Note: The paper primarily focuses
on the potential of new narrative strategies that have been created by the
internet and other new media. Is it
reflective of the past or is it new? The paper begins with historical
conditions and functional changes in the literary narrative, focused on James Joyce.
Then it moves on to the transformation of interactive and web based art in the
1980s and 1990s. Then it moves on to a study of the aesthetic methodology and
how it reformulates understanding of reality across diverse media.
Virtual Narrations
From
the crisis of storytelling to new narration as a mental potentiality
By
Söke Dinkla
http://www.medienkunstnetz.de/themes/overview_of_media_art/narration/
During the
twentieth century, the art of storytelling has undergone drastic changes and
weathered many a crisis, in the course of which its death was prophesied more
than once. Through the centuries, the narrative craft—traditionally understood
as describing the course of actual or imagined events [1]—has not only looked
to societal and political changes for inspiration, but, through formal
modifications, has also signaled and itself become an expression of these
societal developments. Despite all of the intervening caesuras and
interruptions, narration as a cultural practice seems to have experienced a
virtual Renaissance at the end of the twentieth century. [2] Strikingly, this
can be felt not only in literature and film, but with particular intensity in
the electronic media. The Internet as a new mode of communication has achieved
the status of a mass medium and now requires adequate ways of communicating
content. But even the well-established medium of video is once again drawing on
narrative strategies and establishing a form of storytelling that raises a
variety of questions: Do these narrative practices really constitute a
Renaissance of storytelling, i.e. do they represent the hope that, after the
collapse of the great utopias in the seventies, a new form can be found with
which to render narratives viable once again? Is this change in attitude
eclectic, i.e. does it represent a step back in time to the era prior to
post-modern criticism and before widespread questioning of representation as an
acceptable means of reflecting social reality? Or, rather, is a new narrative
form emerging, one that is in a position to reflect on the history and stories
of the modern era and make an incisive statement on the state of our reality?
In order to
pursue these questions, I will first outline the historical conditions and
functional changes in literary narrative, using James Joyce as an example, and
then describe the transformation in its forms of expression in interactive
media and web-based art in the 1980s and 1990s, as well as in video works from
the 1990s. I will also examine the aesthetic methodology behind these narrative
strategies, with which they work on (re)formulating our understanding of
reality. In various phases and across diverse media since the late eighteenth
century, the ground has been prepared for what has come to constitute the
heterogeneity of today's forms of narration and their expression in electronic
media.
The vital
historical and theoretical background, without which the narrative strategies
prevalent in current media cannot be properly understood, can be found in the
crisis of storytelling around 1900. This was expressed above all in the crisis
of the novel and was related to fundamental doubt about whether it was possible
to represent the complex reality of modern society with the help of linear,
causally motivated stories. The repercussions of this development can still be
felt today, and are often cited in web works, interactive installations and the
cinematic/narrative video art of the 1990s, holding sway not only over form but
also exercising an impact on content. In «Der Mann ohne Eigenschaften « («The
Man Without Qualities, » 1930), Robert Musil writes: «It's a lucky man who can
say ‹while, › ‹before› and ‹afterward› …. And now Ulrich noticed that he had
lost touch with these primitive epicenes, to which private life still clings,
even though in public everything had become non-narrative and no longer
followed a thread, but instead spread out to form an endless interwoven surface.
» [3]
Critique of realism
Early Modern
authors did not criticize traditional storytelling in general, but rather
directed their misgivings at a poetics of naturalism and the deterministic
worldview it implies, one defined by scientific procedures followed by natural
scientists. They pulled back the curtain on the principle of cause and effect
and on chronological sequences of events that develop causally, revealing them
as reflections of scientific methodology. Their criticism centered on Emil
Zola's manifesto «Le roman experimental» (1879), in which he called for a
«genuinely realistic poetics. » [4] As means of exercising this critique,
modern art at the beginning of the twentieth century developed certain elements
designed to counteract this predominant, natural scientific model for
explaining the world. [5] Some of these elements have now become relevant once
again in the narrative forms used in various contemporary media. Among these
are:
* «De-fableizing»:
This is the word Jakob Wassermann uses to describe the process of prying
stories free from chains of cause-and-effect. Instead, the stories concentrate
on mere happening, a sequence of states. [6]
* Simultaneity:
Major novels of the twentieth century depict the simultaneous, fragmented,
disparate presence of heterogeneous elements in modern (urban) life.
* Detail:
In modern narrative one can find detailed descriptions of everyday objects that
are seemingly superfluous to the logics of narrative plot development (for
example, in the writing of Alain Robbe-Grillet, founder of the «nouveau
roman»).
* Authorship:
Authorship itself becomes a theme of the narrative, in some cases by linking
biography and work (for example, Marcel Proust, Ernest Hemingway, Peter
Handke).
An additional
narrative tool developed by the modern novel, one that was first able to unfold
its full aesthetic force in electronic media, is perspectivization. The
narrator tells the story from various perspectives and is also himself a part
of the story, allowing for various routes to accessing the psyches of the
characters involved. Techniques such as the inner monologue, stream of
consciousness and free association shape the narrative. In media theory, this
is later developed further into the «endogenous point of view, » [7] which
refers not only to the author, but also to the reader/recipient. Due to the
fact that perspectivization, although first developed as a narrative means in
the modern novel, ultimately unfolded its full aesthetic force in electronic
media, where it ended up taking on a radical form, I will take a closer look at
this narrative strategy in the following.
Joyce and the narrative principle of
‹networking›
The change in
narrative perspectives evokes an unstable perception, already making its
appearance as a defining characteristic in the novels of James Joyce,
especially in «Ulysses» (1922) and «Finnegan’s Wake» (1939). Joyce makes use of
the process of perspectivization to split up the subject so that it is no
longer a uniform quantity and to abrogate the subject's strict discreteness from
the object world. This process allows him to express the multi-layered and
fluid nature of the character in question. Multiply fracturing the perspective
of the fictional subject makes this subject change in relation to the
perspective from which it is viewed. Hence, Joyce abandons the idea of an
objective reality. This goes hand-in-hand with the dissolution of a strict
relationship between subject and object in favor of a more dynamic
representation.
In the novel «Ulysses,
» over which Joyce labored for seven years, the experiences, thoughts and
perceptions of Jewish advertising broker Leopold Bloom, his wife Marion and the
young Stephen Daedalus are presented in eighteen epic or dramatic scenes. These
scenes are set in relation to selected episodes in Homer's «Odyssey. » In this
work, Joyce brings almost all areas of human experience to bear, tapping new
areas of consciousness in his use of language. His language shapes images
characterized by extreme ambiguity. In its structure and metaphors, the
language used approaches visual artistic expression. Particularly in «Ulysses»
the perceptual category of «seeing» is endowed with a degree of significance
unusual in literature. [8] This is one of the reasons why Joyce's writing not
only exerted a major influence on the fine arts—above all conceptual art, with
its great mastermind and inspirational figure, John Cage—but also on
experimental film. The significance of Joyce is evident not only in individual
works, such as John Cage's «Writing for the second time through Finnegan’s Wake,
» 1977, and Werner Nekes' experimental film «Ulysses, » 1982, but is also
expressed more generally in complexly structured content, in which ambiguities
and semantic oppositions demand a restless, active reader.
Joyce develops
text strategies that stimulate the reader's senses and play with his perceptual
capabilities. The process of assimilating the work is itself part of the
subject matter of the work and assumes an implicit reader. [9] Telling a story
is now no longer merely the depiction of the course of real or imagined events,
based on a sender-receiver model, but becomes with Joyce an act of
intercommunication. In order to achieve this, he develops various narrative
strategies that will prove seminal in particular for the media art of the 1980s
and 1990s. Especially in «Finnegan’s Wake, » the linear account of an objective
report continually comes up against its limits. The text keeps creating new
constellations, which are open for alternating associations and can be tied
into a continuing series of new narrative knots. Reading increasingly becomes a
matter of «networking. » [10]
The Rhizome—metaphor for hypertextual
narratives
This view of
Joyce's work would surely not have been possible without the benefit of post
structural theory and without the metaphor of the rhizome conceived by Gilles
Deleuze and Felix Guattari in 1977. They write: «The rhizome itself can take on
the most diverse forms, either branching out and spreading in every possible
direction across the surface, or condensing itself into bulbs or knots. … Any
given point of the rhizome can and must be connected with every other point. »
[11] Thus, the rhizome offers the ideal metaphor for a narrative strategy that
was already laid out in Joyce, but which first experienced its aesthetic
realization with the advent of the computer. Since the mid-1960s the narrative
strategy of hypertext in art has been a topic of discourse. Theodor Nelson, who
coined the term «hypertext» as early as 1965, [12] had since the 1970s pursued
the idea of developing software that, like the library of Babel, would be able
to manage all forms of writing and would make it possible for the user,
whenever he/she reached a point in the text requiring further clarification, to
immediately call up the appropriate note. Nelson defines «hypertext» as
«non-sequential writing— text that branches and allows choices to the reader,
best read at an interactive screen. » [13]
Interactive installations and
environments, which have been common in Europe and the USA since the mid-1980s,
make use of the principle of dialogue by which computers function to tie in
recipient participation, not only conceptually but also functionally. Although
Joyce already developed some of the central aesthetic categories for involving
the reader, these were unable to unfold their full aesthetic impact within the
confines of the medium of literature. This became possible with the computer, a
medium in which mental interaction is coupled inseparably with a physical
re/activity. The computer as «communication machine» at last fulfilled the
longing to make aesthetic experience into an active process and at the same
time to transform it into a physical dialogue.
Cybernetics as narrative principle
In interactive
art, the new digital medium was used to develop non-linear narrative strategies
that make imaginative processes physically tangible. Key pioneers in the field
of interactive media art were apparently well aware of the significance and
role James Joyce could take on in the conceptualization of the new art form.
These vanguard artists include Ken Feingold, Grahame Weinbren, Bill Seaman,
Simon Biggs, Jeffrey Shaw, and in another sense also Lynn Hershman, who in her
works «Lorna» (1983–1984) and «Deep Contact» (1989–1990) in a way carried
Joyce's narrative strategies to their logical aesthetic conclusion. For these
artists, interaction is not only active interpretation, but rather a way of
ensuring that the text/image continues to be written by the recipient and
ultimately takes on a life of its own in his/her imagination. The stuff of the
narrative, no longer organized linearly, becomes dynamic and fluctuating. The
story does not yet fully emerge as the author is relating it, but rather only
upon interaction with the reader, who has now gone from being an implicit
reader to becoming a user.
By contrast with
hypertext, however, and also with the rhizome, the point of departure and end
point of which almost never correspond with each other, central works in the
field of interactive art, similarly to Joyce's «Finnegan’s Wake» are marked by
a circular narrative structure, which at least in part suspends the principles
of traditional logic. This structure is particularly noticeable in «The
Surprising Spiral» (1991) by Ken Feingold, «The Narrative Landscape»
(1985–1995) by Jeffrey Shaw, in Grahame Weinbren's «Sonata» (1991–1993), in
«The Exquisite Mechanism of Shivers» (1992) by Bill Seaman, and also in
«Alchemy» (1990) by Simon Biggs.[14] These works each take an entirely
different approach to undermining the principles of cause and effect,
principles that find their ultimate paradigm in the logical machine that is the
computer. They utilize the cybernetic feedback system, in which every
(re)action leads to a corresponding re(action), to suspend causality and to
conspire against any kind of narrative linearity. Sequentiality, and with it a
progress-oriented understanding of history, are rendered inconceivable in the
face of a whirlwind of interactive narrative. The structural principles of
circularity in the above-named interactive works stand for a post-modern
understanding of history that has lost its faith in the power of progress. The
digital machine functions as a continuous loop in a feedback system. The
cybernetic principle describes a communication model that assumes the existence
of an endogenous recipient, who is an immanent component of the system. In the
works of Shaw, Feingold, Weinbren, Seaman and Biggs ambiguity, but also
indeterminacy and gaps, form an appeal to the recipient to create some sort of
consistency and temporary completion of the interactive narrative.
A similar
structural openness, in which feedback is employed as aesthetic principle, is
found in the works of Gary Hill. But here this feedback is marked less by an
altered form of narration than by a different form of writing. The fundamental
functions and rules of language as a system of meaning and signs are laid bare
and tied into functional contexts in such a way as to cause meanings and
interpretations to change according to the situation and subject. The video
«Primarily Speaking» (1981–1983), originally part of an eight-monitor
installation, generates a complex interrelationship between spoken words and
images. The spoken text is an assembly of clichés, plays on words and figures
of speech seen running across two images. Although the meaning of the mostly
simple, «typical American» sentences seems to be obvious, their juxtaposition
with the images gives rise to irritating and at times contradictory meanings.
They distance themselves from their first obvious connotation to take on other
meanings, which change according to the image constellation against which they
are framed. The words seem to turn around their own axis, only to return to
their original meaning, pause there shortly and then enter into new
unpredictable constellations. Nothing is codified and any meaning exists only
as a collection of ephemeral associations with other meanings. Gary Hill's
elaborate language games generate a reflexive cognitive space that awakens
within the viewer the concept of an unending number of possible meanings. [15]
Dialogue experiments in the cinema, theater
and television
Interactive films
such as «Mörderische Entscheidung» by Oliver Hirschbiegel, a crime story that
was broadcast in 1992 simultaneously on ARD and ZDF, work with narrative
strategies using dialogue, focusing less on ambiguities than on new forms of
involving the viewer. Hirschbiegel picks up the thread of early attempts at
interactive cinema, such as could be viewed in 1967 in the Czechoslovakian
pavilion at the World's Fair in Montreal. At that time, the film «One Man and
his Jury» was stopped at certain points and audience members were able to
determine the further course of the story using buttons on their armrests. At
the theater, Nicolas Schöffer with Pierre Henry and Alwin Nikolais produced the
multimedia «play» «Kyldex,» which premiered at the Hamburg State Opera in 1973.
Before the performance, each viewer was provided with signaling discs of
various colors with which they could influence what was happening on stage.
«Kyldex» took the strategy one step further than the interactive film «One Man
and his Jury, » since audience intervention caused the piece to be completely
carved up into narrative fragments, out of which it was hardly possible anymore
to reconstruct a causally motivated plot sequence. This process of audience
participation, motivated in the 1960s and 1970s primarily by the testing of new
forms of political code termination, was developed further in the 1990s with
Cinematrix Software. The system was presented as a prototype in 1991 at the
SIGGRAPH in Las Vegas. In 1994 Loren and Rachel Carpenter used it for
interactive games played by a large audience on a big screen at the Ars
Electronica Festival in Linz. Audience members were given signaling discs
covered in red or green reflective foil, with which they could influence what
took place on the projection screen or play games with each other. [16] These
experiments were not carried any further, because the two antagonistic
concepts—the traditional forms of representation and the concept of
interaction—existed in them unexamined side by side. The structure of works for
interactive cinema, theater and television in both the 1960s–1970s and the
1990s were not designed in such a way that they could be successful at making a
critical break with the stage as model of representation merely through the
intervention of the audience.
Shared authorship, collective narrative forms
What finally
managed to accomplish this goal was the strategy of collective narrative forms,
in use since the mid-1980s in telecommunications technologies and the computer
as a way of destroying the principle of unique authorship. Roy Ascott was one
of the first to initiate a project with shared authorship, with his «La
plissure du texte» in 1983. He refers to it as a «collaborative story telling project,
» in which artists from Europe, North America and Australia supplied texts that
flowed together in the ARTEX computer network. [17] The structure of Andrea
Zapp's online project «Little Sister» (2000), which she refers to as a «CCTV
Drama» or «24 Hrs online Surveillance Soap» is designed in a similar manner.
Narrative fragments are borrowed here from the stereotypes of soap opera. With
this reference to coherent self-contained identity blueprints, Ascott as well
as Zapp pit well-established types of storytelling, which are often ossified in
their uniformity, against forms of non-linear narrative. In non-linear narratives
featured in web-based works, fluid personality models take the place of
coherent identity concepts. These personalities are founded upon a blueprint of
identity which assumes the dissolution of the subject's boundaries as a given.
While in Joyce this blurring of subjective limitations was primarily a matter
of uniting areas of experience that were in actuality separate, accomplished by
expanding the present space of experience with the help of the imagination and
consciousness to make it into more of an intermediate or transitional space,
Lynn Hershman succeeds in her site-specific works, performances, interactive
installations and web projects to almost wholly dissolve the boundaries of the
subject. Her protagonists do not only have unstable identities, they are
«shifting personalities» who have internalized the non-existence of borders
between different levels of reality.
The subject
blueprint on which her female personae in «Lorna, » «Deep Contact» and
«CyberRoberta» are based is no longer the perspectivized subject as in Joyce,
nor are they based on multiple personalities, but rather on the virtual
subject—the subject as a form of possibility— whose identity is valid only in
the moment and manifests itself anew from moment to moment through intervention
by the observer/user. The virtual subject as identity blueprint also
characterizes the users of network pieces such as «Die imaginäre Bibliothek» by
PooL Processing, which was established as a discourse network in 1990. Its goal
is to «assertively play out all metaphors of an ‹electronic library fantasy›. »
The purpose of the application is to use branching associative reading and
navigation to entangle the user in a network of texts, thereby simulating
his/her participation in the imaginary library space. The PooL Processing group
found its inspiration for the project not only in Jorge Luis Borges' «The
Library of Babel and Umberto Eco's «The Name of the Rose, » but also in the
Minitel writing project conceived by Jean-François Lyotard for the «Les
Immatériaux» exhibition that took place in 1985 at the Centre Georges Pompidou
in Paris. [18]
Discursive fields
While these
projects consciously make reference to the cultural practice of writing and
storytelling, the Knowbotic Research group tries to avoid any borrowings from
traditional representational systems. In their works, they draft symbolically
organized structures in which visual, textual, narrative and auditory elements
are arranged without any hierarchical order. In web projects such as
«I0_dencies» (1997–1999) [19] and interactive environments such as «Dialogue
with the Knowbotic South» (1994–1997), moving, non-linear orders emerge that
can be experienced in space and explored associatively. They form discursive
fields or «action spaces» that empower the users to get involved and to arrange
the complexity according to their own criteria. It is precisely this ability to
form one's own criteria that is put to the test here. The user finds him or
herself in a state of permanent insecurity, since his/her attempts at creating
representations in a conventional way continually fail. He/She does not succeed
even for a moment at forming the abstract signatures into familiar
representations.
In interactive
environments and web works, the user moves through the work and as he/she
moves, temporary, fragmentary narrations arise. The situation of the user can
no longer be grasped as the cognitive figure of the «implicit reader» (Wolfgang
Iser) or the «viewer inside the image» (Wolfgang Kemp), because «being in the
work» is coupled with a simultaneous physical experience of the «outside. » It
is not only imagined, but instead caused through bodily movement and
experienced physically. The user drafts the narrative space as a form open to
possibilities, in which alternatives for action can be tested physically. This
makes it possible to mediate between physical experience and intellectual
insight. A reality that is organized abstractly and symbolically is thus able
to be experienced and provides feedback to the body.
Cinematic non-linearity
Knowbotic
Research, with its assessment that only the negation of prior forms of
representation —including prior forms of storytelling—could open the way for
bringing forth something new, differs not only from artists such as Shaw,
Weinbren, Seaman and Feingold, but also from those who quote narrative
strategies in their video and film installations in order to deconstruct them,
calling into question their potency at representing reality. These artists
include Stan Douglas, Diana Thater, Eija-Liisa Ahtila, Aernout Mik and Sam
Taylor-Wood. Although it first appears as if the choice of a chronological/
sequential medium such as video or film would represent a step backward in
terms of plumbing alternative non-linear narrative structures, upon closer observation
it becomes clear that the video installation, oriented as it is upon cinematic
practice, is particularly well-suited for focusing on cinema, as a technique
inherently dependent upon storytelling and as a cultural dispositive,[20] both
reflecting upon it and deconstructing it. The video artists work both with and
against the specific constellation of the cinema— the immersion effect of the
darkened theater, the bright video or film projection, the relationship between
projection and audience—and thus with and against narrative strategies that
today still account for the power of storytelling movies à la Hollywood. The
artists thus become not only critics of the cinematic manner of affecting
viewers, but at the same time are also their accomplices. The artist's
attention is focused especially on the manipulative potential of the cinema and
its tendency to lure the viewer into an illusory state, remote from everyday
reality.
In video
installations such as «Broken Circle» (1997), Diana Thater applies strategies
that make reference to narrative cinema and at the same time develop a new form
of cinema as a time and illusion machine. Sam Taylor-Wood and Aernout Mik
evince similar intentions, encouraging us to draw conclusions about our own
film and cinema experience. They show how ‹anti›-narrative and
‹anti›-illusionary strategies in the viewer's reception ultimately lead to a
modified form of narrations and illusions. These artists are well aware that
neither language nor images can be used without invoking the ideologies that
accompany them. Some employ obsolete systems of representation in order to show
that which cannot be represented. On this subject, Stan Douglas says: «When
they become obsolete, forms of communication become an index of an understanding
of the world lost to us. This is the basic hook in a piece like Onomatopoeia
(1985/1986), an onomatopoeia being a word that makes the sound of what it
represents. … An absence is often the focus of my work. Even if I am
resurrecting these obsolete forms of representation, I'm always indicating
their inability to represent the real subject of the work. It's always
something that is outside the system. » [21]
In «Win, Place or
Show» (1998), an expansive video installation, a conflict between two men is
constructed over several narrative levels, finally escalating into a short
scuffle. On two adjacent screens, images appear that complement one another,
repeat the same situation from a somewhat different perspective or show a
different narrative level. Every time one thinks that a scene is repeating
itself, it turns out somewhat differently than before, creating fundamental
doubts as to what one has actually witnessed. In «Win, Place or Show» Douglas
employs the narrative strategies of the television drama, awakening in us the
expectation that we have been witnesses of a TV drama, only to dash this
expectation to the ground again, because we are unable at any point in time to
identify with the story as we are used to doing. Again, and again, we become
aware of our uncertain standpoint as observers. Stan Douglas wonders how
representation is still possible today at all. He knows that whatever must be
said can only be said through a complex system of references. This is why he
tries to create meanings that are to some extent autonomous and have no clear
reference point in reality. As a consequence, his stories can only begin to be
read. They shift between historical authenticity and fiction, between
readability and the targeted concealment of any kind of rhyme and reason. They
demand of the viewer a high degree of competence in deciphering imagery and an
active mentality.
Paradoxical narrative structures
In addition to
the elevation of the perspective/s of the viewer, or more precisely, of the
perceptual conditions to an essential theme of the work, time is another
important means used in the media art of the 1980s and 1990s to deconstruct
narratives. In a single setting two or more time levels are folded together.
This is paradigmatic not only for the works of Stan Douglas, but also for those
of Grahame Weinbren (especially «Sonata») and Eija-Liisa Ahtila. Ahtila's works
are characterized by paradoxical narrative structures. Repeatedly, events occur
that cannot be placed in the sequentiality of the story and that do not seem to
fit anywhere within the chronological order of what has been related. In the
video installation «The House» (2002), the viewer jumps from one event to the
next, which, with the exception of the introductory sequence, take place either
inside a small house or in the thoughts of the protagonist. The protagonist
begins to hear noises, but it is never clear whether these sounds are only
within her own thoughts or in her memories of past events, or whether they are
accompanying parallel events happening at the same time in another place. In
«The House, » inside and outside, subject and object, merge. As classic
narrative means, Ahtila employs the stream-of-consciousness technique, with the
help of which Joyce had already made the process of thinking itself into a
theme. This narrative tool allows us to leave the world of linearity, logic and
clarity. Her works, like those of Lynn Hershman, take for granted the
dissolution of the subject's boundaries. They demonstrate that the compulsive,
the absurd and the fantastic are all parts of our reality.
We also find
paradoxical narrative structures in the way «The House» is presented in space.
The fact that three similar but not identical video films are shown on three
projection surfaces gives rise to the impression that events that plausibly
must occur have either been skipped over or take place repeatedly. The scenes
float between past, present and possible present as Daniel Birnbaum writes:
«The past is present. Something has happened: an accident, a catastrophe, a
tragic event. The work unfolds as a process of assessing and working through—a
process of grieving that consists of fragments of narration incapable of
presenting an overarching and coherent account. » [22] Apart from the
interfolding of several chronological planes, one also finds in her works, for
example in «Consolation Service» (1999) and in «Anne, Aki and God» (1989),
different levels of reality becoming intertwined. This allows narrative
elements taken from genres such as documentary film, feature film, music videos
and commercials to stand shoulder to shoulder on an equal basis. She
interweaves and networks elements from the whole field of audiovisual culture,
so that her narrations remain virtual—they find themselves in a floating state
in which a variety of potential meanings are simultaneously present and absent.
Deconstruction of narrations
As artists take
up the narrative parameter of time in the media art of the 1980s and 1990s,
both acceleration and slowness play special roles. Bill Viola's video
installation «The Greeting» (1995) is characterized by a strong deceleration of
the image rhythm. The original greeting scene between three women, shot on
film, is slowed down to such an extent that each individual image sequence is
no longer read in the context of the previous and following one, but rather as
an autonomous frame in and of itself, positively loading it with meaning.
Narrative cohesion is dissolved in favor of the «presence of the moment. » [23]
In his film «Bear» (1993), Steve McQueen also works with manipulations of time.
Cliplike camera angles, which spotlight details, fracture any overarching
narrative references. Narrative elements fail to muster themselves into a plot,
so that any meaning ultimately remains concealed. Steve McQueen thus brings the
process of observation itself, or more precisely, the process of sensory
production into the center of his works. [24]
In «24 Hour
Psycho» (1993) Douglas Gordon significantly slowed down Alfred Hitchcock's «Psycho.
» He uses this device to override the continuity of the events, making it
impossible to read what was once a coherent story. The relationship of the
various actions to one another is dissolved, so that the dramaturgy and the
psychology of the characters lose their reference points and are dissected into
narrative fragments. [25] Jeffrey Shaw achieves a comparable effect in
«Revolution» (1989) by accelerating the images while at the same time radically
slowing down the movement of the viewer. Here, the viewer becomes user, turning
a video monitor with the help of a wooden handle on its own axis. This sets
images in motion that show the revolutionary events between 1789 and 1989. [26]
Even when the user moves very slowly, the images change so quickly that they
flash past. Despite the greatest of efforts, only those events can be
deciphered that are already anchored in an individual's knowledge of history.
Activation of memory
In this procedure
of using historic narrative fragments, there is an intellectual proximity
between the works of Stan Douglas and those of Jeffrey Shaw. Historical
elements serve both artists not as references to the story they tell, but for
their function for us as a cultural form of communication. They show less what
they mean to us than what they can no longer mean for us. Or they evoke a
meaning that is suppressed today and that is no longer possible. Historical
elements are not used metaphorically either by Shaw or Douglas. The artists use
them instead as symbols—symbols that, in the sense proposed by Baudrillard, no
longer refer to something being symbolized, but merely back to themselves. [27]
Meanings are no longer constituted by symbols alone, but by their proximity to
other symbols.
Along these
lines, the video works of Aernout Mik and Sam Taylor-Wood also demonstrate the
impossibility of using image sequences as signs that refer to something
specific. Both employ narrative fragments, or rather narrative bits, which only
suggest the possibility of telling a story—a story that must remain a virtual
one. The viewer is encouraged to read a causally determined plot, but
continually fails to mount the narrative bits into a cohesive whole. Sam
Taylor-Wood speaks here of «dysfunctional narration. »
Deciphering cultural codes
This form of
narration, which sets the tone for the media art of the 1980s and 1990s, plays
with our longing to decipher codes and create coherence. It pays tribute to the
fact that an iconography equally valid for all societal layers has largely been
lost, but that there still remains a collective knowledge of audiovisual
storytelling, formed through historic symbols and narrative motifs as well as
through stereotypes found in television, at the movie theater and on the
Internet.[28] The viewer, his/her gaze, knowledge, expectations— in short,
his/her culturally determined sensory conditioning—the procedure he/she uses to
constitute meaning and form representations, are the main themes of the media
art of the 1980s and 1990s, which works with narrative elements—whether in
digital or analogue media. The works are about that which is uncertain (Ahtila,
Douglas, Hershman), the surprising (in works by Feingold, especially «The
Surprising Spiral, » 1991), intimate dialogue (Runa Islam's «Gaze of Orpheus, »
1998, Hershman's «Room of One's Own, » 1992), about things that are not
accessible rationally (Thater, Ahtila, Weinbren), that remain unspoken and that
cannot be expressed with words (Bill Seaman's «Passage Sets—One Pulls Pivots at
the Tip of the Tongue», 1995).
The mobile viewer
All of the above
artists work with the impression of the unfinished: web-based projects and
interactive or multiscreen video installations leave the viewer/user with the
feeling of having missed something important that just happened on another
screen or in one of the threads of the story that he/she has not been able to
follow.[29] At no time does the viewer have the impression of being confronted
with a coherent whole, but instead has the feeling of moving within a complex
«agencement»[30]—a fabric of interrelationships. The term ‹moving› already
underlines the fact that narrative media art assumes a mobile viewer. Video
films are shown on multiple screens, which can be viewed from various
standpoints (see «Anne, Aki and God, » 1998, by Eija-Liisa Ahtila) or they
extend over several rooms, which must be traversed one after the other (see
«Electric Earth, » 1999, by Doug Aitken). In these works, just as in web
projects and interactive installations, a variety of story directions are
offered between which the viewer must ultimately choose. The narrative
structure of the media pieces employs the hypertext procedure here: each
narrative fragment is constituted only in relationship to its surroundings.
Reception is not linear, but instead corresponds to browsing, aimless surfing
through information made up of collections of digital data, a pursuit that is
only enjoyable when the user is willing to give up his/her accustomed
purposeful reception habits. A story is no longer a representation of the
course of real or imagined events, predetermined by the author and merely
reconstructed by the reader/viewer; a story is now the momentary manifestation
of the narrative route of the user. Browsing through narrative sequences and
fragmented information generates a somewhat different ‹story› for each and every
user. [31]
Critique of the major narrative blueprints of
the modern era
These artists are
thus subjecting the modern heritage to a critical interrogation. They choose as
their themes the myths and unrealizable utopias that still determine our
thinking about reality. They take up the history of subjectivity in order to
find a place for the subject and they occupy themselves with the technologies
of representation in order to explore how representation could be possible
(again) today. There is a hint of hope here, a departure from the nihilism of
the 1970s and early 1980s, from the radicalism of «Stop making sense» (the
denial of coherent meaning contexts), which in this light now itself appears as
a totalizing gesture. The ‹rediscovery› of the narrative in the 1980s and 1990s
is hence not a regression to a time before the negation of the great narrative
blueprints of the modern age, but rather a critique of these, because it
assumes that storytelling as cultural dispositive still very much influences
our perception and our processes for constituting meaning. At the same time,
modified forms of narration pay tribute to the transformation of media, because
they no longer rely on conventional production methods to supply meaning. They
attempt instead to create meanings that are autonomous and do not possess any
clear reference in reality. In their strategy, they take into account the
altered character of the digitally encoded information that today determines
our reality: digital data in principle has no reference in the physical world
and has therefore lost its representational character. By contrast with
traditional analogue reproduction processes, the digital image can be reduced,
regardless of original medium, to endless variations on the binary signs 1 and
0. These signs refer to nothing but themselves —they are self-referential.
Without this media background, current forms of narration as a contemporary
expression of the change in reality cannot be understood. It is only the
transformation from analogue to digital medium that makes the fundamental doubt
of what is real and the search for modified options for representation
comprehensible.
Narration as a connective system
While attitudes,
concepts and motifs in the web art and interactive art of the 1980s has much in
common with the video art of the 1990s, they differ in one important aspect:
their choice of medium. This aspect is not to be underestimated in cases where
the sensory conditions of the viewer as well as cultural dispositives of communication
play a pivotal role. After all, the choice of medium is always an aesthetic
statement. The artists who employ the computer as medium also necessarily
convey its ideology of optimism towards progress (sometimes while thwarting
this ideology at the same time, as in the above examples). Back in the 1980s,
as the computer was on its way to becoming the paradigmatic medium, they are
the ones who created the aesthetic conditions under which the viewer was able
to practice his/her altered role, that of user. [32] By browsing through
hypertextual narrative structures, users could develop the skills that made it
possible for them to deal with audio-visual information with only tenuous and
obscure links to reality. They practiced producing meaning from that which
cannot be said, and found a way to access images that do not illustrate
anything. They navigated through a system of related meanings, learning through
referentiality to form temporary «stories. » The video installations of the
1990s could then build on this connective competence in constituting meaning.
They translated rhizomatic thinking into the medium of video/film and tried in
this way to transform this analogue medium. Despite, or better, because of the
fact that the artists make use of a medium that is organized chronologically/
sequentially and does not per se suggest non-linear narrative methods as does
the digital medium, their video art succeeds in raising the expectation of a
causally motivated narrative sequence, only to ultimately dissolve this
expectation into hypertextual structures. The hypertextual storytelling
technique that has been widespread since the 1980s is motivated primarily by
the fact that the artists are not interested in representing reality, but
rather in generating reality. The new dimensions of the real that emerge
thereby are not fixed but in motion and can continually change their
constellations. A space ripe with possibilities opens up—a space for playing
with potential, with virtual narrations.
Translation by
Jennifer Taylor-Gaida
[1] Although the
concept of «narration» comes from literary scholarship, I will handle
«narration» in the following not only as a literary genre, but rather as a
practice of cultural discourse, encompassing not only spoken or written
statements, but above all the artistic use of narrative strategies in
audiovisual arts
[2] There are
several exhibitions paying tribute to this fact, for example «Pagan Stories.
The Situations of Narrative in Recent Art, » APEX Art C.P., New York, 1997;
«Stories. Erzählstrukturen in der zeitgenössischen Kunst,» Haus der Kunst
Munich, 2002 and «Dialogues & Stories,» Museum Küppersmühle Duisburg, which
featured exclusively video and film installations. Cf. 25. Duisburger Akzente
im Innenhafen, conceived by Söke Dinkla, Stadt Duisburg, 2001.
[3] Robert Musil,
Der Mann ohne Eigenschaften, Reinbek, 1952, p. 650.
[4] Cf. Matías
Martínez, «Krise und Innovation des Erzählens in der Literatur der Moderne,» in
Stories. Erzählstrukturen in der zeitgenössischen Kunst, Stephanie Rosenthal
(ed.), exhib. cat., Haus der Kunst Munich, Cologne, 2002, (pp. 78-84), pp. 79f.
[5] This process
is not limited to literature alone. In fine art, Cezanne prepared the ground
for the autonomous picture and thus for non-representational art with his now
famous statement that the artist did not paint after nature, but rather
parallel with it.
[6] Jakob
Wassermann, «Kolportage und Entfabelung,» quoted in Romantheorie.
Dokumentation ihrer Geschichte in Deutschland seit 1880, Eberhard Lämmert
et al. (eds.), 2nd ed., Königstein, 1984, p. 142.
[7] Peter Weibel,
«Die Welt von innen—Endo & Nano. Über die Grenzen des Realen,» in Ars
Electronica 92. Die Welt von innen—Endo & Nano, Karl Gerbel/Peter
Weibel (eds.), Linz, 1992, pp. 8–12.
[8] Cf. Susanne
Peters, Wahrnehmung als Gestaltungsprinzip im Werk von James Joyce,
Trier, 1995. The significance of the visual also inspired Sabine Fabo to
undertake her study Joyce und Beuys. Ein intermedialer Dialog,
Heidelberg, 1997.
[9] At the
beginning of the 1970s, Wolfgang Iser established an aesthetics of literary
reception and coined the expression «implicit reader.» Wolfgang Iser, Der
Akt des Lesens. Theorie ästhetischer Wirkung, Munich, 1990. «For the study
of art, Wolfgang Kemp adapted central elements of the aesthetics of reception
and proposed the thesis that every work is designed for active completion
through the viewer, so that a dialogue between the partners takes place ….»
Wolfgang Kemp, «Kunstwissenschaft und Rezeptionsästhetik,» in Der Betrachter
ist im Bild. Kunstwissenschaft und Rezeptionsästhetik, Cologne, 1985, (pp.
7–27), p. 21. Also see Kemp, Der Anteil des Betrachters.
Rezeptionsästhetische Studien zur Malerei des 19. Jahrhunderts, Munich,
1983.
[10] On the
concept of the network in Joyce, cf. David Hayman, «Nodality and
Infra-Structure in Finnegan's Wake,» in James Joyce Quarterly, 16, 1/2,
Fall 1978, pp. 135–149 and Hilary Clark, «Networking in Finnegan’s Wake,» in ibid.,
27, 4, Summer 1990, pp. 745–758.
[11] Gilles
Deleuze/Felix Guattari, Rhizom, Berlin, 1977, p. 11.
[12] Theodor Holm
Nelson, «The Hypertext, Lecture at the Congress of the International Federation
for Documentation», Washington D.C., 1965; cited in Theodor Nelson, «Getting it
Out of Our System,» in Information Retrieval. A Critical View, George
Schecter (ed.), based on the Third Annual Colloqium on Information Retrieval,
Philadelphia, 1966, Washington D.C., 1967 (pp. 191–210), p. 195.
[13] Theodor Holm
Nelson, Literary Machines, South Bend, ed. 87.1, 1987, p. 2.
[14] For more
details on Shaw, Weinbren, Feingold and Seaman, see Söke Dinkla, Pioniere
Interaktiver Kunst.Von 1970 bis heute, Ostfildern, 1997, pp. 97–147,
196–216, and 245f.
[15] Cf. the
website «artcontent.»
[16] Cf. Karl
Gerbel/Peter Weibel (eds.), Ars Electronica, Intelligente
Ambiente—Intelligent Environments, vol. II, Vienna, 1994, pp. 102–105.
[17] Cf. Robert
Adrian's website and the text «Interaction, Participation, Networking.»
[18]
Jean-François Lyotard et al., Immaterialität und Postmoderne, Berlin,
1985, pp. 11f. Cf. the text «Interaction, Participation, Networking» and the
online project by Douglas Davis, «The Worlds First Collaborative Sentence.»
[19] Three
versions exist of this work: «I0_dencies Sao Paulo,» «I0_dencies Tokyo» and
«I0_dencies Ruhrgebiet,» cf. net-condition, exhib. cat., PeterWeibel /
Timothy Druckrey (eds.), Zentrum für Kunst und Medientechnologie Karlsruhe,
Cambridge, MA, 2001, as well as Connected Cities. Kunstprozesse im urbanen
Netz, exhib. cat., Söke Dinkla/Christoph Brockhaus (eds.), Wilhelm
Lehmbruck Museum and selected industrial sites, Ostfildern, 1999, pp. 145–153.
[20] Michel
Foucault refers to power relationship strategies that back up types of
knowledge and are in turn supported by them as «dispositives.» Michel Foucault,
«Ein Spiel um die Psychoanalyse,» in Dispositive der Macht. Michel Foucault.
Über Sexualität, Wissen und Wahrheit, Berlin, 1978, p. 123.
[21] Diana Thater
in an interview with Stan Douglas, in Stan Douglas, Scott Watson et al.
(eds.), London, 1998, pp. 12, 16.
[22] Daniel
Birnbaum, «Crystals of Time. Eija-Liisa Ahtila's Extended Cinema,» in Eija-Liisa
Ahtila, Fantasized Persons and Taped Conversations, Museum of Contemporary
Art Kiasma/Tate Modern, Helsinki, 2002, pp.200–203, p. 200.
[23] Cf. Susanne
Gaensheimer, «Geschichten des Augenblicks. Über Narration und Langsamkeit,» in Geschichten
des Augenblicks, Helmut Friedel (ed.), Lenbachhaus Munich, Ostfildern,
1999, pp. 27–51, p. 30.
[24] Jon Thompson
writes: «The issue as far as he is concerned is always one of narrative
intelligibility. Not … packaged Hollywood-style as a form of story-telling, but
narrative which is pursued in and through the act of making, almost as a form
of tactile, psycho-visual enquiry. Every decision is made as part of a process,
and the process is itself evidence of the presence of narrative.» In «It's the
Way You Tell'em. Narrative Cliché in the Films of Steve McQueen,» in Steve
McQueen, Frankfurt/Main, 1997, p. 6.
[25] Gilles
Deleuze delves in more detail into the cinematic stylistic tool of reducing
movement in order to achieve the dissolution of relationships in his book Das
Bewegungsbild. Kino 1, Frankfurt/Main, 1989, p. 26.
[26] Making use
of the aesthetic method and narrative principle of recycling so characteristic
for his work, Shaw here once again culls images from the database of «The
Imaginary Museum of Revolution» (1988–1989).
[27] Jean
Baudrillard, Agonie des Realen, Berlin, 1978, p. 14.
[28] This procedure
is radicalized by the artist duo Jodi: Joan Heemskerk and Dirk Paesmans; see:
http://www.jodi.org; http://404.jodi.org; http://sod.jodi.org;
http://map.jodi.org.
[29] Grahame
Weinbren took this procedure to its limits in his installation «Sonata» 1995 at
the Kunst- und Ausstellungshalle der Bundesrepublik Deutschland, Bonn.
[30] Cf. Gilles
Deleuze/Felix Guattari, Tausend Plateaus. Kapitalismus und Schizophrenie,
Berlin, 1992, pp. 12f.
[31] So that any
unambiguous interpretation of the work would necessarily lead to its reduction.
[32] Regina
Cornwell aptly describes the shift in emphasis associated with these changes:
«I felt for the first time the full bonus of the term ‹interactive video›. To
an unnerving degree, I was responsible for what any given group of viewers
might see, since, with each touch of my fingers to the small computer touch
screen before me, I was able to direct the images and sound.» «Interactive
Storytelling. A Pioneering Work of High-tech Video Art,» in Art in America,
January 1988, pp. 43, 45.
© Media Art Net
2004
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