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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'].»(19) 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.»(20) 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.(21) At 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.(22)
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.»(23) 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.
(19) Christian Metz, «The Fiction Film and its
Spectator: A Metapsychological Study,» in Apparatus, edited by Theresa Hak Kyung
Cha (New York: Tanam Press, 1980), p. 402.
(20) Rosalind Krauss, «Video: The Aesthetics of
Narcissism,» in John Hanhardt, ed., Video Culture (Rochester: Visual Studies Workshop,
1987), 184.
(21) Qtd. in Sam Hunter and John Jacobus, Modern Art:
Painting, Sculpture and Architecture, 3rd ed. (New York: Abrams, 1992), 326.
(22) Frank Dietrich, «Visual Intelligence: The First
Decade of Computer Art (1965 -- 1975),» IEEE Computer Graphics and Applications
(July 1985), 39.
(23) Gene Youngblood, Expanded Cinema (New York:
E.P. Dutton & Co,Inc., 1970), 210.
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