Originally posted on sciy.org by Rich Carlson on Sat 25 Aug 2007 10:15 PM PDT
If we want to
describe what new media does to old media with a single term, 'mapping'
is a good candidate. Software allows us to remap old media
objects into new structures -- turning media into 'meta-media.'[1]
In contrast to
media, meta-media acquires three new properties. First, with software,
data can be translated into another domain -- time into 2D
space, 2D image into 3D space, sound into 2D image, and so on. (More
complex and unusual mappings are also possible -- and the search for
new mappings
allows us to access old media objects in new ways congruent with
information interfaces we use in our everyday life represents one of
the most
fruitful research directions in new media art.) Second, media objects
can be manipulated using GUI (Graphical User Interface) techniques such
as:
move, transform, zoom, multiple views, filter, summarize.[2] And third, media objects can now be
'processed' using standard techniques of computerized data processing; search, sort, replace, etc.
Let me provide
a few examples of meta-media involving new interfaces to cinema. For
instance, software developed by Steve Mamber (UCLA) allows a
user to "map" feature films into a matrix of still images, each image
representing a single shot. Here time is mapped into space. Another
software
tool written by Mamber takes shots from the film and reconstructs their
architecture as 3D navigable spaces (thus reversing the normal
procedure of
computer animation). Here the mapping goes from 2D to 3D -- from the
flat surface of a movie screen into a virtual computer space.
The project Invisible Shape of Things Past by Art+Com (Berlin) maps historical films of Berlin into new spatial structures that are
integrated into a 3D navigable reconstruction of the city.[3] Another groundbreaking mapping project by
Art+Com is an Interactive Generative Stage set whose parameters are interactively controlled by actors during the opera.[4]
During the opera performance, the computer reads the body movements and
gestures of an actor and uses
this information to control the generation of a virtual set projected
on a screen behind the stage. In this case positions of a human body
are mapped
on to various parameters of a virtual architecture such as layout,
texture, color, and light.
For the designer of this
project, Joachim Sauter, it was important to preserve the constraints
of the traditional opera format -- actors
foregrounded by lighting with the set behind them -- while carefully
adding new dimensions to it.[5]
Therefore following the conventions of traditional opera the virtual
set appears as a backdrop behind the actors -- no longer as a static
picture but
rather a dynamic construction that changes throughout the opera.
Note that the
mappings in these examples preserve the granularity and syntactical
structure of the old media object, while giving us new ways to
navigate it, to experience its structure, to compress and expand our
views of the object, and to interactively control it. In the case of
Mamber's
project, the film still consists of shots that can be played from
beginning to end -- or we can use the new representation of all the
shots in a film
as a single interactive 2D image matrix. In the case of Invisible Shape we can similarly play the historical film segment from beginning to end
-- or we can navigate the 3D model of Berlin to see where these films were taken.
This is why I refer to this type of new media as "meta-media." A meta-media object contains both language and meta-language
-- both the
original media structure (a film, an architectural space, a sound
track) and the software tools that allow the user to generate
descriptions of, and
to change, this structure.
If you think
that meta-media is a conservative phenomenon which 'betrays' the
movement of computer culture towards developing its own unique
cultural techniques -- Artificial Intelligence, Artificial Life,
simulation, database navigation, virtual worlds, etc. -- you are wrong.
Since the
1970s modern computing has been grounded in Alan Kay's concept
(influenced by previous groundbreaking work in human computer
interface, most
importantly Sutherland's 1962 Sketchpad software) of computers as
"personal expressive media." After he arrived at Xerox PARC, Kay
directed the
development of a word processor program, a music composition program, a
paint program, and other tools that redefined the computer as a simulation
machine for old media.
So while the routine use of computers as media simulators was not
possible until the 1980s, the paradigmatic shift was
already defined by 1970. Gradually, other roles of the modern computer
-- a machine for computation, real-time control, and network
communication --
became less visible than its role as "simulation engine." (Of course,
the development of the World Wide Web in the 1990s made the role of
network
communication quite visible to the public). The computer's ability to
simulate other media (which means simulating their interfaces and "data
formats"
such as written text, image, and sound) is not an afterthought -- it is
the essence of a modern post-1970's computer.
(It is
possible to state this idea even more radically -- by moving the date
even earlier, to the 1930s. When Alan Turing defined the computer as
a general-purpose simulation machine that can simulate most other
machines that have already been invented, the idea of media simulation
was
implicitly introduced. But it was only in the 1950s-1970s that the work
of Sutherland, Engelhard, Kay, and others made this idea into a reality
by
allowing the computer to systematically simulate the operations of
drawing, drafting, painting, photo manipulation, sound generation and
editing, and
so on.)
What is
crucial is that the computer's simulational role is as revolutionary as
its other roles. Most software tools for media creation and
manipulation do not simply simulate old media interfaces -- a book page
and a table of contents in Acrobat, a pan and a zoom of a virtual
camera in
Maya, time code count and a razor blade in Final Cut Pro -- but also
allow for new types of operations on the media content.[6] In other words, these tools carry the potential to transform media into meta-media.
Today it is the
meta-media paradigm -- rather than other seemingly original computer
techniques or even computer programming itself -- that is at
the center of computer culture. Outside of the professional and
scientific domains, consumers think of computers as machines for
downloading, storing,
transmitting and editing media. Software such as media players and
editors, CD and DVD burners, ports to connect digital still and video
cameras or
MP3 players are what consumer computing is about today.
This is not
accidental. The logic of meta-media fits well with other key aesthetic
paradigms of today -- the remixing of previous cultural forms of
a given media (most visible in music, architecture, design, and
fashion), and a second type of remixing -- that of national cultural
traditions now
submerged into the medium of globalization. (the terms "postmodernism"
and "globalization" can be used as aliases for these two remix
paradigms.)
Meta-media then can be thought alongside these two types of remixing as
a third type: the remixing of interfaces of various cultural forms and
of new
software techniques -- in short, the remix of culture and computers.
Not every
remix by itself is great -- it all depends on who is doing the mix. If
we look at interfaces of popular commercial software for media
access and manipulation from this perspective, they begin to look like
the work of a strange DJ who mixes operations from old interfaces of
various
media with new operations of GUI in somewhat erratic and unpredictable
ways. My favorite example of such a remix -- and my least favorite of
all
popular commercial software -- is the interface of Adobe Acrobat
Reader. It combines (1) the interface from time media software (VCR
style arrow
buttons); (2) the interface from image manipulation software (a zoom
tool); (3) the interface elements which have strong association with
print
tradition -- although they never existed in print (page icons also
controlling the zoom factor); (4) the interfaces which have existed in
books (the
bookmarks window); (5) the standard elements of GUI such as search,
filter, multiple windows).
But in other cases
media/software remixes can provide us with fundamentally new and
stylistically /metaphorically coherent paradigms for
representing the visible world, our knowledge, human history, and
fellow human beings. The already mentioned projects The Invisible Shape of Things
Past and Interactive Generative Stage are
among my favorite examples of successful meta-media. However, artists
and designers do not have
exclusive license to create interesting meta-media. For instance, one
of the most culturally important examples of meta-media which everybody
is
familiar with today is hypertext. Developed by Ted Nelson in the middle
of the 1960s, hypertext gives us a new paradigm for organizing
information and
knowledge. Since Tim Berners-Lee's World Wide Web popularized hypertext
in the 1990s, hypertext has become as central to contemporary culture
as
other older media techniques on which we have been dependent for many
centuries -- for example, the one-point linear perspective used for
image
organization or the codex system used for text organization.
Inventing
meta-media is not simple. It requires an in-depth understanding of not
only computer science but also the history and conventions of
various media and cultural forms. The payoff, however, is enormous.
Until digital computers, each introduction of new media, from
Guttenberg to SONY,
required manufacturing and adaptation of new hardware: printing
presses, film cameras and projectors, video recorders, lenses, and so
on. But
meta-media requires only new software, and therefore it can be
developed by a single person or a small group and easily disseminated.
Never before has
inventing new media been so easy -- at least from a technical point of
view.
Notes
[1] I introduced the term 'meta-media' in my Avant-garde as Software (1999) available from www.manovich.net/texts_04.htm
[2] In my book The Language of New Media, (The MIT Press, 2001) I discuss in more detail how the
operations specific to particular media are transformed to become general-purpose media interfaces.
[3] See www.artcom.de
[4] The full name of the project is Interactive generative stage and dynamic costume for
André Werners 'Marlowe, the Jew of Malta.' See www.artcom.de for more information and project visuals.
[5] Joachim Sauter, personal communication, Berlin, July 2002.
[6] Remapping media data into a new domain is one of the most important among these operations.
--------------------
Lev Manovich is a Professor in the Visual Art Department, University of California, San Diego. www.manovich.net
Understanding Meta-Media
[Invisible Shape of Things Past. Joachim Sauter / ART+COM, 1993-97]
[Generative Stage. Joachim Sauter / ART+COM, 2002]
[Invisible Shape of Things Past. Joachim Sauter / ART+COM, 1993-97]
[Generative Stage. Joachim Sauter / ART+COM, 2002]
---------------
Attachment:



