general, creating a work in new media can be understood as the construction of an interface to a database. In the simplest case, the interface simply provides the access to the underlying database. For instance, an image database can be represented as a page of miniature images; clicking on a miniature will retrieve the corresponding record. If a database is too large to display all of its records at once, a search engine can be provided to allow the user to search for particular records. But the interface can also translate the underlying database into a very different user experience. The user may be navigating a virtual three-dimensional city composed from letters, as in Jeffrew Shaw's interactive installation "Legible City."11 Or she may be traversing a black and white image of a naked body, activating pieces of text, audio and video embedded in its skin (Harwood's CD- ROM "Rehearsal of Memory.")12 Or she may be playing with virtual animals which come closer or run away depending upon her movements (Scott Fisher et al, VR installation, "Menagerie.")13 Although each of these works engages the user in a set of behaviors and cognitive activities which are quite distinct from going through the records of a database, all of them are databases. "Legible City" is a database of three-dimensional letters which make up the city. "Rehearsal of Memory" is a database of texts and audio and video clips which are accessed through the interface of a body. And "Menagerie" is a database of virtual animals, including their shapes, movements and behaviors. Database becomes the center of the creative process in the computer age. Historically, the artist made a unique work within a particular medium. Therefore the interface and the work were the same; in other words, the level of an interface did not exist. With new media, the content of the work and the interface become separate. It is therefore possible to create different interfaces to the same material. These interfaces may present different versions of the same work, as in David Blair's WaxWeb.14 Or they may be radically different from each other, as in Moscow WWWArt Centre.15 This is one of the ways in which the already discussed principle of variability of new media manifests itself. But now we can give this principle a new formulation. The new media object consists of one or more interfaces to a database of multimedia material. If only one interface is constructed, the result will be similar to a traditional art object; but this is an exception rather than the norm. This formulation places the opposition between database and narrative in a new light, thus redefining our 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 "hyper-narrative" in an analogy with hypertext) can then be understood as the sum of multiple trajectories through a database. A traditional linear narrative is one, among many other possible trajectories; i.e. a particular choice made within a hyper-narrative. Just as a traditional cultural object can now be seen as a particular case of a new media object (i.e., a new media object which only has one interface), traditional linear narrative can be seen as a particular case of a hyper-narrative. This "technical," or "material" change in the definition of narrative does not mean that an arbitrary sequence of database records is a narrative. To qualify as a narrative, a cultural object has to satisfy a number of criteria, which literary scholar Mieke Bal defines as follows: it should contain both an actor and a narrator; it also should contain three distinct levels consisting of the text, the story, and the fabula; and its "contents" should be "a series of connected events caused or experienced by actors."16 Obviously, not all cultural objects are narratives. However, in the world of new media, the word "narrative" is often used as all-inclusive term, to cover up the fact that we have not yet developed a language to describe these new strange objects. It is usually paired with another over-used word - interactive. Thus, a number of database records linked together so that more than one trajectory is possible, is assumed to be constitute "interactive narrative." But to just create these trajectories is of course not sufficient; the author also has to control the semantics of the elements and the logic of their connection so that the resulting object will meet the criteria of narrative as outlined above. Another erroneous assumption frequently made is that by creating her own path (i.e., choosing the records from a database in a particular order) the user constructs her own unique narrative. However, if the user simply accesses different elements, one after another, in a usually random order, there is no reason to assume that these elements will form a narrative at all. Indeed, why should an arbitrary sequence of database records, constructed by the user, result in "a series of connected events caused or experienced by actors"? In summary, database and narrative do not have the same status in computer culture. In the database / narrative pair, database is the unmarked term.17 Regardless of whether new media objects present themselves as linear narratives, interactive narratives, databases, or something else, underneath, on the level of material organization, they are all databases. In new media, the database supports a range of cultural forms which range from direct translation (i.e., a database stays a database) to a form whose logic is the opposite of the logic of the material form itself - a narrative. More precisely, a database can support narrative, but there is nothing in the logic of the medium itself which would foster its generation. It is not surprising, then, that databases occupy a significant, if not the largest, territory of the new media landscape. What is more surprising is why the other end of the spectrum - narratives - still exist in new media. The dynamics which exist between database and narrative are not unique in new media. The relation between the structure of a digital image and the languages of contemporary visual culture is characterized by the same dynamics. As defined by all computer software, a digital image consists of a number of separate layers, each layer containing particular visual elements. Throughout the production process, artists and designers manipulate each layer separately; they also delete layers and add new ones. Keeping each element as a separate layer allows the content and the composition of an image to be changed at any point: deleting a background, substituting one person for another, moving two people closer together, blurring an object, and so on. What would a typical image look like if the layers were merged together? The elements contained on different layers will become juxtaposed resulting in a montage look. Montage is the default visual language of composite organization of an image. However, just as database supports both the database form and its opposite - narrative, a composite organization of an image on the material level supports two opposing visual languages. One is modernist-MTV montage - two-dimensional juxtaposition of visual elements designed to shock due to its impossibility in reality. The other is the representation of familiar reality as seen by a photo of film camera (or its computer simulation, in the case of 3-D graphics). During the 1980s and 1990s all image making technologies became computer- based thus turning all images into composites. In parallel, a Renaissance of montage took place in visual culture, in print, broadcast design and new media. This is not unexpected - after all, this is the visual language dictated by the composite organization. What needs to be explained is why photorealist images continue to occupy such a significant space in our computer-based visual culture. It would be surprising, of course, if photorealist images suddenly disappeared completely. The history of culture does not contain such sudden breaks. Similarly, we should not expect that new media would completely substitute narrative by database. New media does not radically break with the past; rather, it distributes weight differently between the categories which hold culture together, foregrounding what was in the background, and vice versa. As Frederick Jameson writes in his analysis of another shift, in this case from modernism to post-modernism: "Radical breaks between periods do not generally involve complete changes but rather the restructuration of a certain number of elements already given: features that in an earlier period of system were subordinate became dominant, and features that had been dominant again become secondary."18 Database - narrative opposition is the case in point. To further understand how computer culture redistributes weight between the two terms of opposition in computer culture I will bring in a semiological theory of syntagm and paradigm. According to this model, originally formulated by Ferdinand de Saussure to describe natural languages such as English and later expanded by Roland Barthes and others to apply to other sign systems (narrative, fashion, food, etc.), the elements of a system can be related on two dimensions: syntagmatic and paradigmatic.19 As defined by Barthes, "the syntagm is a combination of signs, which has space as a support." To use the example of natural language, the speaker produces an utterance by stringing together the elements, one after another, in a linear sequence. This is the syntagmatic dimension. Now, lets look at the paradigm. To continue with an example of a langauge user, each new element is chosen from a set of other related elements. For instance, all nouns form a set; all synonyms of a particular word form another set. In the original formulation of Saussure, "the units which have something in common are associated in theory and thus form groups within which various relationships can be found."20 This is the paradigmatic dimension. The elements on a syntagmatic dimension are related in praesentia, while the elements on a paradigmatic dimension are related in absentia. For instance, in the case of a written sentence, the words which comprise it materially exist on a piece of paper, while the paradigmatic sets to which these words belong only exist in writer's and reader's minds. Similarly, in the case of a fashion outfit, the elements which make it, such as a skirt, a blouse, and a jacket, are present in reality, while pieces of clothing which could have been present instead - different skirt, different blouse, different jacket - only exist in the viewer's imagination. Thus, syntagm is explicit and paradigm is implicit; one is real and the other is imagined. Literary and cinematic narratives work in the same way. Particular words, sentences, shots, scenes which make up a narrative have a material existence; other elements which form an imaginary world of an author or a particular literary or cinematic style and which could have appeared instead exist only virtually. Put differently, the database of choices from which narrative is constructed (the paradigm) is implicit; while the actual narrative (the syntagm) is explicit. New media reverses this relationship. Database (the paradigm) is given material existence, while narrative (the syntagm) is de- materialised. Paradigm is privileged, syntagm is downplayed. Paradigm is real, syntagm is virtual. To see this, consider the new media design process. The design of any new media object begins with assembling a database of possible elements to be used. (Macromedia Director calls this database "cast," Adobe Premiere calls it "project", ProTools calls it a "session," but the principle is the same.) This database is the center of the design process. It typically consists from a combination of original and stock material distributed such as buttons, images, video and audio sequences; 3-D objects; behaviors and so on. Throughout the design process new elements are added to the database; existing elements are modified. The narrative is constructed by linking elements of this database in a particular order, i.e. designing a trajectory leading from one element to another. On the material level, a narrative is just a set of links; the elements themselves remain stored in the database. Thus the narrative is more virtual than the database itself. (Since all data is stored as electronic signals, the word "material" seem to be no longer appropriate. Instead we should talk about different degrees of virtuality.) The paradigm is privileged over syntagm in yet another way in interactive objects presenting the user with a number of choices at the same time - which is what typical interactive interfaces do. For instance, a screen may contain a few icons; clicking on each icon leads the user to a different screen. On the level of an individual screen, these choices form a paradigm of their own which is explicitly presented to the user. On the level of the whole object, the user is made aware that she is following one possible trajectory among many others. In other words, she is selecting one trajectory from the paradigm of all trajectories which are defined. Other types of interactive interfaces make the paradigm even more explicit by presenting the user with an explicit menu of all available choices. In such interfaces, all of the categories are always available, just a mouse click away. The complete paradigm is present before the user, its elements neatly arranged in a menu. This is another example of how new media makes explicit the psychological processes involved in cultural communication. Other examples include the already discussed shift from creation to selection, which externalizes and codifies the database of cultural elements existing in the creator's mind; as well as the very phenomena of interactive links. New media takes "interaction" literally, equating it with a strictly physical interaction between a user and a screen (by pressing a button), at the sake of psychological interaction. The psychological processes of filling- in, hypothesis forming, recall and identification - which are required for us to comprehend any text or image at all - are erroneously equated with an objectively existing structure of interactive links. Interactive interfaces foreground the paradigmatic dimension and often make explicit paradigmatic sets. Yet, they are 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 which she follows. This is the classical syntagmatic experience. In fact, it can be compared to constructing a sentence in a natural language. Just as a language user constructs a sentence by choosing each successive word from a paradigm of other possible words, a new media user creates a sequence of screens by clicking on this or that icon at each screen. Obviously, there are many important differences between these two situations. For instance, in the case of a typical interactive interface, there is no grammar and paradigms are much smaller. Yet, the similarity of basic experience in both cases is quite interesting; in both cases, it unfolds along a syntagmatic dimension. Why does new media insist on this language-like sequencing? My hypothesis is that it follows the dominant semiological order of the twentieth century - that of cinema. Cinema replaced all other modes of narration with a sequential narrative, an assembly line of shots which appear on the screen one at a time. For centuries, a spatialized narrative where all images appear simultaneously dominated European visual culture; then it was delegated to "minor" cultural forms as comics or technical illustrations. "Real" culture of the twentieth century came to speak in linear chains, aligning itself with the assembly line of an industrial society and the Turing machine of a post-industrial era. New media continues 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, be it in the form of tables, normal or pull-down menus, or lists. In particular, the experience of a user filling in an on-line form can be compared to pre- cinematic spatialised narrative: in both cases, the user is following a sequence of elements which are presented simultaneously. A Database Complex To what extent is the database form intrinsic to modern storage media? For instance, a typical music CD is a collection of individual tracks grouped together. The database impulse also drives much of photography throughout its history, from William Henry Fox Talbot's "Pencil of Nature" to August Sander's monumental typology of modern German society "Face of Our Time," to the Bernd and Hilla Becher's equally obsessive cataloging of water towers. Yet, the connection between storage media and database forms is not universal. The prime exception is cinema. Here the storage media supports the narrative imagination. We may quote once again Christian Metz who wrote in the 1970s, "Most films shot today, good or bad, original or not, 'commercial' or not, have as a common characteristic that they tell a story; in this measure they all belong to one and the same genre, which is, rather, a sort of 'super-genre' ['sur-genre']."21 Why then, in the case of photography storage media, does technology sustain database, while in the case of cinema it gives rise to a modern narrative form par excellence? Does this have to do with the method of media access? Shall we conclude that random access media, such as computer storage formats (hard drives, removable disks, CD-ROMs), favors database, while sequential access media, such as film, favors narrative? This does not hold either. For instance, a book, this perfect random-access medium, supports database forms, such as photo-albums, and narrative forms, such as novels. Rather than trying to correlate database and narrative forms with modern media and information technologies, or deduce them from these technologies, I prefer to think of them as two competing imaginations, two basic creative impulses, two essential responses to the world. Both have existed long before modern media. The ancient Greeks produced long narratives, such as Homer's epic poems The Iliad and The Odyssey; they also produced encyclopedias. The first fragments of a Greek encyclopedia to have survived were the work of Speusippus, a nephew of Plato. Diderot wrote novels - and also was in charge of monumental Encyclopédie, the largest publishing project of the 18th century. Competing to make meaning out of the world, database and narrative produce endless hybrids. It is hard to find a pure encyclopedia without any traces of a narrative in it and vice versa. For instance, until alphabetical organization became popular a few centuries ago, most encyclopedias were organized thematically, with topics covered in a particular order (typically, corresponding to seven liberal arts.) At the same time, many narratives, such as the novels by Cervantes and Swift, and even Homer's epic poems - the founding narratives of the Western tradition - traverse an imaginary encyclopedia. Modern media is the new battlefield for the competition between database and narrative. It is tempting to read the history of this competition in dramatic terms. First the medium of visual recording - photography - privileges catalogs, taxonomies and lists. While the modern novel blossoms, and academicians continue to produce historical narrative paintings all through the nineteenth century, in the realm of the new techno-image of photography, database rules. The next visual recording medium - film - privileges narrative. Almost all fictional films are narratives, with few exceptions. Magnetic tape used in video does not bring any substantial changes. Next storage media -- computer controlled digital storage devices (hard drives, removable drives, CD-ROMs, DVD-ROMs) privilege database once again. Multimedia encyclopedias, virtual museums, pornography, artists' CD-ROMs, library databases, Web indexes, and, of course, the Web itself: database is more popular than ever before. Digital computer turns out to be the perfect medium for the database form. Like a virus, databases infect CD-ROMs and hard drives, servers and Web sites. Can we say that database is the cultural form most characteristic of a computer? In her 1978 article "Video: The Aesthetics of Narcissism," probably the single most well-known article on video art, art historian Rosalind Krauss argued that video is not a physical medium but a psychological one. In her analysis, "video's real medium is a psychological situation, the very terms of which are to withdraw attention from an external object - an Other - and invest it in the Self."22 In short, video art is a support for the psychological condition of narcissism. Does new media similarly function to play out a particular psychological condition, something which can be called a database complex? In this respect, it is interesting that database imagination has accompanied computer art from its very beginning. In the 1960s, artists working with computers wrote programs to systematically explore the combinations of different visual elements. In part they were following art world trends such as minimalism. Minimalist artists executed works of art according to pre-existent plans; they also created series of images or objects by systematically varying a single parameter. So, when minimalist artist Sol LeWitt spoke of an artist's idea as "the machine which makes the work," it was only logical to substitute the human executing the idea by a computer.23At the same time, since the only way to make pictures with a computer was by writing a computer program, the logic of computer programming itself pushed computer artists in the same directions. Thus, for artist Frieder Nake a computer was a "Universal Picture Generator," capable of producing every possible picture out of a combination of available picture elements and colors.24 In 1967 he published a portfolio of 12 drawings which were obtained by successfully multiplying a square matrix by itself. Another early computer artist Manfred Mohr produced numerous images which recorded various transformations of a basic cube. Even more remarkable were films by John Witney, the pioneer of computer filmmaking. His films such as "Permutations" (1967), "Arabesque" (1975) and others systematically explored the transformations of geometric forms obtained by manipulating elementary mathematical functions. Thus they substituted successive accumulation of visual effects for narrative, figuration or even formal development. Instead they presented the viewer with databases of effects. This principle reaches its extreme in Witney's earlier film which was made using analog computer and was called "Catalog." In his Expanded Cinema (1970) critic Gene Youngblood writes about this remarkable film: "The elder Whitney actually never produced a complete, coherent movie on the analog computer because he was continually developing and refining the machine while using it for commercial work... However, Whitney did assemble a visual catalogue of the effects he had perfected over the years. This film, simply titled Catalog, was completed in 1961 and proved to be of such overwhelming beauty that many persons still prefer Whitney's analogue work over his digital computer films."25 One is tempted to read "Catalog" as one of the founding moments of new media. Today all software for media creation arrives with endless "plug-ins" - the banks of effects which with a press of a button generate interesting images from any input whatsoever. In parallel, much of the aesthetics of computerised visual culture is effects driven, especially when a new techno-genre (computer animation, multimedia, Web sites) is just getting established. For instance, countless music videos are variations of Witney's "Catalog" - the only difference is that the effects are applied to the images of human performers. This is yet another example of how the logic of a computer - in this case, the ability of a computer to produce endless variations of elements and to act as a filter, transforming its input to yield a new output - becomes the logic of culture at large. ------------------------------------------------------------ Dr. Lev Manovich http://jupiter.ucsd.edu/~manovich p: 619-822-1012 f: 619-534-8651 address: Visual Arts Department, 0327, University of California -- San Diego 9500 Gilman Drive, La Jolla, CA 92093-0327 U.S.A. --- # 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