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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.»(16)
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.(17)
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.»(18) This is the paradigmatic dimension.
The elements on a syntagmatic dimension are related
<i>in praesentia</i>, while the elements on a paradigmatic dimension
are related <i>in absentia</i>. 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.
(16) Fredric Jameson, «Postmodernism and Consumer
Society,» in The Anti-Aesthetic. Essays on Postmodern Culture, ed. Hal Foster
(Seattle: Bay Press, 1983), 123.
(17) Roland Barthes, The Elements of Semiology
(New York: Hill and Wang, 1968), 58.
(18) Qtd. in ibid., 58.
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