Ruger E Malizar serties editor Ruger E Malizar 系列编辑
Designing Information Technology, Ridband Coyne, 1995 信息技术设计,Ridband Coyne,1995
Technoromanticism: Digital Narrative, Holism, and the Romance of the Real, Richatd Coymes 1999 技术浪漫主义:数字叙事、整体观与真实的浪漫,理查德·科伊梅斯 1999
The Vistal Mind, editad by Mischele Emater, 1994 《维斯塔尔心智》,由米歇尔·埃马特编辑,1994 年
The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet, edited by Ken Goldberg, 2000 《花园中的机器人:互联网时代的远程机器人技术与远程知识论》,编辑:肯·戈德堡,2000 年
Leonardo Almanc, edited by Craig Hamis, 1994 莱昂纳多·阿尔曼克著,克雷格·哈米斯编辑,1994 年
In Search of Inowation: The Xerox PARC PAIR Project, edited by Craig Hamis, 1999 The Digital Dialectic: New Essays on New Media, edited by Peter Lumenfeld, 1999 寻找创新:施乐 PARC PAIR 项目,克雷格·哈米斯编辑,1999 年;数字辩证法:新媒体的论文集,彼得·卢门费尔德编辑,1999 年
The Language of New Media, Lev Manowith, 2001 《新媒体的语言》,列夫·马诺维奇著,2001 年
Immersed in Technology: Art and Virtual Eniwinonments, edited by Mary Awne Phoser with Douglass Machead, 1996 沉浸于技术:艺术与虚拟环境,编辑:玛丽·奥恩·福瑟与道格拉斯·马基德,1996 年
The Language of New Media 新媒体的语言艺术
Lev Manovich 列夫·曼诺维奇
All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording or information storage and retrieval) without permission in writing from the publisher. 保留所有权利。本书的任何部分不得以任何电子或机械方式(包括复印、录音或信息存储与检索)在未获得出版商书面许可的情况下复制。
This book was set in Bell Gothic and Garamond 3 by Graphic Composition, Inc. 这本书是由 Graphic Composition, Inc.使用 Bell Gothic 和 Garamond 3 字体排版的。
Printed and bound in the United States of America. 在美国进行印刷和装订。
Library of Congress Cataloging-in-Publication Data 国会图书馆编目出版数据
Manowich, Lew. 刘·曼诺维奇
The language of new media/Lev Manovich. 新媒体的语言/列夫·曼诺维奇著。
p. cm. - (Leonardo) 页厘米 - (莱昂纳多)
Includes bibliographical references and index. 包含参考文献和索引。
ISBN 0-262-13374-1 (he : alk. paper), 0-262-63255-1 (pb) ISBN 0-262-13374-1(精装本),0-262-63255-1(平装本)
Mass media-Technological innovations. I. Title. II. Leonarda 大众媒体与技术创新。我。标题。II。莱昂纳达
(Series) Camibridge, Mass.) (系列)美国马萨诸塞州剑桥市
Р96.Т42M35 2000 R96.T42M35 2000 302.2-dc21302.2-\mathrm{dc} 21
Foneword by Mark Tribe … xx 马克·特里布的《Foneword》 … xx
ROLOGUE: YERTOV’S DATASET … xiv ROLOGUE: YERTOV 的数据集 … 第十四页
CKNOWLEDGMENTS … xxyi 感谢 … xxyi
Introduction … 2 介绍内容 … 2
A PERSONAL Chronology 个人时间线
THEORY OF THE PRESENT … 6 现在的理论 … 第 6 章
MAPPING NEW MEDLA: METHOD … 8 新媒体映射:方法 … 8
MAPPING NEW MEDIA ORGANIZATION … 1 新媒体组织映射 … 1
THE TERMS: LMNGUAGE, OBjECT, REPRESENTATION … 12 条款:语言、对象、表现……12
1 What Is New Media? 1 新媒体是什么?
how media became new … 21 媒体是如何变得新颖的 … 21
principles of new media 新媒体的基本原则
Numerical Representation 数字化表示
Modularity … 30 模块化 … 30
Automation … 32 自动化 … 32
Variability … 36 变异性 … 36
Transcoding … 45 转换中 … 45
WHAT NEW MEDIA IS NOT … 49 新媒体并不是……49
Cinema as New Media … 50 电影作为一种新媒体 … 50
The Myth of the Digital … 55 数字时代的神话 … 55
The Myth of Interactivity … 0 互动的神话 … 0
2 The Interface … 62 2 接口 … 第 62 页
the language of clitural interfaces … 69 文化界面的语言 … 69
Cultural Interfaces … 69 文化界面 … 69
Printed Whond … 73 打印的 Whond … 第 73 页
HCI: Representation wersus Control … 84 HCI:表现与控制……84
HE SCREEN AND THE USER … 94 屏幕与用户 … 94
A Screen’s Genealogy … 95 一块屏幕的家族谱系 … 95
The Sicreem and the Body … 103 西克里姆与身体 … 103
Representation versus Simulation … 111 表现与模拟的对比 … 111
3 The Operations … 116 第 3 章 操作 … 116
MENUS, FILTERS, PLUG-INS … 123 菜单、筛选器、插件 … 123
The Logic of Selection … 123 选择的逻辑 … 123
“Postmodernism” and Pliotoshop … 129 “后现代主义”与 Pliotoshop … 129
From Object to Signal … 132 从对象到信号 … 132
COMPOSETING … 136 复合材料 … 136
Frona Image Streams to Modular Media … 136 Frona 图像流转向模块化媒体 … 136
The Resistance to Montage … 141 对蒙太奇的反抗 … 141
Ancherlogy of Compositing: Cinema … 145 组合学的基础:电影 … 145
Archeology of Compositing: Video … 149 合成考古学:视频 … 149
Digital Compositing … 152 数字合成技术 … 152
Compositing and New Types of Montage … 155 合成与新型剪辑 … 155
TELEACTION … 161 电动行动 … 161
Representation versus Communication … 161 表达与交流 … 161
Telepresence: Illusion wersus Action … 164 远程存在:幻觉与行动的区别 … 164
Image-Instruments … 167 图像仪器 … 167
Telecommunication … 168 电信行业 … 168
Distance and Aura … 170 距离与气场 … 170
4 The Illusions … 176 四个幻觉 … 176
SyNTHETIC REAlism and ITS DisCONTENTS … 184 合成现实及其相关内容……184
Technology and Scyle in Cinema … 185 电影中的科技与风格 … 185
Technology and Style in ComputerAnimation … 188 计算机动画中的技术与风格 … 188
the Icons of Mimesis … 195 模仿的象征 … 195
THE SNTHETHC MAGE AND ITS SEBJECT … 199 这位神秘的法师及其对象 … 199
Georges Mélies, the Father of Computer Graphics … 200 乔治·梅里爱,计算机图形学的奠基人……200
Jurassic Parki and Socialist Realism … 201 《侏罗纪公园》与社会主义现实主义 … 201
205
illusion, NARrative, and interhettwtity 幻觉、叙事与互文性
212
5 The Forms 五种形式
218
the database 数据库系统
218
The Database Logic 数据库的逻辑
221
Data and Algorithm 数据与算法
Database and Nartativ … 225 数据库与叙述 … 225
Paradigm and Syntagm … 229 范式与句法 … 229
A Database Complex … 233 一个复杂的数据库……233
Dacabase Cinema: Greenaway and Wertow … 237 达卡巴斯电影:格林纳威与维尔托 … 237
Nayigable space … 244 可通航的空间 … 244
Dooms and Myst … 244 末日与神秘 … 244
Computer Space … 253 计算机空间 … 253
The Poetics of Nawigation … 259 导航的诗学 … 259
The Navigator and the Explorer … 268 导航者与探险家 … 268
Kino-Eye and Simulators. … 281 电影之眼与模拟器。… 281
EVE and Place EVE 与地点
286
6 What Is Cinema? 6 电影是什么?
293
digital Cinema Mnd the histori OF a MOVing image … 293 数字电影与动态影像的历史……293
Cinema, the Art of the Index 电影,作为索引的艺术
296
From Animation to Cinema … 298 从动画到电影 … 298
Cinema Redefined … 300 影院的重新定义 … 300
307
THE NEW LANGUAGE OF CINEMA … 309 电影的新语言 … 309
Gimemaric and Graphic: Cinegratography … 309 吉美马里克与图像:电影摄影 … 309
The New Temporality: The Loop ws a Nartative Engine … 314 新的时间观:循环是一个叙事引擎……314
Spatial Montage and Macrocinema … 322 空间蒙太奇与宏观电影艺术 … 322
Cinema as an Information Space … 326 电影作为信息领域 … 326
Cinema as a Code … 330 电影作为一种符号 … 330
INDEX … 335 索引…第 335 页
I first encountered Lev Manovich three years ago, when he posted a message to the Rhizome e-mail list. The subject line was “On Totalitarian Interactivicy”. One passage in particular caught my attention: “A Western artist sees the Internet as a perfect tool to break down all hierarchies and bring art to the people. In contrast, as a post-communist subject, I cannor but see the Intermet as a communal apartment of the Stalin era: no privacy, everybody spies on everybody else, always, present are lines for common areas such as the toilet or the kitchen.” Manowich’s image of the Intemet as a Russian apartment was made more vivid by the fact that I had recently spent a month living with an artist in Moscow. I had also just moved to New York from Berlin, where I had worked as a web designer. While in a material sense, the Internet is a globally homogeneous network with common tools and protocols, and while it is contributing, perhaps more than any other technology, to the globalization of economies and cultures, my experience in Berlin taught me that it nonetheless means very different things in different parts of the world. The perspective Manovich brought to the subject was a bracing reminder that the zeal with which most Americans (myself included) embraced computers and networks in the mid-1990s wais nor a global condition. 三年前,我第一次接触列夫·曼诺维奇,当时他在 Rhizome 邮件列表上发了一条消息,主题是“关于极权互动性”。其中一段话特别引起了我的注意:“西方艺术家将互联网视为打破所有等级制度、将艺术带给人民的完美工具。相反,作为一个后共产主义的个体,我只能将互联网视为斯大林时代的公寓:没有隐私,人人都在监视他人,总是要排队使用公共区域,比如厕所或厨房。”曼诺维奇将互联网比作俄罗斯公寓的形象让我更加深刻,因为我最近在莫斯科与一位艺术家同住了一个月,而我刚从柏林搬到纽约,之前在那儿做网页设计师。 尽管从物质上看,互联网是一个全球统一的网络,拥有共同的工具和协议,并且它可能比其他任何技术更促进了经济和文化的全球化,但我在柏林的经历让我意识到,它在世界不同地区的意义却大相径庭。Manovich 对这一主题的观点提醒我们,大多数美国人(包括我自己)在 1990 年代中期对计算机和网络的热情并不是一种全球性的现象。
When Manovich wrote “On Tatalitarian Interactivity”, a debate was raging on the Rhizome e-mail list. The Europeans-who may have lagged technologicallly but had an edge when it came to cheory-were on the attack, criticizing Americans for our “California ideology” (a deadly cocktail of naive oprimism, techno-utopianism, and new-libertariani politics popularized by Wired magazine). In the midst of this highly polarized debtate, 当马诺维奇撰写《论极权互动》时,Rhizome 电子邮件列表上正展开激烈的辩论。尽管欧洲人在技术上可能落后,但在理论上却占据优势,他们对美国的“加州意识形态”进行了猛烈抨击(这是一种由《连线》杂志推广的天真乐观、技术乌托邦主义和新自由主义政治的致命混合)。在这场高度两极化的辩论中,
Mancwich’s displaced voice, the waice of someone who had “lived experience” of booch ideological excremes, was refreshing indeed. His trajectory had taken him from the surreal worlld of Leonid Brezhnev’s Russia to the hyperreal warld of Walt Disney’s California. Having grown up in Russia, compleced his thigher education in the United States, and lived and worked here ever since, he sees the world through the eyes of what he calls a “postcommunist subject,” but one might say with equal accuracy that he wears a set of newworld glasses as well. 曼克维奇被驱逐的声音,来自一个有“生活经验”的人,他对意识形态的反思确实令人耳目一新。他的经历将他从列昂尼德·布雷日涅夫时代的超现实俄罗斯带到了沃尔特·迪士尼的加利福尼亚的超现实世界。由于在俄罗斯长大,并在美国完成了高等教育,之后一直在这里生活和工作,他以“后共产主义主体”的视角看待世界,但同样可以说,他也戴着一副新世界的眼镜。
Having studied film theory, art history, and literary theory, and having worked in new media himself as airtist, commercial designer, animator, and programmer, Manovich approaches new media in a way that is boch theoretical and practical. This mulailevel hybridity-simultaneously postcommunist and late-capitalist, at once academic and applied-lends his ideas a richness and complexity that is more than a little unusual in a field dominated on the one hand by techno-utopians and on the other by ivory-tower theory wonks. My own interest in mew media has been focused on the Internet and its potential as a tool and a space for art making. Art has always been bound up with technology, and artists have always been among the first to adopt new technologies as they emerge. We monkey around with new tecthnologies in an effort to see what they can do, to make them do things the engineers never intended, to understand what they might mean, to reflect on their effects, to push chem beyond their limits to break them. But some technologies seem to hold considerably more promise for artists than orhers. The Internet is particularly ripe with the potential to enable new kinds of collaboratiwe production, democratic distribution, and participatory experience. 研究电影理论、艺术史和文学理论,并且作为艺术家、商业设计师、动画师和程序员亲自从事新媒体工作,马诺维奇以一种既理论又实践的方式接触新媒体。这种多层次的混合性——同时具有后共产主义和晚期资本主义的特征,既是学术的又是应用的——赋予了他的思想一种丰富性和复杂性,这在一个一方面被技术乌托邦主义者主导,另一方面被象牙塔理论狂热者占据的领域中是相当不寻常的。我自己对新媒体的兴趣主要集中在互联网及其作为艺术创作工具和空间的潜力上。艺术一直与技术密切相关,艺术家们总是最早采用新技术的人。 我们探索新技术,试图了解它们的功能,促使它们做出工程师未曾设想的事情,思考它们的意义,反思它们的影响,推动它们超越极限。但有些技术对艺术家而言似乎更具潜力。互联网尤其充满了实现新型协作生产、民主分发和参与体验的可能性。
It is precisely this newness that makes new media an interesting place for cultural producers to work. New media represents a constantly shifting frontier for experimentation and exploration. Whille new media are understood in terms of the older media that precede them, they are nonetheless freed, at least to some extent, from traditional constraints. Having to figure out how new tools work necessitates innovation and encourages a kind of beginner’s mind. New media attract innovators, iconoclasts, and risk-takers. As a result, some of the hottest creative minds spend their time hacking around with new technologies that we barely understand. In this sense the new media artists of today have much in common with the wideo artists of the early 1970s. Manovich has made significant contributions to new media art as well, with his net-based projects “Little Movies” and “Freud-Lissitzky Nawigator.” Because of their very newness, new media are slightly beyond the effective reach of established institutions and cheir bureaucracies. Net art is a case in point. While museums started to catch on to che net as an art medium in the last years of the 1990 s and began to collect, commission, and exhibir net-based work, most of the artists who interest them made their mames outside the gallery-museum matrix. The net art community of the late 1990s possessed an anarchic quality of entrepreneurial meritocracy strikingly different from the rest of the art world, where gallery schmoozing and the abiliry to produce marketable objects hawe remained primary determinants of success. 正是这种新颖性使新媒体成为文化创作者的一个有趣领域。新媒体代表了一个不断变化的实验和探索的前沿。尽管新媒体是通过其前身的旧媒体来理解的,但它们在某种程度上仍然摆脱了传统的束缚。了解新工具的工作方式需要创新,并鼓励一种初学者的心态。新媒体吸引了创新者、破坏者和冒险者。因此,一些最具创意的头脑花时间在我们几乎无法理解的新技术上进行探索。从这个角度来看,今天的新媒体艺术家与 1970 年代早期的视频艺术家有很多相似之处。 马诺维奇在新媒体艺术领域也做出了重要贡献,他的网络项目“微电影”和“弗洛伊德-利西茨基导航器”便是例证。由于新媒体的全新性,它们在一定程度上超出了传统机构及其官僚体系的有效触及范围。网络艺术就是一个典型例子。尽管博物馆在 1990 年代末开始意识到网络作为艺术媒介,并开始收集、委托和展出基于网络的作品,但大多数令他们感兴趣的艺术家是在画廊-博物馆体系之外崭露头角的。 1990 年代末的网络艺术社区展现出一种无政府主义的企业家精神,这与艺术界的其他部分截然不同。在艺术界,画廊的社交能力和生产可销售作品的能力仍然是成功的主要决定因素。
But this freedom comes at a cost. Sluggish as they may seem, galleries and musewms serve an important interpretive function. They focus the attention of critics and audiences, situate work in historical context, and allocate time and space for us to experience and reflect on the work itself. On the technological frontiers of art making, where museums fear to tread, critical dialogue becomes all the more important. But the newness of new media makes it particularly difficult to write about, or at least to say anything useful. Most writers lapse into futurology, or remain mired in ungrounded theary. That makes this book. by Lev Manovich all the mone unusual and important. The first detailed and encompassing analysis of the wisual aesthetics of mew media, the book locates new media within the history of visual culture, articulacing connections and differences among new media and older forms. Finding the origins of new media aestherics in painting, photography, cinema, and television, Manovich looks at digital imaging, human-computer interface, hypermedia, computer games, compositing, animarion, telepres- ence, and wirtual worlds. In doing so, he eclectically and imaginatively draws on film theory, literary ctheory, and social theory. Just as important, he draws on his own working experience with new media technologies and computer science to lay out the fundamental principles chat distinguish new media from old. In his analysis, he offers detailed readings of particular objects in art and popular culture. Unique in their depth and scope, the chapters that follow will be of interest not only to academics, but also to artists and designers who seek aa berter understanding of the history and theory of their practice. 但这种自由是有代价的。尽管画廊和博物馆看起来行动缓慢,它们却在解释功能上发挥着重要作用。它们集中批评家和观众的注意力,将作品置于历史背景中,并为我们体验和反思作品本身提供了时间和空间。在艺术创作的技术前沿,博物馆不敢涉足的领域,批判性对话显得尤为重要。然而,新媒体的创新性使得写作变得特别困难,或者至少很难表达出有用的观点。大多数作家陷入了未来学,或者停留在没有依据的理论中。这使得 Lev Manovich 的这本书显得格外独特和重要。 这本书首次对新媒体的视觉美学进行了详细而全面的分析,将新媒体置于视觉文化的历史背景中,阐明了新媒体与传统形式之间的联系与差异。曼诺维奇追溯新媒体美学的起源,涉及绘画、摄影、电影和电视,探讨数字成像、人机交互、超媒体、计算机游戏、合成、动画、远程呈现和虚拟世界。在这个过程中,他广泛而富有创意地借鉴了电影理论、文学理论和社会理论。同时,他还结合自己在新媒体技术和计算机科学方面的工作经验,阐述了区分新媒体与旧媒体的基本原则。 在他的分析中,他对艺术和流行文化中的特定对象进行了详细解读。接下来的章节在深度和广度上独具特色,不仅对学术界有吸引力,也对那些希望更好理解自己实践历史和理论的艺术家和设计师同样重要。
At a recent conference on the theory and culture of computer games, a panelist asked this provocative question: “If in the early years of cinema we already had seminal works that defined the language of the medium, why haven’t we seen the computer-game equivalent of D. W. Griffith’s Birth of a Nation?” The answer, of course, is that we have. The question is how to recognize it. To do so, we need to build a history and theory of the language of new media. In this groundbreaking work, Lev Manovich has done a great deal of the fundamental conceptual work toward that end. 在最近的一次关于计算机游戏理论与文化的会议上,一位小组成员提出了一个发人深省的问题:“如果在电影的早期就已经有了定义这一媒介语言的开创性作品,为什么我们还没有看到计算机游戏中相当于 D.W.格里菲斯的《民族的诞生》的作品?”答案显然是,我们已经看到了这样的作品。关键在于如何识别它。为此,我们需要建立新媒体语言的历史和理论。在这部开创性的著作中,列夫·曼诺维奇为此做了大量的基础性概念工作。
Mark Tribe 马克·特里布
Founder, Rhizome.org Rhizome.org 的创始人
New York City 纽约市
Prologue: Vertov's Dataset 序言:维尔托夫的资料集
The awant-garde masterpiece Man with a Movie Camera, completed by Russian director Dziga Vertow in 1929 , will serve as our guide to the language of new media. This prologue consists of a number of stills from the film. Each still is accompanied by a guote from the text summarizing a particular principle of new media. The number in brackets indicates the page from which the quote is taken. The prologue thus acts as a wistal index to some of the book’s major ideas. 前卫杰作《带电影摄影机的人》,由俄罗斯导演齐佳·维尔托夫于 1929 年完成,将引导我们探索新媒体的语言。序言中包含了一些电影的静态画面,每个画面都附有一段文字引用,概括了新媒体的某个特定原则。括号中的数字表示引用的页码。因此,序言实际上充当了本书主要思想的索引。
[78-79] A hundred years after cinema’s birth, chematic ways of seeing the world, of structuring time, of narrating a story, of linking one experience to the next, have become the basic means by which computer users access and interact with all cultural data. In this respect, the computer fulfills the promise of cinema as a visulul Esperanto-a goal chat preoccupied many film arrists and critics in the 1920s, from Griffith to Vertow. Indeed, today millions of computer users communicate with each other through the same computer interface. And in contrast to cinema, where mose “users” are able to " “understand” cinematic language but not “speak” it (i.e., make films), all computer users can “speak” the language of the interface. They are active users of the interface, employing it to perform many tasks: send e-mail, organize files, run various applications, and so on. 在电影诞生一百年后,观察世界、结构时间、叙述故事以及将一个体验与下一个体验联系起来的方式,已成为计算机用户访问和互动所有文化数据的基本手段。在这方面,计算机实现了电影作为一种视觉世界语的承诺——这是许多电影艺术家和评论家在 1920 年代所关注的目标,从格里菲斯到维尔托。事实上,今天数百万计算机用户通过相同的计算机界面相互交流。与电影不同的是,电影的“大多数用户”能够“理解”电影语言,但不能“说”它(即制作电影),而所有计算机用户都可以“说”界面的语言。 他们是界面的活跃用户,使用它来完成许多任务,比如发送电子邮件、整理文件、运行各种应用程序等。
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[84-85] The incorporation of virtual camera controls into the very hardware of game consoles is truly a historic event. Directing the virtual camera becomes as important as controlling the hero’s actions. . . In computer games], cinematic perception functions as the subject in its own right, suggesting the return of “New Vision” movement of the 1920 s (Moholy-Nagy Rodchenko, Vertov, and others), which foregrounded the new mobility of the photo and film camera, and made unconwentional points of wiew a key part of its poetics. 将虚拟摄像机控制整合到游戏机硬件中,确实是一个历史性的事件。操控虚拟摄像机与控制英雄的动作同样重要。在电脑游戏中,电影感知作为一个独立的主题,暗示着 1920 年代“新视觉”运动的回归(如莫霍伊-纳吉、罗德琴科、维尔托夫等),突显了照片和电影摄像机的新机动性,并使非常规视角成为其诗学的关键部分。
[148] Editing, or montage, is the key twentieth-century technology forcreating fake realities. Theoreticians of cinema have distinguished berween many kinds of montage, but for the purpase of skerching an archeology of the technologies of simulation that led to digital compositing, I will distinguish berween two basic techniques. The first technique is temporal montage: Separate realities form consecutive moments in time. The second technique is montage within a shot. It is the opposite of the first: separate realities form contingent parts of a single image. . . . Examples include the . . . superimposition of images and multiple screens by avant-garde filmmakers in the 1920s (for instance, the sulperimposed images in Vertov"s Man with a Mowie Cawerwa and the three-pare screen in Abel Gance’s 1927 Natpoleon). 编辑或剪辑是二十世纪创造虚假现实的关键技术。电影理论家区分了多种剪辑方式,但为了探讨导致数字合成的模拟技术的演变,我将区分两种基本技术。第一种是时间剪辑:不同的现实在时间上连续出现。第二种是在一个镜头内的剪辑,正好与第一种相反:不同的现实构成了单一图像的相互部分……例如…… 1920 年代先锋电影制片人通过图像叠加和多屏幕展示的手法(例如,维尔托夫的《带小麦的男人》和阿贝尔·甘斯 1927 年的《拿破仑》中的三屏幕)。
[149] As theorized by Vertov, film can overcome its indexical nature thirough montage; by presenting a viewer writh objects that never existed in reality. [149] 正如维尔托夫所理论的,电影可以通过蒙太奇克服其指示性特征;通过向观众展示那些在现实中从未存在的物体。
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[158] Although digital compositing is usually used to create a seamless virtual space, this does not have to be its only goal. Borders between different worlds do not have to be erased; different spaces do not have to be ratatched in perspective, scale, and lighting; individual layers can retain their separate idencities rather than being merged into a single space; different worlds can clash semantically rather than form a single universe. 尽管数字合成通常用于创建无缝的虚拟空间,但这并不是它的唯一目的。不同世界之间的边界不必被抹去;不同的空间不必在透视、比例和光照上保持一致;各个层次可以保留各自的特性,而不是合并成一个单一的空间;不同的世界可以在语义上发生冲突,而不是形成一个统一的宇宙。
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When photographs are brought together within a single magazine or newreel, both che scale and unique locations of the objects are discarded thus answering the demand of mass society for a “universal equality of things.” 当照片被汇集在一本杂志或新闻片中时,物体的规模和独特位置被忽略,从而满足了大众社会对“事物普遍平等”的需求。
[172] The camueraman, whom Benjamin compares to a surgeon, “penetrates deeply into its [reality’s] web”; his camera zooms in order to “pry an object from its shell.” Due to its new mobility, glorified in such films as Man with a Mowie Canuera, the camera can be anywhere, and with its superhuman vision it can obtain a close-up of any abject. . . . 摄影师,班雅明将其比作外科医生,“深入到[现实的]网络中”;他的相机放大以“撬出一个物体。”由于在《带着割草机的男人》等电影中所展现的新机动性,相机可以出现在任何地方,凭借其超凡的视力,它能够捕捉到任何卑微事物的特写镜头。 . . .
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[173-174][173-174] Modernization is accompanied by a disruption of physical space and matter, a process that privileges interchangeable and mobile signs over original objects and relations. . . . The concept of modernization fits equally well with Benjamin’s account of film and Virilio’s account of telecommunication, the latter but a more advanced stage in the continual process of turning objects into mobile signs. Before, different physical locations met within a single magazine spread or film newsreel; now they meet within a single electronic screen. 现代化伴随着物理空间和物质的变革,这一过程使得可互换和移动的符号优于原始的对象和关系……现代化的概念与本雅明对电影的论述以及维里里奥对电信的分析同样契合,后者只是将物体转变为移动符号的持续过程中的一个更高级阶段。过去,不同的物理位置可以在同一杂志版面或电影新闻片段中相遇;而现在,它们则在同一电子屏幕上相遇。
[202] Whose wision is it? It is the wiston of a cömputer, a cyborg, an automatic missile. It is a realistic representation of human vision in the furure, when it will be augmented by computer graphics and cleansed from noise. It is the vision of a digital grid. Synthetic computer-generated imagery is not an inferior representation of our reality, but a realistic reptesentation of a diffenent reality. 这是谁的视野?这是计算机、半机械人和自动导弹的视野。这是对未来人类视野的真实展现,届时它将通过计算机图形技术得到增强,并去除噪音。这是数字网络的视野。合成计算机生成的图像并不是我们现实的低劣表现,而是另一种现实的真实反映。
[239] Along with Greenaway, Dziga Vertov can be thought of as a major “database filmmaker” of the twentieth century. Man with a Mowie Camera is perhaps the most important example of a database imagination in modern media art. 与格林纳威一起,德齐加·维尔托夫被认为是二十世纪重要的“数据库电影制作人”。《带着莫维相机的人》可能是现代媒体艺术中数据库想象的最重要例子。
[241] Just as new media objects contain a hierarchy of lewels linterfacecontent; operating system-application; Web page-HTML code; highlevel programming language-assembly language-machine language), Vertov’s film contains at least chtee lewels. One level is the story of a cameraman shooting material for the film. The second level consists of shots of che audience watching the finished film in a movie theater: The thind level is the film itself, which consists of footage recorded in Moscow, Kiev, and Riga, arranged according to the progression of a single day: waking up-workleisure acriwities. If this third level is a text, the other two can be thought of as its. metarexts. 就像新媒体对象包含一个层次结构(界面内容;操作系统-应用程序;网页-HTML 代码;高级编程语言-汇编语言-机器语言),维尔托夫的电影至少有三个层次。第一个层次是摄影师拍摄电影素材的故事。第二个层次是观众在电影院观看完成的电影的镜头;第三个层次是电影本身,由在莫斯科、基辅和里加录制的镜头组成,按照一天的进程排列:醒来-工作-休闲活动。如果这个第三个层次是一个文本,其他两个层次可以被视为它的元文本。
[242] If a “normal” awant-garde film still proposes at colherent language different from the language of mainstream cinema, that is, a small set of techniques that are repeated, Man with a Mowie Canera never arriwes at anything like a well-defined language. [242] 如果一部“正常”的先锋电影仍然能够提出与主流电影语言不同的连贯表达,也就是说,使用一小套重复的技巧,那么《带着莫维相机的男人》从未达到过任何明确的语言。
Rather, it proposes an untamed, and apparently endless, unwwinding of techniques, or, to use contemporary language, “effects,” as cinema’s new way of speaking. 相反,它提出了一种不受拘束、似乎无尽的技术展开,或者用现代语言来说,就是电影的新表达方式,“效果”。
[243] "And this is why Vertow’s film has particular relevance to new media. Ir prowes that it is possible to turn “effects” into a meaningful artistic language. Why is it that in Witmey’s compurer films and music videos effects are just effects, whereas in the hands of Vertov they acquire meaning? Because in Vertov’s film they are motivated by a particular argument, which is that the new techniques of obtaining images and manipulating them, summed up by Vertow in his term “kino-eye,” can be used to decode the world. Ats the film progresses, straight footage gives way to manipulated footage; newer techniques appear one after another, reaching a roller-coaster intensity by the film’s end-a true orgy of cinematography. It is as though Vertov restages his discovery of the kino-eye for us, and along with him, we gradually realize the full range of possibilities offered by the camera. Vertov’s goal is to seduce us into his way of seeing and thinking, to make us share his excitement, as he discovers a new language for film. This gradual process of discovery is film’s main narrative, and it is told through a catallog of discoveries. Thus, in the hands of Vertov, the database, this normally static and “objective” form, becomes dynamic and subjective. More important, Vertow is able to achieve something that new media designers and artists still have to learn - how to merge database and narrative into a new form. 这就是维尔托夫的电影与新媒体特别相关的原因。它证明了将“效果”转化为有意义的艺术语言是可能的。为什么在维特梅的计算机电影和音乐视频中,效果仅仅是效果,而在维尔托夫的作品中却赋予了意义?因为在维尔托夫的电影中,这些效果是由一个特定的论点驱动的:获取和操纵图像的新技术,可以用维尔托夫的“电影之眼”来概括,这些技术能够解读世界。随着电影的推进,原始镜头逐渐被处理过的镜头所取代;新的技术一个接一个地出现,直到电影结束时达到一种过山车般的强度——一场真正的电影摄影盛宴。 就像维尔托夫为我们重新演绎了他对电影之眼的发现,随着他的引导,我们逐渐意识到相机所能提供的各种可能性。维尔托夫的目标是让我们沉浸在他的视角和思维中,分享他的兴奋,因为他为电影发现了一种新的语言。这一逐步的发现过程构成了电影的主要叙事,通过一系列发现来展现。因此,在维尔托夫的手中,数据库这种通常静态和“客观”的形式变得动态而主观。更重要的是,维尔托夫能够实现一些新媒体设计师和艺术家仍需学习的东西——如何将数据库与叙事融合成一种新形式。
[262] If modern wisual culture exemplified by MTV can be thought of as a Mannerist stage of cinema, its perfected techniques of cinematography, mise-en-scène and editing self-consciously displayed and paraded for its own sake, Whaliczky’s film presents an alternative response to cinema’s classical age, which is now behind us. In this metafilm, the camera, part of cinema’s apparatus, becomes the main character (and in this respect, we can connect The Fortest co another metafilm, Mas with a Mawie Camerat). [262] 如果将现代视觉文化视为以 MTV 为代表的 mannerist 电影阶段,那么其精湛的摄影、布景和剪辑技巧自觉地展示并为自身而炫耀。而 Whaliczky 的电影则对已经过去的电影古典时代提出了另一种回应。在这部元电影中,摄影机作为电影设备的一部分,成为了主要角色(在这方面,我们可以将《森林》与另一部元电影《与玛丽·卡梅拉》联系起来)。
day’s computer user: no longer just a pedestrian walking down a street, but not yet Gibson’s data cowboy who zoorns through pure data armed with data-minting algorithms. In his research on what can be called “kino-eye interface,” Vertov systematically tried different ways to overcome what he thought were the limits of human wision. He mounced cameras on the roof of a building and a moving automobile; he slowed and sped up filun speed; he superimposed a number of images together in time and space (temporal montage and montage within a shor). Man with a Mowie Camera is not only a database of city life in the 1920s, a database of film techniques, and a database of new operations of visual epistemology, but also id database of new intefface operations that together aim to go beyond simple human nawigation thirough physical space. 当今的计算机用户:不再只是街上走路的行人,但还不是吉布森所描述的“数据牛仔”,他用数据挖掘算法在纯数据中穿梭。在他对“电影眼界面”的研究中,维尔托夫系统地尝试了多种方法来克服他认为的人类视觉的局限。他将摄像机安装在建筑物的屋顶和一辆移动的汽车上;他调整胶卷的播放速度;他在时间和空间中将多个图像叠加在一起(时间蒙太奇和短片中的蒙太奇)。 拥有 Mowie 相机的人不仅是 1920 年代城市生活的数据库,还是电影技巧和视觉认知新操作的数据库,同时也是新的界面操作的数据库,这些操作共同旨在超越人类在物理空间中的简单导航。
[306-307] One general effect of the digital 数字技术的一个普遍影响
metaphors of computer to be embedded in the commands and incerface ized in a computer. Digital ware. In short, the avant-garde became racerialgarde strategy of collage reenema technology is a case in point. The avantmost basic operation one can corendenand, the on film became embedded in pain funt digital data. The idea of painting vant-garde move to combine animations of film-editing software. The footage is repeated in the convergence of, printed texts, and live-action compositing, and editing systems into all-in-tion, title generation, paint, 计算机中的隐喻被嵌入到命令和界面中。数字产品。简而言之,先锋派成为了拼贴重塑技术的先锋策略,这是一个典型的例子。最基本的操作可以理解为,电影被嵌入到数字数据的痛苦中。先锋派的想法是结合动画和电影编辑软件。镜头在印刷文本、实景合成和编辑系统的融合中不断重复,生成标题和绘画。
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[3171 Can the loop be a new narrative form appropriate for the computer age? It is relevant to recall that the loop gave birth not only to cinema but also to computer programming. Programming involves altering the linear flow of data through control structures, such as “iffthen” and “repeat/while”; the loop is the most elementary of these control structures., . . As the practice of compurer programming illustrates, the loop and the sequential progression do not have to be considered mutually exclusive. A computer program progresses from start to end by execucing a series of loops. 循环能否成为适合计算机时代的新叙事形式?值得注意的是,循环不仅催生了电影,也催生了计算机编程。编程涉及通过控制结构(如“如果...那么”和“重复/当”)来改变数据的线性流动;而循环是这些控制结构中最基本的。正如计算机编程的实践所示,循环与顺序进展并不一定是相互排斥的。计算机程序通过执行一系列循环,从开始到结束。
[316] Cinema’s birth from a loop from was reenacted at least once during its history. In one of the sequences of Mawu wisth a Mowie Camera, Vertov shows us a cameraman standing in the back of a moving automobile. As he is being carried forward by the automobile, he cranks the handle of his camera. A loop, a repetition, created by the circular movement of the handle, gives birth to a progression of events-a very basic nartative that is also quintes sentially modern-a camera moving through space recording whatever is i its wray. longrightarrow\longrightarrow 电影的诞生在历史上至少重演过一次。在《马乌与莫维相机》的一个片段中,维尔托夫展示了一位摄影师站在一辆行驶中的汽车后面。当汽车向前行驶时,他转动着相机的手柄。手柄的圆周运动形成了一个循环和重复,诞生了一系列事件——这是一个非常基本的叙事,同时也是本质上现代的——一台相机在空间中移动,记录着它所经过的一切。
[322] Sparia! montage represents an alternative to traditional cinematic temporall montage, replacing its traditional sequential mode with a spatial one. Ford’s assembly line rellied on the separation of the production process into sets of simple, reperitive, and sequential activities. The same principle made computer programming possible: A computer program breaks a task into a series of elemental operations to be executed one at a time. Cinema followed this logic of industrial production as well. It replaced all orther modes of narration with a sequential narrative, an assembly line of shots that appear on the screen one at a time. This rype of narrative turned our to be particiularly incompatible with the spatial narrative that had played a prominent role in European wisual culture for centuries. [322] Sparia!蒙太奇提供了一种替代传统电影时间蒙太奇的方式,通过空间模式取代了传统的顺序模式。福特的流水线依赖于将生产过程分解为一系列简单、重复和顺序的活动。相同的原则使计算机编程成为可能:计算机程序将任务分解为一系列基本操作,逐一执行。电影同样遵循了这种工业生产的逻辑,采用顺序叙事取代了其他叙事模式,形成了一条一个接一个出现在屏幕上的镜头流水线。 这种叙述方式与在欧洲视觉文化中长期占据重要地位的空间叙述格格不入。
[324] Since the development of the Xerox PAB the Xerox PARC Alto workstation, the alice Interface (GUI) has used multiple windows. It would be logical to expect that cultural forms based on moving images will eventually adopt similar conventions. . . . We may expect that computer-based cinema will eventually go in the same direction-especially once the limitations of communication bandwidth disappear while the resolution of displays significaintly increases, from the typical 1-2K1-2 \mathrm{~K} in 2000 to 4K,8K4 \mathrm{~K}, 8 \mathrm{~K}, or beyond. I believe that the next generation of cinema-broadland or macrocinemia-will add multiple windows to its language. 自从施乐 PAB 和施乐 PARC Alto 工作站的开发以来,爱丽丝界面(GUI)就开始使用多个窗口。我们可以合理地预期,基于动态图像的文化形式最终会采用类似的惯例……我们可以预见,基于计算机的电影也会朝着同样的方向发展——尤其是在通信带宽的限制消失、显示器的分辨率显著提高,从 2000 年的典型 1-2K1-2 \mathrm{~K} 到 4K,8K4 \mathrm{~K}, 8 \mathrm{~K} 或更高的情况下。我相信下一代电影——宽带电影或宏观电影——将会在其语言中引入多个窗口。
326-3271 If the Human Computer Interface ( HCD ) is an interface to computer data, and a book is an interface to text, cinema can be thought of as an interface to events taking place in 3-D space. Just as painting before it, cinema presents us with familiar images of visible reality-interiors, landscapes, human characters-arranged within a rectangular frame. The aeschetics of these arrangements ranges from extreme scarcity to extreme density… It would take only a sratll leap to relate this density of “pictocial displays” to the density of contemporary information displays such as Web portals, which may contain a few dozen hyperlinked elements, or the interfaces of popular software packages, which similarly present the user with dozens of commands at once. 如果人机界面(HCD)是计算机数据的接口,而书籍是文本的接口,那么电影可以被视为在三维空间中发生事件的接口。就像绘画一样,电影向我们展示了可见现实中熟悉的图像——室内、风景和人物——这些图像被安排在一个矩形框架内。这些安排的美学从极度稀缺到极度密集不等……我们只需简单地将这种“图像展示”的密度与当代信息展示的密度相联系,例如网络门户,可能包含几十个超链接元素,或者流行软件包的界面,这些界面同样一次性向用户展示数十个命令。
Acknowledgments 致谢
Special thanks: Doug Sery, my editor at MIT Press, whose support and continuous encouragement made this book possible; everybody else at MIT Press who brought their expertise and passion to this project; Mark Tribe, who read the manuscript in its entirety and offered numerous suggestions; Tarleton Gillespie, who offered invaluable help with editing at the last moment; Alila Efimova, for everything; Rochelle Feinstein, who served as my muse. 特别感谢:道格·塞里,我在麻省理工学院出版社的编辑,他的支持和不断鼓励使这本书得以成形;麻省理工学院出版社的其他同事们,他们为这个项目贡献了专业知识和热情;马克·特里布,他通读了手稿并提出了许多宝贵的建议;塔尔顿·吉莱斯皮,他在最后时刻提供了重要的编辑帮助;阿丽拉·埃菲莫娃,感谢她的所有付出;罗谢尔·费因斯坦,她是我的灵感来源。
This book would not exist withloonar all the friends, colleagues, and instirucions committed to oew media arr and theory. I am grateful to all of them for ongoing exchange and intellectual and emocional support. 这本书的存在离不开所有朋友、同事以及致力于新媒体艺术与理论的机构。我对他们在持续交流和智力、情感支持方面的帮助深表感激。
For providing inspiring places to work: Mondrian Hotel (West Hollywood, Los Angeles), The Standard (West Hollywood, Los Angeles), Fred Segal (West Hollywood, Los Angeles), Del Mar Plaza (Del Mar, CA), Gitano (NoLita, NYC), Space Untitled (Solo, New York), The Royall Library (Stockholm), De Jaren (Arnsterdam). 提供灵感的工作场所:蒙德里安酒店(西好莱坞,洛杉矶),标准酒店(西好莱坞,洛杉矶),弗雷德·塞戈尔(西好莱坞,洛杉矶),德尔玛广场(德尔玛,加州),吉塔诺(诺利塔,纽约),无题空间(索洛,纽约),罗亚尔图书馆(斯德哥尔摩),德雅伦(阿姆斯特丹)。
Administrative support: Department of Visual Arts, Uniwersity of California, San Diego; Department of Cinema Studies, Stockholm University; Center for User-Centered Interface Design, Royal Institute of Technology, Stackholm. 行政支持:加利福尼亚大学圣地亚哥分校视觉艺术系、斯德哥尔摩大学电影研究系以及瑞典皇家理工学院用户中心界面设计中心。
Word processor: Microsoft Word. 文档处理软件:微软 Word。
Web browser: Netscape Navigator, Internet Explorer. 网络浏览器:Netscape Navigator 和 Internet Explorer。
Favorite search engine: wwww.hotbor.com. 我最喜欢的搜索引擎是:wwww.hotbor.com。
Favorite moving image format: QuickTime. 我最喜欢的动态视频格式是 QuickTime。
HTML editor: Netscape Communicator, Macromedia Dreamweaver. HTML 编辑器:Netscape Communicator 和 Macromedia Dreamweaver。
OS: Windows 98 . 操作系统:Windows 98。
Hardware: SONY PCGSO5EX laptop. 硬件:SONY PCGSO5EX 笔记本。
Mobile phone: Nokia. 手机品牌:诺基亚。
The principal editing of this book was done between July 1998 and November 1999 in La Jolla and Del Mar, California; Los Angeles; New York; Stockholm; Helsinki; and Amsterdam. 这本书的主要编辑工作是在 1998 年 7 月至 1999 年 11 月期间,在加利福尼亚州的拉荷亚和德尔玛、洛杉矶、纽约、斯德哥尔摩、赫尔辛基以及阿姆斯特丹完成的。
Although significant parts of this book have been written anew, I have drawn on material from a number of previously published articles. Sometimes anly part of an article made it into the final manuscript; in other cases, parts ended up in different chapters of the book; in yet other cases, a whole article became the basis for one of the sections. In the following list, I cite the articles that were used as material for the book. Many of them were reprinted and translated into orher languages; here I list the first instance of publication in English. Also, it has been my practice for a number of years to post any new writing I do to Nettime ^(1){ }^{1} and Rhizome, ^(2){ }^{2} two important Internet e-mail lists devoted to discussions of new media art, criticism, and pollitics. This practice enabled me to receive immediate feedback on my work and also provided me with a community interested in my work. Most articles, accordingly, appeared on these two e-mail lists before being published in more traditional print venues such as journals and anthologies or in Internet journals. 尽管本书的许多重要部分是重新撰写的,但我参考了一些之前发表的文章。有时,文章的某些部分被纳入了最终手稿;在其他情况下,部分内容出现在书的不同章节中;还有一些情况下,整篇文章成为某一部分的基础。在以下列表中,我列出了作为书籍材料的文章。许多文章被重新印刷并翻译成其他语言;在这里,我列出了它们首次以英语出版的实例。此外,多年来,我一直在 Nettime ^(1){ }^{1} 和 Rhizome ^(2){ }^{2} 上发布我所写的新作品,这两个重要的互联网邮件列表专注于新媒体艺术、批评和政治的讨论。 这个实践让我能够及时获得对我工作的反馈,并为我提供了一个对我的工作感兴趣的社区。因此,大多数文章在被发表在传统的印刷媒体,如期刊和选集,或互联网期刊之前,通常会先出现在这两个电子邮件列表上。
“Assembling Reality: Myths of Computer Graphics.” In Afterimage 20, no. 2 (September 1992): 12-14. “组装现实:计算机图形学的神话。” 发表在《后影》20 卷第 2 期(1992 年 9 月),第 12-14 页。
“Paradoxes of Digital Photography”. In Photograpby affer Phodugryaplyy, edited by Hubertus v. Amelunxen, Stefan Iglhaut, Florian Rötzer, 58-66 (Munich: Verlig der Kunst, 1995). “数字摄影的悖论”。收录于《摄影之后的摄影》,由胡贝尔图斯·阿梅伦克森、斯特凡·伊格尔豪特和弗洛里安·罗特泽尔编辑,58-66 页(慕尼黑:艺术出版社,1995 年)。
“To Lie and to Act: Potemkin’s Villages, Cinema, and Telepresence.” In Mythos Information-Weiluame to the Wired World. Ars Electromica 95, edited by Karl Gebel and Peter WWeibel, 343-353 (Vienna and New York: Springler-Verlag, 1995). “撒谎与行动:波将金的村庄、电影与远程呈现。”收录于《神话信息:通往网络世界的韦鲁阿梅》。阿尔斯·电子媒体 95,编辑:卡尔·盖贝尔和彼得·韦伊贝尔,343-353(维也纳和纽约:施普林格出版社,1995 年)。
“Reading Media Art.” (In German translation) in Mediagramm 20 (ZKM/ Zentrum für Kunst und Medientechnologie Karlsrruhe, 1995): 4-5. “阅读媒体艺术。”(德语翻译)见《媒体图谱 20》(卡尔斯鲁厄艺术与媒体技术中心,1995 年):第 4-5 页。
1. htrtps//www.netcime.org.
hectp:I/wwsws.rhizomene.otg.
“Archeology of a Compurer Screen.” In New MediaLagia (Moscow: Soros Cen-" ter for Contemporary Art, 1996). “计算机屏幕的考古学。” 收录于《新媒体拉吉亚》(莫斯科:索罗斯当代艺术中心,1996 年)。
“Distance and Aura.” In_SPEED_: Technology, Media, Sociecy 1.4 (http://www.arts.ucsb.edu/ speed //1.4//1/ 1.4 / 1 ), 1996. “距离与气场。” 载于《速度:技术、媒体与社会》1.4 (http://www.arts.ucsb.edu/speed //1.4//1/ 1.4 / 1 ),1996 年。
“Cinema and Digital Media.” In Perspektivan der Medienkanst / Perspectives of Media Art, edited by Jeffrey Shaw and Hans Peter Schwarz (Stuttgart: Cantz Verlag Ostiilderin, 1996). “电影与数字媒体。”收录于杰弗里·肖和汉斯·彼得·施瓦茨编辑的《媒体艺术的视角》(斯图加特:Cantz Verlag Ostiilderin,1996 年)。
“What Is Digital Cinema?” In Telepolis (www.ix.de/tp) (Munich: Verlag Heinz Heise, 1996). “数字电影是什么?”发表于 Telepolis(www.ix.de/tp)(慕尼黑:海因茨·海泽出版社,1996 年)。
“The Aesthetics of Virtual Worlds: Report from Los Angeles.” In Telepolis (www.ix.de/tp) (Munich: Verlag Heinz Heise, 1996). “虚拟世界的美学:洛杉矶报告。” 见于《电波城》(www.ix.de/tp)(慕尼黑:海因茨·海泽出版社,1996 年)。
“On Totalitarian Interactivity.” In RHIZOME (hrtp://www.rhizome.com), 1996. “关于极权主义的互动。”发表于 RHIZOME(http://www.rhizome.com),1996 年。
“Behind the Screen / Russion New Media.” In art/text 58 (August-October 1997): 40-4340-43. “屏幕背后 / 俄罗斯新媒体。” 发表在《艺术与文本》第 58 期(1997 年 8 月至 10 月): 40-4340-43 。
“Cinema as a Cultural Interface.” In W3LAB (http://gsan.rutgers.edu/ maldoror/techne/w3lab-entry.html), 1998. “电影作为文化接口。”发表于 W3LAB(http://gsan.rutgers.edu/maldoror/techne/w3lab-entry.html),1998 年。
“Database as a Symbolic Form.” In RHIZOME (www.thizome.com), 1998. “数据库作为一种象征形式。”发表于 RHIZOME(www.thizome.com),1998 年。
“Nawigable Space.” (In German translation) in ONSCREEN/OFFSCREENGrenzen, Übergänge und Wandel desf flunischen Raumes, edited by Hans Beller, Martin Emele and Michael Schuster (Stuttgart: Cantz Verlag, 1999). “可导航空间。”(德语翻译)收录于《ONSCREEN/OFFSCREEN:流动空间的边界、过渡与变革》,由汉斯·贝勒、马丁·埃梅尔和迈克尔·舒斯特编辑(斯图加特:Cantz Verlag,1999 年)。
“'Cinema by Numbers: ASCII Films by Vuk Cosic.” In Vuk Casic: Contentorary ASCII(Ljubljana, Slowenia: Galerija Š.O.U. Kapelica, 2000). (huttp:///www. vuk.orglascii/) “'数字电影:Vuk Cosic 的 ASCII 电影。” 见 Vuk Casic: 当代 ASCII(斯洛文尼亚卢布尔雅那:Galerija Š.O.U. Kapelica, 2000)。 (huttp:///www. vuk.orglascii/)
“New Media: A User’s Guide.” In NETCONDITHON (ZKM/Zentrum für Kunst und Medientechnologie Karlsruhe and The MIT Press, forthcoming). “新媒体:用户指南。” 收录于 NETCONDITHON(卡尔斯鲁厄艺术与媒体技术中心与麻省理工学院出版社,即将出版)。
The Language of New Media 新媒体的语言艺术
A Personal Chronology 个人时间线
Marcoul 1975. Although my ambition is to become a painter, I enroll in the marhematical (“matematicheskaya”) high school, which in adidition toa regulat curriculum has courses in calculus and computer programming. The 马尔库尔 1975。尽管我希望成为一名画家,但我还是选择了数学(“matematicheskaya”)高中。该校除了常规课程外,还提供微积分和计算机编程课程。
Introduction 引言
programming course lasts two years, during which we never see acompiter. Our teacher uses a blackboard to explain the concepts of computer programming. First we learn a computer language invented in the Sowiet Union in the late 1950 s. The language has a wonderful Cold War name: “Peace-1” (“MiR-1”). Later we learn a more standard high-level language: ALGOL-60. For two years, we write computer programs in our notebooks. Our teacher grades them and returns them with corrections: missed end of the loop statement, undeclared variable, forgotten semicolon. At the end of the twoyear course, we are taken-just once-to a data-processing center, which normally requires clearance to enter. I enter my program into a computer, but it does not run: Because I had never seen a computer keyboard before, I used the letter OO whenever I need to input zero. 编程课程持续两年,在这段时间里我们从未接触过计算机。老师使用黑板来讲解计算机编程的概念。首先,我们学习了一种在 20 世纪 50 年代末期苏联发明的计算机语言,这种语言有一个很有意思的冷战名字:“和平-1”(“MiR-1”)。随后,我们学习了一种更为标准的高级语言:ALGOL-60。在这两年里,我们在笔记本上编写计算机程序,老师会对这些程序进行评分,并带着修改意见归还给我们,比如漏掉了循环语句的结束、未声明的变量和忘记的分号。在课程结束时,我们仅有一次机会参观一个数据处理中心,而这个中心通常需要特别的进入许可。 我把程序输入到电脑里,但它没有运行:因为我之前从未见过电脑键盘,所以每次需要输入零时,我就用字母 OO 。
Also in 1975, I start taking private lessons in classical drawing, lessons that also last two years. The Moscow Architectural Institute entrance exams include a test in which the applicants have to complete a drawing of an anxique bust in eight hours. To get the top grade, one has to produce a drawing that not only looks like the cast and has perfect perspective, but also has perfect shading. This means chat all shadows and surtfaces are defined completely through stading, so allil the lines originally used to define them disappear. Hundreds of hours spent in front of a drawing boand pay off: I get an A on the exam, even though out of eight possible casts I am assigned the most difficult one: the head of Venera. It is more difficult because, in contrast to casts of male heads such as Socrates’, it does not have well-defined facets; the surfaces join smoothly together as though constructed with a spline modeling program. Later I learn that, during the 1970s, computer scientists were working on the same problem, that is, how to produce smoothly shaded images of 3 -D objects on a computer. The standard rendering algorithm still used today was invented at the University of Utah in 1975 - the same year I started my drawing lessons. ^(1){ }^{1} 1975 年,我开始上私人古典绘画课程,这些课程持续了两年。莫斯科建筑学院的入学考试包括一项测试,考生需要在八小时内完成一幅古代半身像的素描。要获得最高分,必须画出不仅与模型相似,而且透视和阴影都完美的素描。这意味着所有的阴影和表面都必须通过阴影来完全定义,因此最初用来描绘它们的所有线条都会消失。经过数百小时在绘画板前的努力,我在考试中获得了 A,尽管在八个可能的模型中,我被分配到了最困难的一个:维纳的头部。 这更具挑战性,因为与苏格拉底等男性头部的铸件相比,它没有明显的面;表面平滑地连接在一起,仿佛是用样条建模程序构建的。后来我了解到,在 1970 年代,计算机科学家们也在研究同样的问题,即如何在计算机上生成平滑阴影的三维物体图像。至今仍在使用的标准渲染算法是在 1975 年由犹他大学发明的——那一年我开始上绘画课。 ^(1){ }^{1}
Netw Youk, 1985. It is early morning, and I ams sitting in front of a Tetronics terminal in midtown Manhattan. I hawe just finished my night shift at Digital Effects, one of the first companies in the world devoted to producing 3-D computer animation for film and television. (The company worked on Trom and produced computer animation for all of the major television networks.) My job is to opetate the Harris- 500 mainframe, used to compute animations, and also the PDP-11, which controls the Dicomed film recorder, used to oucput animation on 35 mm film. After a few months I am able to figure out the company’s proprietary computer-graphics soltware writtren in APL (a high level programming language), and begin work on my first images. I would like to produce a synthetic image of an antique bust, bur the task turns out to be impossible. The software is able to creare 3-D objects only out of primitive geometric forms such as cubes, cylinders, and spheres-so I am forced to settle for a composition made out of these primitive forms. Tetronics is a vector rather than raster terminal, which means that it does not updare its screen in real time. Each time I make a change in my program or simply change a point of view, I hit the enter key and wait while the computer redraws the lines, one by one. I wonder why I had to spend years learning to draw images in perspective when a computer could do it in seconds. A few of the images I create are exhibited in shows of computer art in New York. But this is the heyday of postmodernism: The art market is hot, paintings by young New York artists are selling for tens of thousands of dollars, and the art world has little interest in computer art. 纽约,1985 年。清晨,我坐在曼哈顿中城的一个 Tetronics 终端前,刚刚结束在 Digital Effects 的夜班。Digital Effects 是全球首批专注于为电影和电视制作 3D 计算机动画的公司之一。(该公司参与了《特罗姆》的制作,并为所有主要电视网络提供计算机动画服务。)我的工作是操作 Harris-500 主机,用于计算动画,同时还要使用 PDP-11 控制 Dicomed 电影录制机,将动画输出到 35 毫米胶卷上。几个月后,我掌握了公司专有的计算机图形软件,这款软件是用 APL(一种高级编程语言)编写的,并开始制作我的第一幅图像。 我想制作一幅古董半身像的合成图像,但这个任务似乎是不可能的。软件只能从立方体、圆柱体和球体等基本几何形状中创建三维物体,因此我不得不满足于用这些基本形状组成的构图。Tetronics 是一个矢量终端,而不是光栅终端,这意味着它不会实时更新屏幕。每次我在程序中进行更改或简单地改变视角时,我都要按下回车键,等待计算机逐一重绘线条。我不禁想,为什么我花了多年时间学习透视绘图,而计算机却能在几秒钟内完成。 我创作的一些图像在纽约的计算机艺术展览中展出。 但这是后现代主义的黄金时代:艺术市场非常火热,年轻纽约艺术家的画作售价高达数万美元,而艺术界对电脑艺术几乎没有兴趣。
Linz, Austria, 1995. I am at Ars Electronica, the world’s most prestigious annual computer-art festival. This year it drops the “computer graphics”’ category, replacing it with the new “net art” category, signaling a new stage in the evolution of modern culture and media. The computer, which since the early 1960 s has been used as a production tool, has now become a universal media machine-a tool used not only for production, but also for storage and distribution. The World Wide Web crystallizes this new condition; on the level of language, this fact is recognized around 1990 when the term “digital media” comes to be used along with “computer graphics.” At the same time, along with existir; cultcural forms, computers begin to host an array of new forms: Web sites and computer games, hypermedia CD-ROMs and interactive installations-in short, “new media.” And if in 1985 I had to write a long computer program in a specialized computer language just to put a picture of a shaded cube on a computer screen, ten years later I can choose from a number of inexpensive, menu-based 3-D software tools that run on ordinary PCs and come with numerous ready-made 3-D models, including detailed human figures and heads. 林茨,奥地利,1995 年。我在阿斯电子艺术节,这是世界上最负盛名的年度计算机艺术节。今年,它取消了“计算机图形”类别,取而代之的是新的“网络艺术”类别,标志着现代文化和媒体演变的新阶段。自 20 世纪 60 年代初以来,计算机一直被视为生产工具,如今已成为一种通用的媒体机器——不仅用于生产,还用于存储和分发。万维网体现了这种新状态;在语言层面,这一事实在 1990 年左右被认可,当时“数字媒体”一词开始与“计算机图形”一同使用。“与此同时,随着文化形式的存在,计算机开始承载一系列新的形式:网站、计算机游戏、超媒体 CD-ROM 和互动装置——简而言之,就是‘新媒体’。如果在 1985 年我需要用一种专业的计算机语言编写一个长程序,仅仅是为了在计算机屏幕上显示一个阴影立方体的图片,那么十年后我可以选择许多便宜的、基于菜单的 3D 软件工具,这些工具可以在普通 PC 上运行,并且配有许多现成的 3D 模型,包括详细的人物和头部模型。”
What else can be said about 1995? The Sowiet Union, where I was born, no longer exists. With its demise, the tensions that for decades animated creative imaginations both in the East and the West-between freedom and confinement, interactivity and predetermination, consumerism in the West and “spirituality” in the East-disappear. What takes their place? A triumph of consumerism, commercial culture (based on stereotypes and limited clichés), megacorporations that lay claim to such basic caregories as space, time, and the future (“Where Do You Want to Go Today?” ads by Micrasoft; “Internet Time” by Swatch, which breaks twenty-frur hours into 1,000 Swatch “beats”; “You will” adss by AT&T), anhd “globalization” (a term at least as ellusive as “spirituality”). 1995 年还有什么可以说的呢?我出生的苏联已经不复存在。随着它的消亡,几十年来在东西方之间激发创造想象的紧张关系——自由与束缚、互动与预定、西方的消费主义与东方的“精神性”——也随之消失。那么,取而代之的是什么呢?消费主义的胜利,基于刻板印象和有限陈词的商业文化,跨国公司声称拥有空间、时间和未来等基本范畴(例如微软的“你今天想去哪里?”广告;Swatch 的“互联网时间”,将二十四小时划分为 1000 个 Swatch“节拍”;AT&T 的“你将会”广告),以及“全球化”(这个词至少和“精神性”一样难以捉摸)。
When I visit St. Petersburg in 1995 to participate in a small computer art festival called “In Search of a Third Reality,” I see a curious performance, which may be a good parable of globalization. Like the rest of the festival, the performance takes place in the planerarium. Its Director, forced like everyone else to make his own living in che new Russian economic order (or lack thereof), had rented the planetarium to conference organizers. Under the black hemispherical ceiling with mandatory models of planets and stars, a young artist methodically paints an abstract painting. Probably trained in the same classical style as I had been, he is no Pollock; cauriously and systematically, he makes careful brushstrokes on the canvas in front of him. On his hand he wears a Nintendo Dataglove, which in 1995 is a common media object in the West but a rare sight in St. Perersburg. The Dataglove transmits the movements of his hand to a small electronic synuthesizer, assembled in the laboratory of some Moscow institute. The music from the synthesizer serves as an accompaniment to two dancers, a male and a female. Dressed in Isadora Duncan-like clothing, they imptovise a “modern dance” in front of an older and, apparently, completely puzzled audience. Classical art, abstraction, and a Nintendo Dataglowe; electronic music and early twentieth-century modernism; discussions of virtual reality (VR) in the planetarium of a classical city that, like Venice, is obsessed with its past-what for me, coming from the West, are incompatible historical and conceptual layers are composited together, with the Nintendo Dataglowe being just one layer in the mix. 1995 年,我在圣彼得堡参加一个名为“寻找第三现实”的小型计算机艺术节时,看到了一场奇特的表演,这或许是全球化的一个很好的寓言。和节日的其他活动一样,这场表演在天文馆进行。导演和其他人一样,被迫在新的俄罗斯经济秩序(或缺乏秩序)中谋生,他将天文馆租给了会议组织者。在黑色半球形的天花板下,悬挂着强制性的行星和星星模型,一位年轻的艺术家有条不紊地在创作一幅抽象画。或许他接受过与我相同的古典风格训练,但他并不是波洛克;他好奇而有条理地在面前的画布上小心翼翼地挥动画笔。 他手上戴着一只任天堂数据手套,这在 1995 年在西方是常见的媒体物品,但在圣彼得堡却很少见。数据手套将他的手部动作传输到一个小型电子合成器,该合成器是在某个莫斯科研究所的实验室组装的。合成器发出的音乐为两位舞者提供伴奏,一男一女。他们穿着类似伊莎多拉·邓肯的服装,在一群年长且显得完全困惑的观众面前即兴表演“现代舞”。 古典艺术、抽象艺术与任天堂 Dataglowe;电子音乐与二十世纪初的现代主义;在一个像威尼斯一样沉迷于过去的古典城市的天文馆中讨论虚拟现实(VR)——对我这个来自西方的人来说,这些不兼容的历史和概念层次交织在一起,而任天堂 Dataglowe 只是其中的一部分。
What also arrives by 1995 is the Internet-the most material and visible sign of globalization. And by the end of the decade it will also become clear that the gradual computerization of culture will eventually transform all of it. So, invoking the old Marxist model of base and superstructure, we can say that if the economic base of modern society from the 1950s onward stants to shift toward a service and information economy, becoming by the 1970 a a so-called post-industrial saciety (Daniel Bell), and them later a “network society” (Mamual Castells), by the 1990 s the superstructure starts to feel the full impact of this change. ^(2){ }^{2} If the postmodernism of the 1980 s is the first sign of this shift still to come-still weak, still possible to ignore-the 1990 s’ ^(')^{\prime} rapid transformation of culture into e-culture, of computers into universal culture carriers, of media into new media, demands that we rethink our categories and models. 到 1995 年,互联网的到来成为全球化最显著的标志。到十年末,文化的逐步计算化将彻底改变这一切。因此,借用马克思主义的基础与上层建筑理论,我们可以说,现代社会的经济基础自 1950 年代起逐渐向服务和信息经济转型,到 1970 年代成为所谓的后工业社会(丹尼尔·贝尔),随后又演变为“网络社会”(曼纽尔·卡斯特尔斯),而到了 1990 年代,上层建筑开始深刻感受到这一变化的影响。 如果说 1980 年代的后现代主义是即将到来的转变的第一个迹象——虽然仍然微弱,仍然可以忽视——那么 1990 年代文化向电子文化的快速转变、计算机成为普遍文化载体、媒体转变为新媒体,迫使我们重新思考我们的分类和模型。
The year is 2005 … 这一年是 2005 年…
Theory of the Present 现今理论
I wish that someone in 1895,1897 , or at least 1903 , had realized the fundamental significance of the emergence of the new medium of cineme and produced a comprehensive record: interviews with audiences; a systematic account of narrative strategies, scenography, and camera positions as they developed year by year, an analysis of the connections berween the emerging language of cinema and different forms of popular entertainment that coexisted with it. Unfortunately, such records do not exist. Instead we are left with newspaper reports, diaries of cinema’s inventors, programs of film showings, and other bits and pieces-a a set of random and unevenlly distributed historical samples. 我希望在 1895 年、1897 年,或者至少在 1903 年,有人能够意识到电影这一新媒介出现的根本意义,并制作一份全面的记录:包括与观众的访谈;对叙事策略、场景设计和摄影机位置逐年发展的系统性描述;以及对新兴电影语言与同时期不同形式流行娱乐之间联系的分析。不幸的是,这样的记录并不存在。我们只能依赖报纸报道、电影发明者的日记、电影放映的节目单以及其他零散资料——这些都是随机且分布不均的历史样本。
Today we are witnessing the emergence of a new medium-the metamedium of the digital computer. In contrast to a hundred years ago, when cinema was coming into being, we are fully aware of the significance of this new media mevolution. Yet I am afraid that furure theorists and historians of computer media will be left with nor much more than the equivalents of the newspaper reports and film programs from cinema’s first decades. They will find that analytical texts from our era recognize the significance of the com- 今天,我们见证了一个新媒介的诞生——数字计算机的元媒介。与一百年前电影刚刚兴起时相比,我们完全意识到这种新媒体演变的重要性。然而,我担心未来的计算机媒体理论家和历史学家可能只会得到与电影早期几十年的报纸报道和电影节目相当的资料。他们会发现,我们这个时代的分析文本承认计算机媒体的重要性。
2. Daniel Bell, The Cossing of Post-inductriat Society (New York: Basic Books, 1973), Manuel Castells, The Risu of the Network Soriety (Cambridge, Mass.: Blackwell Publishers, 1996). puter’s takeover of culture yet, by and large, contain speculations about the future rather than a necord and theory of the present. Future researchers will wonder why the theoreticians, who lead plenty of experience analyzing older cultural forms, did nor try to describe computer media’s semiotic codes, modes of address, and audience receprion patterns. Hawirg painstakingly reconstructed how cimema emerged out of preceding cultural forms (panorama, optical toys, peep shows), one might ask why they didn’t attempt to construct a simillar genelogy for the language of computer media at che moment when it was just coming into being, that is, when the elements of previous cultural forms shaping it were still clearly wisible and recognizable, before melting into a coherent language? Where were the theoreticians at the moment when the icons and burtons of multimedia interfaces were like wet paint on a just-completed painting, before they became universal conventions and thus slipped into invisibility? Where were they at the moment when the designers of Myst were debugging their code, converting. graphics to 8-bit, and massaging QuickTime clips? Or at the historical moment when a twenty-something programmer at Netscape took the chewing gum out of his mouth, sipped warm Coke out of the can - he had been at a computer for sixteen hours straight, trying to meet a matketing deadline-and, fonally satisfied with its small fle size, saved a shott animation of stars moving across the night sky? This animation would appear in the upper cight corner of Netscape Navigator, and become the most widely seen mowing image sequence ever-until the next release of the software. 2. 丹尼尔·贝尔,《后工业社会的到来》(纽约:基础书籍,1973 年),曼努埃尔·卡斯特尔斯,《网络社会的崛起》(剑桥,马萨诸塞州:布莱克威尔出版社,1996 年)。计算机对文化的接管总体上更多是对未来的推测,而不是对当下的记录和理论。未来的研究者会好奇,为什么那些在分析旧文化形式方面经验丰富的理论家,没有尝试去描述计算机媒体的符号代码、表达方式和观众接受模式。 霍维尔费力地重建了电影是如何从先前的文化形式(如全景、光学玩具和窥视秀)中诞生的。人们可能会问,为什么在计算机媒体语言刚刚形成的那一刻,他们没有尝试构建一个类似的谱系?那时,塑造这一语言的先前文化形式的元素仍然清晰可见和可识别,为什么没有在它们融入一个连贯的语言之前进行探讨?当多媒体界面的图标和按钮像刚完成的画作上的湿漆一样时,他们又在哪里?在这些元素成为普遍约定并因此消失之前?当《神秘岛》的设计师们在调试代码、将图形转换为 8 位并处理 QuickTime 剪辑时,他们又在哪里? 或者在一个历史时刻,当一位二十多岁的程序员在网景公司把口香糖吐出,喝了一口温热的可乐——他已经连续在电脑前工作了十六个小时,试图赶上一个市场营销的截止日期——最终对这个小文件的大小感到满意,保存了一段短动画,展示星星在夜空中移动?这个动画将出现在网景导航器的右上角,并成为有史以来观看次数最多的动态图像序列——直到下一个软件版本发布。
What follows is an actempt at both a recond and a theory of the present. Just as film historians craced the development of film language during cinema’s first decades, I aim to describe and understand the logic driving the development of the language of new media. (I am not claiming that there is a single language of new media. I use “language” as an umbrella term to refer to a number of vanious connentions used by designers of new media objects to organize data and structure the user’s experience) It is tempting to extend this parallel a litcle further and specalate whether this new language is already drawing closer to acquiring its final and stable form, just as fim language acquired its “classical” form during the 1910 s. Or it may be that the 1990 s are more like the 1890 s , in the sense that the computer-media language of the furure will be entirely different from the one used today. 接下来是对当下进行记录和理论探讨的尝试。正如电影历史学家在电影的早期几十年中追踪电影语言的发展,我的目标是描述和理解推动新媒体语言发展的逻辑。(我并不是说新媒体只有一种语言。我使用“语言”这个总括性术语,指代新媒体设计者用来组织数据和构建用户体验的多种连接方式。)将这个类比进一步延伸,推测这种新语言是否已经越来越接近于获得其最终和稳定的形式,就像电影语言在 1910 年代获得了“经典”形式一样,这确实令人感到兴奋。 或者说,1990 年代可能更像 1890 年代,因为未来的计算机媒体语言将与我们今天使用的完全不同。
Does it make sense to theorize the present when it seems to be changing so fast? It is a hedged bet. If subseguent developments prowe my theorecical projections correct, II win. But even if the language of computer media 当下变化如此迅速,理论化现在是否有意义?这是一种谨慎的赌注。如果后续的发展证明我的理论预测是正确的,我就赢了。但即使计算机媒体的语言也在变化。
develops in a different direction than the one suggested by the present analysis, this book will become a record of possibilities heretofore unrealized, of a horizon visible to us today but later unimaginable. 如果这本书的发展方向与当前分析所建议的不同,它将成为一个以前未实现的可能性的记录,展现一个今天对我们可见但未来难以想象的地平线。
We no longer think of the history of cinema as a linear march toward a single possible language, or as a progression toward perfect verisimilitude. On the contrary, we have come to see its history as a succession of distinct and equally expressive languages, each with its own aestheric variables, and each clasing off some of the possibilities of its predecessor (a cultural logic not dissimilar to 'Thomas Kuhn’s analysis of scientific paradigms.) Similarly, every stage in the history of computer media offers its own aestheric opportunities, as well as its own wision of the future: in short, its own “research paradigm.” In this book I want to record the “research paradigm” of new media during its first decade, before it slips into invisibility. 我们不再将电影史视为朝着单一语言的线性进程或完美逼真度的逐步发展。相反,我们开始将其视为一系列独特且同样富有表现力的语言,每种语言都有其独特的美学变量,并且每种语言都排除了前一种语言的一些可能性(这种文化逻辑与托马斯·库恩对科学范式的分析有相似之处)。同样,计算机媒体历史的每个阶段都提供了独特的美学机会,以及对未来的独特视角:简而言之,它的“研究范式”。在这本书中,我想记录新媒体在其第一个十年中的“研究范式”,以免它消失在无形之中。
Mapping New Media: The Method 新媒体的映射:方法论
I analyze the language of new media by placing it within the history of modern visual and media cultures. What are the ways in which new media relies on older cultural forms and languages, and what are the ways in which it breaks with them? What is unique about how new media objects create the illusion of reality, address the viewer, and represent space and time? How do conventions and techriques of old media-such as the rectangular frame, mobile wiewpoint, and montage-operate in new media? If we construct an archeology connecting new computer-based techniques of media creation with previous techniques of representation and simulation, where should we locate the essentiall historical breaks? 我通过将新媒体的语言放置在现代视觉和媒体文化的历史背景中进行分析。新媒体在多大程度上依赖于旧的文化形式和语言?又在什么方面与之相悖?新媒体对象在创造现实的幻觉、与观众互动以及表现空间和时间方面有什么独特之处?旧媒体的惯例和技术,比如矩形框架、移动视点和蒙太奇,在新媒体中是如何运作的?如果我们构建一条将新计算机技术的媒体创作与以往的表现和模拟技术相连接的考古学,我们应该在哪里找到那些重要的历史断裂点?
To answer these questions, I lookat all areas of new media: Web sites, virtual worlds, ^(4){ }^{4} wirtual reality (VR), mulcimedia, computer games, interactive instal- 为了回答这些问题,我会关注新媒体的各个领域:网站、虚拟世界、 ^(4){ }^{4} 虚拟现实(VR)、多媒体、电脑游戏和互动装置
3. Thomas S. Kuliu, The Structure of Scientific Revalutions; 2d ed. (Chicago: University of Chicago Press, 1970). 3. 托马斯·S·库利乌,《科学革命的结构》(第二版)。芝加哥:芝加哥大学出版社,1970 年。
4. By viraual worlds I mean 3-D computer-generated interartiwe ensiranments. This definition firs a whole eange of 3-D compuner environments alseady in existrence-high-end VR works that feature head-mounred displays and photo realiastic graphics, wircade, CD-ROM and on-line multi-player computer games _(n){ }_{n} QuickTime VR movies. WRML CVirtual Reality Modeliag Language) scenes, and graphical chat envitonments such as The Palace and Active Worids… 通过虚拟世界,我指的是 3D 计算机生成的互动环境。这个定义涵盖了一系列已经存在的 3D 计算机环境——高端虚拟现实作品,配备头戴显示器和逼真的图形效果,包括街机游戏、CD-ROM 和在线多人游戏 _(n){ }_{n} QuickTime VR 电影,WRML(虚拟现实建模语言)场景,以及图形聊天环境,如 The Palace 和 Active Worlds……
Vitutal worlds repmesent an important trend actoss computer culture, consistently promising to beoome a new standard in human-compurer interfaces and computer networks. (For :i lations, computer animation, digital wideo, cinema, and human-computer interfaces. Although the book’s main emphasis is on theoretical and historical arguments, I allso analyze many key new-media objects, from American commercial classics such as Myst and Doon, Jwassic Pays and Titanic, to the wrork of international new media artists and collectiwes such as ART+COM_(", ")\mathrm{ART}+\mathrm{COM}_{\text {, }} antirom, jodi.org, George Legrady, Olga Lialina, Jeffrey Shaw, and Tamas Waliczky. 虚拟世界代表了计算机文化中的一个重要趋势,始终承诺成为人机界面和计算机网络的新标准。虽然这本书主要侧重于理论和历史论证,但我也分析了许多关键的新媒体作品,从美国商业经典如《神秘岛》和《沙丘》,《侏罗纪公园》和《泰坦尼克号》,到国际新媒体艺术家和团体的作品,如 ART+COM_(", ")\mathrm{ART}+\mathrm{COM}_{\text {, }} antirom、jodi.org、George Legrady、Olga Lialina、Jeffrey Shaw 和 Tamas Waliczky。
The computerization of culture not only leads to the emergence of new cultural forms such as computer games and virtual worlds; it redefines existing ones such as photography and cinema. I therefore also investigate the effects of the computer revalution on visual culture at large. How does the shift to computer-based media redefine the nature of static and moving images? What is the effect of computerization on the visual languages used by our culture? What new aesthetic possibilities become awailable to us? 文化的计算机化不仅催生了新的文化形式,如电脑游戏和虚拟世界;它还重新定义了现有的形式,如摄影和电影。因此,我也研究计算机革命对视觉文化的整体影响。转向计算机媒体如何重新定义静态和动态图像的本质?计算机化对我们文化中使用的视觉语言有什么影响?我们又能获得哪些新的美学可能性?
In answering these questions, Idraw upon the histories of arr, photography, video, telecommunication, design, and, last but not least, the key cultural form of the twentieth century-cinema. The theory and history of cinema serve as the key conceptuallens though which I look at new media. The book explores the following topics: 在回答这些问题时,我参考了艺术、摄影、视频、通信和设计的历史,以及二十世纪最重要的文化形式——电影。电影的理论和历史是我观察新媒体的关键视角。本书将探讨以下主题:
the parallels between cinema history and the history of new media; 电影历史与新媒体历史之间的相似之处;
the identity of digital cinema; 数字电影的本质;
the relations between the language of multimedia and nineteenth century pro-cinematic cultural forms; 多媒体语言与十九世纪亲电影文化形式之间的关系
the functions of screen, mobile camera, and montage in new media as compared to cinema; 新媒体中屏幕、手机摄像头和剪辑的功能与电影的比较;
the historical ties between new media and avant-garde fillm. 新媒体与先锋电影之间的历史渊源。
discumsion of why this promise may mewer be fulfilled, see the “Navigable Space” section.) For example, Syllicon Graphics developed a 3-D file system that was showcased in the movie Jerassii Parts Sony used a picrune of a room as an ingeffece in its MagicLink personal communicator. Apple’s short-lived E-Wonld greened its users with a drawing of a ciry. Web designers offer use pictures of buildings, acrial wiews of cities, and maps as interface metaphors. In che words of the scientists from Sony’s The Wirtual Sociery Project (wwwricsl.sony.co.jp/project/VS), “It is our belief that fucure online systems will be characterized by a luigh degree of interaction, support for multi-media and most importantly the ability to support shared 3-D spaces. In our vision, wers. will not simply access textual based chat forums, bur will enter into 3-D worlds where they will be able to jnteract with the world and with other users in that world.” 讨论为什么这个承诺可能永远无法实现,请参见“可导航空间”部分。例如,Silicon Graphics 开发了一个 3D 文件系统,该系统在电影《侏罗纪公园》中展示。索尼在其 MagicLink 个人通讯器中使用了一个房间的图片作为界面。苹果短暂存在的 E-Wonld 用一幅城市的画作来吸引用户。网页设计师使用建筑物的图片、城市的鸟瞰图和地图作为界面隐喻。索尼的《虚拟社会项目》(wwwricsl.sony.co.jp/project/VS)中的科学家们表示:“我们相信,未来的在线系统将具有高度的互动性,支持多媒体,最重要的是能够支持共享的 3D 空间。在我们的愿景中,用户将会...” 不仅会访问基于文本的聊天论坛,还会进入 3D 世界,在那里他们可以与环境和其他用户进行互动。”
Along with film theory, this book draws theoretical coolls from borth the humanities (art history, literary theory, media studies, social theory) and computer science. Its overall merhod could be called “digital materialism.” Rather than imposing some a priori theory from abowe, I build a cheory of new media from the ground up. I scrutinize the principles of computer hardware and soft ware and the coperations involved in creating cultural objects on a computer to uncover a new cultural logic at work. 除了电影理论,这本书还从人文学科(如艺术史、文学理论、媒体研究和社会理论)以及计算机科学中汲取理论资源。其整体方法可以称为“数字唯物主义”。我并不是从上面强加某种先验理论,而是从基础开始构建新媒体的理论。我仔细审视计算机硬件和软件的原理,以及在计算机上创建文化对象所涉及的合作,以揭示一种新的文化逻辑正在发挥作用。
Most writings on new media are full of speculation about the furure. This book, in contrast, analyses new media as it thas actually developed until the present moment, while pointing to directions for new media artists and designers that have yer to be explored. It is my hope that the theory of new media developed here can act not only as an aid to understanding the present, but also as a grid for practical experimencarion. For example, the “Theory of Cultural Interfaces” section analyzes how the interfaces of new media objects are being shaped by three cultural traditions: print, cinema, and humancomputer interface. By describing elements in these traditions that are already being used in new media, I poinc toward other elements and their combinationss still awaiting experimentation. The “Compositing” section prowides anorther set of directions for experiments by outlining a number of new types of montage. Yer another direction is discussed in “Database,” where I suggest that new media nartatives can explore the new composirianial amd aesthetic possibilities offered by a computer database. 关于新媒体的大多数著作充满了对未来的猜测。相比之下,这本书分析了新媒体如何实际发展到现在,并指出了尚待探索的新媒体艺术家和设计师的方向。我希望这里提出的新媒体理论不仅能帮助我们理解当下,还能作为实践实验的框架。例如,“文化接口理论”部分分析了新媒体对象的接口是如何受到三种文化传统的影响:印刷、电影和人机接口。通过描述这些传统中已经在新媒体中使用的元素,我指向其他仍在等待实验的元素及其组合。 “合成”部分提供了一系列实验方向,概述了多种新的蒙太奇类型。另一个方向在“数据库”中讨论,我建议新的媒体叙事可以探索计算机数据库所带来的新组合和美学可能性。
Alrthough this book does not specullare about the future, it does contain an implicit theory of how new media will dewelop. The advantage of placing new media within a larger historical perspective is chat we begin to see the long trajectories that lead to new mediat in irs present state, and we can extrapolate these trajectories into the future. The section “Principles of New Media” describes four key trends that, in my wiew, are shaping the development of new media over cime: modularity, automation, variability, and transcoding. 尽管这本书并没有对未来进行推测,但它确实蕴含了一种关于新媒体发展方式的隐含理论。将新媒体放在更广阔的历史视角中,我们能够看到通向新媒体当前状态的长远轨迹,并可以将这些轨迹推测到未来。“新媒体原则”一节描述了四个关键趋势,我认为这些趋势正在塑造新媒体的发展:模块化、自动化、可变性和转码。
Of course we don’t have to accept these trends blindly. Understanding the logic that is shaping che evolution of new media language alliows us to dewelop different alternatives. Just as avant-garde filmmakers have offered alternatives to cinema’s particular narrative audio-visual regime throughour the medium’s history, the task of avant-garde new media artists today is to offer alternarives to the existing language of computer media. This can be better accomplished if we have a theory of how “mainstrearn” language is now scructured and how it might evolve over rime. 当然,我们不必盲目接受这些趋势。理解塑造新媒体语言演变的逻辑,可以帮助我们发展出不同的替代方案。就像先锋电影制片人在电影历史上为特定的叙事视听体制提供了替代方案一样,今天先锋新媒体艺术家的任务是为现有的计算机媒体语言提供替代方案。如果我们能够理解“主流”语言的结构以及它可能如何随时间演变,那么这一目标将更容易实现。
Mapping New Media: Organization 新媒体的映射与组织
This book aims to contribute to the emerging field of new media studies (sometimes called “digital studies”) by providing one potential map of what the field can be. Just as a literary theory textbook might fearure chaprers on narrative and woice, and a textbook of film studies might discuss cinematography and editing, this book calls for the definition and refinement of the new categories specific to new media theory. 这本书旨在为新媒体研究(有时称为“数字研究”)这一新兴领域做出贡献,提供一个可能的领域框架。就像一本文学理论教科书可能会包含关于叙事和声音的章节,而一本电影研究教科书可能会讨论摄影和剪辑,这本书呼吁对新媒体理论中特有的新类别进行定义和细化。
I have divided the book into a number of chapters, each of which covers one key concept or problem. Concepts developed in earlier chapters become building blocks for analyses in later chapters. In determining the sequence of the chapters, I considered textbooks on various established fields relevant to new media, such as film studies, literary theory, and art history; much as a textbook on film may begin with film technology abd end up with film genres, this book progresses from the material foundations of new media to its forms. 我将这本书分为若干章节,每个章节都探讨一个关键概念或问题。早期章节中提出的概念为后续章节的分析奠定了基础。在确定章节顺序时,我参考了与新媒体相关的多个成熟领域的教科书,如电影研究、文学理论和艺术史;就像一本关于电影的教科书可能从电影技术开始,最终讨论电影类型一样,这本书从新媒体的物质基础出发,逐步深入其形式。
One could also draw an analogy berween the “bottom-up” approach I use here and the organization of computer software. A computer program written by a programmer undergoes a series of translations: high-level computer language is compiled into executable code, which is then converted by an assembler into binary code. Ifollow this order in reverse, advancing from the level of binary code to the level of a computer program, and then move on to consider the logic of new media objects diriven by these programs: 我们可以将我在这里使用的“自下而上”方法与计算机软件的组织进行类比。程序员编写的计算机程序经历了一系列翻译:高级计算机语言被编译成可执行代码,然后由汇编器转换为二进制代码。我按照相反的顺序进行,从二进制代码的层次推进到计算机程序的层次,然后再考虑这些程序驱动的新媒体对象的逻辑。
“What Is New Media?”-the digital medium itself, its material and logical organization. “什么是新媒体?”-数字媒介及其材料和逻辑结构。
“The Interface”-the human-computer interface; the operating system (OS). “接口”-人机交互界面;操作系统(OS)。
“The Operations”-software applications that ruin on top of the OS, their interfaces, and typical operations. “操作” - 在操作系统上运行的软件应用程序,包括它们的界面和常见操作。
“The Illusions”-appearance, and the new logic of digital images created using software applications. “幻觉”-外观,以及通过软件应用程序生成的数字图像的新逻辑。
“The Forms”-commonly used conventions for organizing a new media object as a whole. “形式” - 常用的组织新媒体对象整体的方式。
The last chapter “What Is Cinema?” mirrors the book’s beginning. Chapter 1 points out that many of the allegedly unique principles of new media can already be found in cinema. Subsequent chapters continue to employ film history and theory as means of analyzing new media. Having discussed 最后一章“什么是电影?”与书的开头相呼应。第一章指出,许多所谓的新媒体独特原则实际上早已存在于电影中。后续章节继续利用电影历史和理论来分析新媒体。
different levels of new media-interface, operations, illusion, and forms-I then reverse my conceptual lens to look at how computerization changes cinema. Ianalyze the identity of digital cinema by placing it within the history of the mowing image and discuss howy computerization offers new opportunities for deweloping the language of film. 不同层次的新媒体界面、操作、幻觉和形式——接着我反思我的概念视角,探讨计算机化如何改变电影。我通过将数字电影置于运动影像的历史中来分析其身份,并讨论计算机化如何为电影语言的发展提供新的机遇。
At the same time, the last chapter continues the “bottom-up”’ trajectory of the book as a whole. If chapter 5 looks at the organization of new cultcural objects, such as Web sites, hypermedia CD-ROMs, and virtual worlds, all “children” of the computer, chapter 6 considers the effects of computerization on an older cultural form that exists, so to speak, “ourside” computer culture proper-cinema. 与此同时,最后一章延续了整本书的“自下而上”的发展轨迹。如果第五章关注新文化对象的组织,例如网站、超媒体 CD-ROM 和虚拟世界,这些都是计算机的“后代”,那么第六章则探讨计算机化对一种较老的文化形式的影响,可以说,这种文化形式存在于“计算机文化”之外——电影。
Each chapter begins with a short introduction that discusses a concept and summarizes the arguments developed in individual sections. For example, chapter 2, “The Interface,” begins with a general discussion of the importance of the concept of the interface in new media. The two sections of chapter 2 then look at different aspects of new media interfaces: their reliance on the conventions of other media and the relationship between the body of the user and the interface. 每一章都以简短的介绍开始,讨论一个概念并总结各部分提出的论点。例如,第二章“界面”首先讨论了界面在新媒体中的重要性。接下来的两个部分则探讨了新媒体界面的不同方面:它们对其他媒体惯例的依赖,以及用户身体与界面之间的关系。
The Terms: Language, Object, Representation 条款:语言、对象与表现形式
In putting the word language into the title of the book, I do not want to suggest that we need to return to the structuralist plase of semiotics in understanding new media. However, given that most studies of new media and cyberculture focus on their sociological, economic, and political dimemsions, it was impartant for me to use the word language to signal the different focus of this work: the emergent conventions, recurrent design patterns, and key forms of new medlia. I considered using the words aesthetics and poetics instead of lawguage, eventually deciding against them. Aertheticy implies a set of oppositions that I would like to avoid-between art and mass culture, the beautiful and the ugly, the waluable and the unimportant. Poetics also bears undesirable connotations. Continuing the project of the Russian formalists of the 1910s, theoreticians in the 1960 s defined poetic as the study of the specific properties of particular arts, such as narrative literature. In his Intraduction to Poetics (1968), literary scholar Tzvetan Todorov, for instance, writes: 在书名中使用“语言”这个词,我并不想暗示我们需要回到结构主义的符号学来理解新媒体。然而,考虑到大多数关于新媒体和网络文化的研究主要集中在其社会、经济和政治维度上,我认为使用“语言”这个词是重要的,以表明这项工作的不同重点:新媒体中出现的惯例、反复出现的设计模式和关键形式。我曾考虑用“美学”和“诗学”来替代“语言”,但最终决定不这样做。“美学”暗示了一组我想要避免的对立——艺术与大众文化、美与丑、重要与不重要,而“诗学”也带有一些不良的含义。 继承 1910 年代俄罗斯形式主义者的研究,1960 年代的理论家将诗学定义为对特定艺术形式(如叙事文学)独特特性的研究。在他的《诗学导论》(1968)中,文学学者茨维坦·托多罗夫写道:
In concradiscinction to the interpretation of partsicular works, it [poetics] does seek co name meaning, but aims at a knowsledge of the general laws that preside over the birth of each work. But in contradistinction to such sciences as psychology, saciol ogy, etc., it seeks these laws within literature itself. Poekics is therefore an approach to literature at once “abstract’ and 'incernal.” 与对特定作品的解读不同,诗学确实试图命名意义,但其目标是了解主导每个作品诞生的一般规律。与心理学、社会学等科学相比,它在文学内部寻找这些规律。因此,诗学是一种既“抽象”又“内在”的文学研究方法。
In contrast to such an “internal” approach, I neither claim that the conventions, elements, and forms of new media are unique, nor do I consider it useful to look at them in isolation. On the contrary, this book aims to situate new media in relation to a number of ocher areas of culcure, both past and present: 与这种“内部”方法相反,我既不认为新媒体的惯例、元素和形式是独特的,也不觉得将它们孤立地看待有任何意义。相反,这本书旨在将新媒体与许多其他文化领域(无论是过去还是现在)相联系:
other ants and media traditions: their visual languages and their strategies for organizing information and structuring the viewer’s experience; 其他蚂蚁及媒体传统:它们的视觉语言以及组织信息和构建观众体验的策略
computer technology: the material properties of the computer, the ways in which it is used in modern society; the structure of its interface, and key software applications; 计算机技术:计算机的物理特性及其在现代社会中的应用方式;界面的结构和主要软件应用;
contemporary visual culturee the internal organization, iconography, iconology, and viewer experience of various visual sites in our culture-fashion and advertising, supermarkets and fine art objects, television programs and publicity banners, offices and techno-chubs; 当代视觉文化的内部组织、图标学、图像学,以及我们文化中各种视觉场所的观众体验——包括时尚与广告、超市与艺术品、电视节目与宣传横幅、办公室与科技中心;
contemporary information cultures 现代信息文化
The concept “information culture,” which is my term, can be thoughe of as a parallel to another, already familiar concept-visual culture. It includes the ways in which information is presented in different cultural sites and objects-road signs; displays in airports and train stations; television on-screen menus; graphic layouts of television news; the layouts of books, newspapers, and magazines; the interior desigas of banks, hotels, and other commercial and leisure spaces; the interfaces of planes and cars; and, last but not least, the interfaces of computer operating syscems (Wrindows, Mac OS, UNIX) and software applications (Word, Excel, PowerPoint, Eudora, Navigator, Real Player, Filemaker, Photoshop, etc.). Extending the parallels with visual culture, information culture also includes historical merhods for “信息文化”是我提出的一个概念,可以看作是与“视觉文化”这一熟悉概念的平行。它涵盖了信息在不同文化场所和物体中的呈现方式,包括路标、机场和火车站的展示、电视屏幕菜单、电视新闻的图形布局、书籍、报纸和杂志的排版、银行、酒店及其他商业和休闲空间的室内设计、飞机和汽车的界面,以及计算机操作系统(如 Windows、Mac OS、UNIX)和软件应用程序(如 Word、Excel、PowerPoint、Eudora、Navigator、Real Player、Filemaker、Photoshop 等)的界面。在扩展与视觉文化的相似性时,信息文化同样包含历史方法
5. Tzevan Todorov, Introdurtion to Poetics, crans. Richard Howard (Minneapolis: Universiry of Minnesota Press, 1981), 6. 5. Tzevan Todorov,《诗学导论》,翻译:理查德·霍华德(明尼阿波利斯:明尼苏达大学出版社,1981 年),第 6 页。
organizing and retrieving information (anialogs of iconography) as well as patcerns of user interaction with information objects and displays. 组织和检索信息(图标学的类比)以及用户与信息对象和展示之间的交互模式。
Another word deserving comment is object. Throughout the book, I use the term mew weedta object, racher than product, artuork, iutervactive wnedla or other possible terms. A new media object may be a digital still, digically composited film, virtual 3-D environment, compurer game, self-contrained hypermedia DVD, hypermedia Web site, or the Web as a whole. The term thus firs with my aim of describing the general principles of new media that hold true across all media types, all forms of organization, and alll scales. I also use object to emphasize that my concern is with the culture at large rather than with new media art alone. Moreover, object is a standard term in the computer scienice and computer industry, where it is used to emphasize the modular nature of object-oriented programming languages such as C_(+)+\mathrm{C}_{+}+and Java, object-oriented databases, and the Object Linking and Embedding (OLE) technology used in Microsoft Office products. Thus it also serves my purpose to adopt the terms and paradigms of computer science for a theory of cont puterized culture. 另一个值得讨论的词是“对象”。在整本书中,我使用“新媒体对象”这个术语,而不是“产品”、“艺术作品”、“互动媒体”或其他可能的术语。新媒体对象可以是数字静态图像、数字合成电影、虚拟 3D 环境、电脑游戏、自包含的超媒体 DVD、超媒体网站或整个互联网。因此,这个术语与我描述新媒体普遍原则的目标相符,这些原则在所有媒体类型、所有组织形式和所有规模中都适用。我还使用“对象”这个词来强调我关注的是整个文化,而不仅仅是新媒体艺术。 此外,“对象”是计算机科学和行业中的一个标准术语,用于强调面向对象编程语言(如 C_(+)+\mathrm{C}_{+}+ 和 Java)、面向对象数据库,以及在 Microsoft Office 产品中使用的对象链接与嵌入(OLE)技术的模块化特性。因此,我采用计算机科学的术语和范式来构建计算机化文化理论也正是我的目的。
In addition, I hope to activate connotations that accompanied the use of the word abject by the Russian avant-garde artists of the 1920s. Russian Constructivists and Productivists commonly referred to cheir creations as objects (vesh, construtetsia, predwet) rather than works of art. Like cheir Bauhaus counterparts, they wanted to take on the roles of industrial designers, graphic designers, architects, and clothing designers, rarher than remain fine arrists producing oneof-a-kind works for museums or private collections. Object pointed toward the faccory and industrial mass production wather than the traditiomal arcistr’s strtdio, and it implied the ideals of rational organization of labor and engineering efficiency that artists wanted to bring into their own work. 此外,我希望激活 1920 年代俄罗斯先锋艺术家使用“卑贱”一词时所伴随的内涵。俄罗斯构成主义者和生产主义者通常将他们的创作称为“物体”(vesh,construtetsia,predwet),而非艺术作品。与他们的包豪斯同行一样,他们希望担任工业设计师、平面设计师、建筑师和服装设计师,而不是作为为博物馆或私人收藏创作独一无二作品的美术家。物体指向工厂和工业大规模生产,而非传统艺术家的工作室,这暗示了艺术家希望在自己作品中融入的劳动合理组织和工程效率的理想。
In the case of new media objects, all these connocations are worth invoking. In the world of new media, che boundary berween art and design is fuzzy ar best. On the one hand, many artists make a living as commercial designers; on the other hand, professional designers are cypically the ones who really push forward the language of new media by being engaged in systematic experimentation and also by creating new standards and conwentions. The second connotation, that of industrial production, also holds true for new media. Many new media projects are put togecher by large teams (although, in contrast to the studio syscem of the classical Hollywood era, single producers or small reams are also common). Many new media objects, such as popular games or software applications, sell millions of copies. Yet anocher fearure of the new media field that unites it with big industry is the strict adherence to various hardware and software scandards. ^(6){ }^{6} 在新媒体对象的情况下,所有这些联想都值得提及。在新媒体的世界中,艺术与设计之间的界限模糊不清。一方面,许多艺术家以商业设计师的身份谋生;另一方面,专业设计师通常是那些通过参与系统实验和创造新标准与惯例,真正推动新媒体语言发展的人员。第二个联想,即工业生产的概念,对新媒体同样适用。许多新媒体项目是由大型团队共同完成的(尽管与经典好莱坞时代的工作室系统相比,单个制作人或小团队也很常见)。 许多新媒体产品,如热门游戏或软件应用,销量达到数百万。然而,新媒体领域的另一个特点是与大型工业的紧密联系,即严格遵循各种硬件和软件标准。 ^(6){ }^{6}
Finally, and most important, I use the word object to reactivate the concept of laboratory experimentation practiced by the avant-garde of the 1920s. Today, as more artists are turning to new media, few are willing to undertake systernatic, laboratory-like -esearch into its elements and basic compositional, expressive, and generative strategies. Yet this is exactly the kind of research undertaken by Russian and German avani-garde artists of the 1920 s in places like Vkhutemas ^(7){ }^{7} and Bauhaus, as they explored the new media of their time: photography, film, new print rechnologies, telephony. Today, those few who are able to resist the immediare temptation to create an “interactive CD-ROM,” or make a feature-length “digital film,” and instead focus on determining the new-media equivalent of a shot, sentence, word, or even letrer, are rewarded with amazing findings. 最后,也是最重要的,我使用“对象”这个词来重新激活 20 世纪 20 年代先锋派所实践的实验室实验概念。如今,虽然越来越多的艺术家开始关注新媒体,但愿意对其元素及基本的构成、表现和生成策略进行系统性、实验室式研究的艺术家却非常少。然而,这正是 20 世纪 20 年代俄罗斯和德国先锋派艺术家在 Vkhutemas 和包豪斯等地所进行的研究,他们探索了当时的新媒体:摄影、电影、新印刷技术和电话。 今天,那些能够抵制立即制作“互动 CD-ROM”或“数字电影”诱惑的人,转而专注于寻找新媒体中相当于镜头、句子、单词甚至字母的元素,最终获得了惊人的发现。
A third term that is used throughout the book and needs comment is representation. In using this term, I want to invoke the complex and nuanced understanding of the functioning of cultural objects as developed in the humanities over the last decades. New media objects are culrural objects; thus, any new media object-whecher a Web site, compurer game, or digital image-can be said to represent, as well as help construct, some outside referent: a physically existing object, historical information presented in orther documents, a system of categories currently employed by culture as a whole or by particular social groups. As is the case with all cultural representations, new media representations are also inevitably biased. They represent/construct some fearures of physical reality at the expense of others, 本书中提到的另一个需要讨论的术语是“表现”。在使用这个术语时,我想引入人文学科在过去几十年中对文化对象功能的复杂而细致的理解。新媒体对象属于文化对象;因此,任何新媒体对象——无论是网站、电脑游戏还是数字图像——都可以被视为代表并帮助构建某种外部参照:一个物理存在的对象、在其他文献中呈现的历史信息,或当前文化整体或特定社会群体所使用的分类系统。与所有文化表现一样,新媒体表现也不可避免地带有偏见。它们在展现物理现实的某些特征时,牺牲了其他特征
6. Examples of soffrate standards include operating sysnems such as UNDX, Windows, and MAC OS; file formats (JPEG, MPEG, DV, QuickTime, RTF, WAV); scripting languages (HTML, javascripr); programming languages ( C_(+)+\mathrm{C}_{+}+. Jawio); communication protocols (TCPIP^(2)\mathrm{IP}^{2} ); the conventions of HCl (e.g., dialog boxes, copy and paste commands, the help pointer); and also unwritten conventions, such as the 640 -by 480 pixel image size that was used for mare than a decade. Hardware standands inchude starage media formats (ZIP, JAZ, CD-ROM, DVD), port types (serial, USB, Firewire), bus acchatectures (PCI), and RAM tryes. 6. 标准的例子包括操作系统,如 UNDX、Windows 和 MAC OS;文件格式(JPEG、MPEG、DV、QuickTime、RTF、WAV);脚本语言(HTML、JavaScript);编程语言( C_(+)+\mathrm{C}_{+}+ . Jawio);通信协议(TCP IP^(2)\mathrm{IP}^{2} );HCl 的约定(例如对话框、复制和粘贴命令、帮助指针);以及一些不成文的约定,例如使用超过十年的 640 x 480 像素图像大小。硬件标准包括存储介质格式(ZIP、JAZ、CD-ROM、DVD)、端口类型(串行、USB、Firewire)、总线架构(PCI)和 RAM 类型。
7… Whutemas was a Moscow art and designa school in the 1920 s that united most leftist avantgande artiscs; it functioned as a counnerpart of the Baubaws in Germany. 7… Whutemas 是 1920 年代莫斯科的一所艺术与设计学校,聚集了许多左翼先锋艺术家;它作为德国包豪斯的对应机构运作。
one worldview among many, one possible system of categories among numerous others. In this book I will talke this argument one step further by suggesting that software interfaces-both those of operating systems and of software applications-also act ass representations. That is, by organizing data in particular ways, they privilege particular models of the world and the human subject. For instance, the two key ways to organize compurer data commonly used today-a hierarchical file system (Graphical User Interface from the 1984 Macintosh onward) and a “flat,” nonhierarchical network of hyperlinks ( 1990 s World Wide Web)-represent the world in two fundamentally different and in fact opposing ways. A hierarchical file system assumes that the world can be reduced to a logical and hierarchical order, where every object has a distinct and well-defined place. The World Wide Web model assumes that every object has the same importance as any orher, and that everything is, or can be, connected to everything else. Interfaces also privilege particular modes of data access traditionally associated with particular arts and media technologies. For instance, the World Wide Web of the 1990 s foregrounded the page as a basic unit of data organization (regardless of which media types it contained), while Acrobat software applied the metaphor of “video playback” to text-based documents. Thus interfaces act as “representations” of older cultural forms and media, privileging some at the expense of others. 在众多世界观中,一种世界观和一种可能的分类系统。在这本书中,我将进一步探讨这个论点,提出软件接口——无论是操作系统的接口还是软件应用的接口——也充当一种代表。也就是说,通过特定方式组织数据,它们优先考虑特定的世界模型和人类主体。例如,今天常用的两种计算机数据组织方式——层次文件系统(自 1984 年 Macintosh 以来的图形用户界面)和“扁平”的非层次超链接网络(1990 年代的万维网)——以两种根本不同甚至对立的方式呈现世界。 层次化文件系统认为,世界可以被简化为一个逻辑和层次的秩序,每个对象都有其独特且明确的位置。万维网模型则认为,每个对象与其他对象同样重要,并且一切都可以相互连接。接口也优先考虑与特定艺术和媒体技术相关的特定数据访问方式。例如,1990 年代的万维网将页面视为数据组织的基本单位(无论其包含何种媒体类型),而 Acrobat 软件则将“视频播放”的比喻应用于文本文件。 因此,界面作为旧文化形式和媒体的“表现”,在某些方面优先考虑了一些内容,而牺牲了其他内容。
In describing the language of new media, I have found it usefful to use the term representation in opposition to other terms. Depending on which term it is opposed to, the meaning of representation changes. Since these oppositions are introduced in different sections of the book, I will summarize them here: 在描述新媒体语言时,我发现将“表现”这个术语与其他术语对立使用非常有帮助。根据对立的术语不同,“表现”的含义也会有所变化。由于这些对立关系在书的不同章节中被提及,我将在这里对它们进行总结:
Reppresentation-simulation (“Screen” section). Here, representation refers to warious screen technologies such as post-Renaissance painting, film, radar, and television. I define screen as a rectangular surface that frames a wirtual world and that exists within the physical world of a viewer without completely blocking her visual feld. Sinnulation refers to technologies that aim to immerse the viewer completely within a virtual universe-Baroque Jesuit churches, nineteenth-century panorama, twentieth-century mowie theaters. 2. Representation-control (“Cultural Interfaces” section). Here I oppose the image as a representation of an illusionary fictional universe and the image as a simulation of a control panel (for instance, GUI with its different icons and menus) that alllows the user to controll a computer. This new type of im- age can be called inarge-interfatale. The opposition representation-control corresponds to an opposition berween depth and surface: a computer screen as windorw into illusionistic space versus computer screen as flat control panel, 3. Refiresentation-action (“Telearction” section). This is the opposition between technologies used to create illlusions (fashion, realist paintings, dioramas, military decoys, film montage, digital compositing) and representational technologies used to enable action, that is, to allow the wiewer to manipulate reality through representations (maps, architectural drawings, x -tays, telepresence). I refer to images produced by later technologies as image-instruments. 表现与模拟(“屏幕”部分)。在这里,表现指的是各种屏幕技术,如后文艺复兴时期的绘画、电影、雷达和电视。我将屏幕定义为一个矩形表面,它框定了一个虚拟世界,并且存在于观众的物理世界中,而不会完全遮挡她的视野。模拟指的是旨在让观众完全沉浸在虚拟宇宙中的技术——巴洛克耶稣会教堂、十九世纪全景画和二十世纪的电影剧院。2. 表现与控制(“文化接口”部分)。 在这里,我将图像视为一种虚幻的虚构宇宙的表现,同时也将其视为控制面板的模拟(例如,具有不同图标和菜单的图形用户界面),允许用户控制计算机。这种新类型的图像可以称为图像-接口。表现与控制的对立反映了深度与表面之间的对立:计算机屏幕作为通往幻觉空间的窗口,与计算机屏幕作为平面控制面板之间的对比,3. 表现与行动(“远程行动”部分)。 这是创造幻觉的技术(如时尚、现实主义绘画、立体模型、军事诱饵、电影剪辑、数字合成)与用于实现行动的表现技术之间的对立,后者使观众能够通过表现(如地图、建筑图纸、X 光、远程呈现)操控现实。我将后期技术产生的图像称为图像工具。
Refresentation-communication (“Teleaction” section). This is the opposition between representational technologies (film, audio, and video magneric tape, digital storage formats) and real-ime communication technologies, that is, everything that begins with tele-(telegraph, telephone, tellex, television, telepresence). Representational technologies allow for the creation of traditional aesthetic objects, that is, objects that are fixed in space or time and refer to some referent(s) outside themselwes. By foregrounding the importance of person-to-person telecommunication, and teleculutural forms in general that do not produce any objects, new media force us to reconsides the traditional equation berween culture and objects. 表现-沟通(“远程行动”部分)探讨了表现技术(如电影、音频、视频磁带和数字存储格式)与实时通信技术(如电报、电话、远程传真、电视和远程存在)之间的对立。表现技术使我们能够创造传统的美学对象,这些对象在空间或时间上是固定的,并指向某些外部参照物。通过强调人与人之间远程通信的重要性,以及那些不产生任何对象的远程文化形式,新媒体促使我们重新思考文化与对象之间的传统关系。
Visual illusionisn-siamalation (incroduction to “Illusions” chapter). Illusionism here refers boch to representation and simulation as these terms are used in the “Screen” section. Thus illusionism combines traditional techniques and technologies that aim to create a visual resemblance of reality-perspectival painting, cinema, panorama, etc. Simnlation refers to warious computer methods for modeling other aspects of reality beyond visual appearance-movement of physical objects, shape changes occurring over time in natural phenomena (water surface, smoke), motivations, behawior, speech and language comprehension in human beings. 视觉幻觉主义-模拟(“幻觉”章节的介绍)。在这里,幻觉主义既指表现也指模拟,这两个术语在“屏幕”部分中使用。因此,幻觉主义结合了旨在创造现实视觉相似性的传统技术和方法——如透视画、电影、全景等。模拟则指各种计算机方法,用于建模现实中视觉外观以外的其他方面——例如物体的运动、自然现象中随时间变化的形状(如水面、烟雾)、动机、行为以及人类的语言理解等。
Reprerentation-information (introduction to “Forms” chapter). This opposition refers to two opposing goals of new media design: immersing users in an imaginary fictional universe similar to traditional fiction and giving users efficient access to a body of information (for instance, a search engine, Web site, or on-line encyclopedia). 表现信息(“表单”章节的介绍)。这种对立指的是新媒体设计的两个相反目标:一方面让用户沉浸在类似于传统小说的虚构世界中,另一方面则是为用户提供高效的信息访问方式(例如,搜索引擎、网站或在线百科全书)。
What is new media? We may begin answering this question by listing the caregories commonly discussed under this topic in the popular press: the Inrerner, Web sites, computer multimedia, computer garnes, CD-ROMs and 什么是新媒体?我们可以通过列出在大众媒体中常常讨论的相关类别来开始回答这个问题:互联网、网站、计算机多媒体、计算机游戏、CD-ROM 等
What Is New Media? 新媒体是什么?
DVD, vircual reality. Is this all there is to new media? What about television programs shor on digital video and edited an compurer workstarions? Or feature films that use 3-D animation and digital compositing? Shall we also count these as new media? What about images and text-image compositions-photographs, illustrations, layouts, ads-created on computers and then printed on paper? Where shall we stop?
As can be seen from these examples, the popular understanding of new medlia identifies it with the use of a computer for distribution and exhibition rather than production. Accordingly, texts distributed on a computer (Web sites and electronic books) are considered tobe new media, whereas texts distributed on paper are not. Similarly, photographs that are put on a CD-ROM and require a computer to be viewed are considered new media; the same phorographs printed in a book are not. 从这些例子可以看出,公众对新媒体的理解主要是将其与使用计算机进行分发和展示联系在一起,而不是生产。因此,在计算机上分发的文本(如网站和电子书)被视为新媒体,而在纸上分发的文本则不算。同样,放在 CD-ROM 上并需要计算机查看的照片被认为是新媒体;而同样的照片如果印刷在书中则不算。
Shall we accept this definition? If we want to understand the effects of computerization on culture as a whole, I think it is too limiting. There is no reason to privilege the computer as a machine for the exhibition and distribution of media over the computer as a tool for media production or as a media storage device. All have the same potential to change existing cultural languages. And all have the same potential to leave culture as it is. 我们要接受这个定义吗?如果我们想要理解计算机化对整个文化的影响,我认为这个定义太过局限。没有理由将计算机视为媒体展示和分发的工具,而不把它作为媒体生产或存储的设备。它们都有改变现有文化语言的潜力,也都有保持文化现状的可能。
The last scenario is unlikely, however. What is more likely is that just as the printing press in the fourteenth century and photography in the ninereenth century had a revolutionary impact on the development of modern society and culture, today we are in the middle of a new media revolutionthe shift of all culture to computer-mediated forms of production, discribution, and communication. This new revolution is arguably more profound than the previous ones, and we are just beginning to register its initial effects. Indeed, the introduction of the printing press affected only one stage of cultural communication-the distribution of media. Similarly, the introduction of photography affected only one type of cultural communication-still images. In contrast, the computer media revolution affects all stages of communication, including acquisition, manipulation, storage, and distribution; it also affects all types of media-texts, still images, mowing images, sound, and spatial constructions. 然而,最后一种情况不太可能。更有可能的是,正如十四世纪的印刷机和十九世纪的摄影对现代社会和文化的发展产生了革命性的影响一样,今天我们正处于一场新的媒体革命之中——所有文化都在向计算机介导的生产、分发和交流形式转变。这场新的革命可以说比以往的革命更为深刻,而我们才刚刚开始感受到它的初步影响。实际上,印刷机的引入只影响了文化交流的一个阶段——媒体的分发。同样,摄影的引入只影响了一种文化交流的形式——静态图像。 相比之下,计算机媒体革命影响着沟通的各个阶段,包括获取、处理、存储和分发;同时,它也影响着所有类型的媒体文本、静态图像、动态影像、声音以及空间构造。
How shall we begin to map out the effects of this fundamental shift? What are the ways in whicis the use of computers to record, store, create, and distribute media makes it “new”? 我们该如何开始描绘这一根本性转变的影响?使用计算机来记录、存储、创建和分发媒体的方式有哪些使其变得“新”?
In the section “Media and Compucation,” I show that new media represents a convergence of two separate historical crajectories: compuring and media technollogies. Both begin in the 1830 s with Babbage"s Analyrical Engine and Daguerre’s daguerreotype. Eventually, in the middle of the twentieth century, a modern digital computer is developed to perform calculations on numerical data more efficiently; it takes over from numenous mechanical cabulators and calculators widely employed by companies and gowernments since the turn of the century. In a parallel movement, we witness the rise of modern media technologies that allow the storage of images, image sequences, sounds, and text using different material forms-photographic plates, film stocks, gramophone records, etc. The synthesis of these two histories? The translation of all existing media into numerical data accossible through computers. The result is new media-graphics, moving images, sounds, shapes, spaces, and texts that have become computable; that is, they comprise simply another set of computer data. In “Principles of New Media,” I look at the key consequences of this new status of media. Rather than focusing on familiar categories such as interactivity or hypermedia, I suggest a different list. This list reduces all principles of new media to five-nnumerical representation, modularity, automation, variability, and cultural transcoding. In the last section, “What New Media Is Not,” I address, other principles that are often attributed to mew media. I show that these principles can already be found at work in older cultural forms and media technologies such as cinema, and therefore in and of themselves are in sufficient to distinguish new media from old. 在“媒体与计算”一节中,我展示了新媒体是计算技术和媒体技术两条独立历史轨迹的融合。这两者都起源于 1830 年代,巴贝奇的分析机和达盖尔的照相术。到了 20 世纪中叶,现代数字计算机被开发出来,以更高效地处理数字数据,取代了自世纪之交以来公司和政府广泛使用的各种机械计算器。在这一过程中,我们见证了现代媒体技术的崛起,这些技术能够以不同的物质形式(如摄影板、胶卷、留声机唱片等)存储图像、图像序列、声音和文本。 这两种历史的结合是什么?是将所有现有媒体转化为可以通过计算机访问的数字数据。结果是新的媒体图形、动态图像、声音、形状、空间和文本,这些都变得可以计算;也就是说,它们仅仅是另一组计算机数据。在《新媒体的原则》一书中,我探讨了这种新媒体状态的关键影响。与其关注互动性或超媒体等熟悉的类别,我提出了一个不同的列表。这个列表将所有新媒体的原则简化为五个:数字表示、模块化、自动化、可变性和文化转码。在最后一部分“新媒体不是什麼”中,我讨论了其他常常被归因于新媒体的原则。 我指出这些原则在旧的文化形式和媒体技术中,例如电影,已经得到了应用,因此它们本身并不足以区分新媒体与旧媒体。
How Media Became New 媒体是如何变得新的
On August 19, 1839, the Palace of the Institute in Paris was filled with curious Parisians who had come to hear the formal description of the new reproduction process invented by Louis Daguerre. Daguerre, allready well known for his Diorama, called the new process daguerreotype. According to a contemporary, “a few days later, opticians” shops were crowded with amateurs panting for daguerreotype apparatus, and everywhere cameras were trained on buildings. Everyone wanted to record the view from his window, and he was lucky who at first trial got a silhouette of roof tops against the sky." The media frenzy had begun. Within five months more than thirty different descriptions of che technique had been published around the worldBarcelona, Edinburgh, Naples, Philadelphia, Sr. Petersburg, Stockholm. At first, daguerreorypes of amchitecture and landscapes dominated the public’s imagination; two years later, after warious technical improvements to the process had been made, portrait galleries had opened everywhere-and everyone rushed to have her picture taken by the new media machine.? 1839 年 8 月 19 日,巴黎的学院宫里挤满了好奇的巴黎人,他们前来听取路易·达盖尔对新复印技术的正式介绍。达盖尔因其立体画而声名显赫,他将这一新技术称为达盖尔摄影。根据当时的一位目击者的说法,“几天后,光学商店”里挤满了渴望购买达盖尔摄影设备的业余爱好者,随处可见相机对准建筑物。每个人都想记录自己窗外的景色,能够在第一次尝试中拍到屋顶轮廓与天空相映的人是幸运的。媒体的狂热已经开始。在短短五个月内,全球出版了超过三十种不同的技术描述,巴塞罗那、爱丁堡、那不勒斯、费城等地均有出现。 彼得堡,斯德哥尔摩。最初,建筑和风景的银版画引发了公众的想象;两年后,经过各种技术改进,肖像画廊在各地纷纷开张——每个人都迫不及待地想通过这台新媒体机器拍摄她的照片。
In 1833 Charles Babbage began designing a device be called “the Analyticall Engine.” The Engine contuained most of the key features of the modern digital computer. Punch cards were used to enter both datata and instructions. This information was stored in the Engine’s memory. A processing unit, 在 1833 年,查尔斯·巴贝奇开始设计一种被称为“分析机”的设备。这台机器具备现代数字计算机的大部分关键特性。使用穿孔卡片输入数据和指令,这些信息被存储在机器的内存中。一个处理单元,
ed. (New York Museum of Modern Art, 1964), 18. 纽约现代艺术博物馆,1964 年,第 18 页。
2. Newhallin The Hithom of Phoutrgrapby. 17-2217-22 2. 新霍尔的普特格拉比的希索姆。
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which Babbage referred to as a “mill,” performed operations on the data and wrote the results to memory; final results were to be printed out on a printer. The Engine was designed to be capable of doing any mathemarical operation; not only would it follow the program fed into it by cards, but it would also decide which instructions to execute next, based on intermediate results. However, in contrast to the daguerreotype, not a single copy of the Engine was completed. While the invention of the daguerreotype, a modern media tool for the reproduction of reality, impacted society immediately, the impacr of the computer was yet to be seen. 巴贝奇所称的“磨坊”对数据进行了处理,并将结果写入内存;最终结果将通过打印机输出。该引擎被设计为能够执行任何数学运算;它不仅会按照卡片输入的程序执行,还会根据中间结果决定接下来执行哪些指令。然而,与银版画不同的是,没有一台引擎被完成。尽管银版画的发明作为一种现代媒体工具立即对社会产生了影响,但计算机的影响尚未显现。
Interestingly, Babbage borrowed the idea of using punch cards to store information from an earlier programmed machine. Around 1800, J. M. Jacquard invented a loom that was automatically controlled by punched paper cards. The loom was used to weave intricate figurative images, including Jacquard’s portrair. This specialized graphics computer, so to speak, inspired Babbage in his work on the Analytical Engine, a general computer for numerical calculations. As Ada Augusta; Babbage’s supporter and the first computer programmer, put it, “The Analytical Engine weaves algebraical parterns just as the Jacquard loom weaves flowers and leaves.” ^(3){ }^{3} Thus a programmed machine was already synthesizing images even before it was pur to processing numbers. The connection between the Jacquard lloom and the Analyrical Engine is not something historians of camputers make much of, since for them computer image synthesis represents just one application of the modern digital computer among thousands of others, but for a historian of new media, it is full of significance. 有趣的是,巴贝奇借鉴了早期编程机器使用穿孔卡片存储信息的想法。大约在 1800 年,J. M. 雅卡尔发明了一种由穿孔纸卡自动控制的织机。这台织机能够编织复杂的图案,包括雅卡尔的肖像。可以说,这台专门的图形计算机激励了巴贝奇在分析机上的研究,分析机是一种用于数值计算的通用计算机。正如巴贝奇的支持者、第一位计算机程序员阿达·洛夫莱斯所说:“分析机编织代数模式,就像雅卡尔织机编织花朵和叶子一样。” ^(3){ }^{3} 因此,这台编程机器在处理数字之前就已经能够合成图像了。 雅克卡德织机与分析机之间的联系并未受到计算机历史学家的重视,因为在他们看来,计算机图像合成只是现代数字计算机成千上万种应用中的一种。然而,对于新媒体历史学家而言,这一联系却具有重要的意义。
We should noit be surprised that both trajectories-the development of modern media and the development of computers-begin around the same time. Both media machines and computing machines were absolurely necessary for the functioning of modern mass sociecies. The ability to disseminate the same texts, images, and sounds to millions of citizens-chus assuring the same ideological beliefs-was as essential as the ability to keep track of their birth records, employment records, medical records, and police records. Photography, film, the offset printing press, radio, and television 我们不应该感到惊讶,现代媒体和计算机的发展轨迹大约在同一时间开始。媒体设备和计算设备对于现代大众社会的运作至关重要。将相同的文本、图像和声音传播给数百万公民的能力——从而确保相同的意识形态信仰——与记录他们的出生、就业、医疗和警方记录的能力同样重要。摄影、电影、胶印机、广播和电视。
3. Charles Eamues it Canguter Perspective: Backgromal to the Cousputer Age (Camburidge, Mass: Harvand Uniwersity Press, 1990), 18. made the former possible while computers made possible the latter. Mass media and dara processing are complementary rechnologies; they appear together and develop side by side, making modern mass society possible. 查尔斯·伊默斯的《计算机时代的背景:从古典到计算机时代》(剑桥,马萨诸塞州:哈佛大学出版社,1990 年),第 18 页。前者的实现得益于计算机的进步。大众媒体和数据处理是互补的技术,它们共同出现并相互发展,使现代大众社会成为可能。
For a long time the two trajectories ran in parallel without ever crossing כaths. Throughour the nineteenth and the early twentieth centuries, numerous mechanical and electrical tabulators and calculators were developed; they gradually became faster and their use more widespread. In a parallel movement, we witness the rise of modern media that allow the storage of images, image sequences, sounds, and texts in different material formsphotographic plates, film stock, gramophone records, etc. 很长一段时间,这两条轨迹平行运行,从未交叉。十九世纪和二十世纪初,许多机械和电动的制表机与计算器相继问世;它们逐渐变得更快,使用也愈加普及。同时,现代媒体的兴起使得我们能够以不同的物质形式存储图像、图像序列、声音和文本,例如摄影板、胶卷和留声机唱片等。
Let us continue tracing this joint history. In the 1890 s modern media took anorher step forward as still photographs were pur in motion. In January 1893, the first movie studio-Edison’s, “Black Maria”-started producing twenty-second shorts that were shown in special Kinetoscope parlors. Two years later the Lumière brothers showed their new Cinématographie camera/projection hybrid, first to a scientific audience and later, in December 1895 , to the paying public. Within a year, audiences in Johannesburg, Biombay, Rio de Janeiro, Melbourne, Mexico City, and Osaka were subjected to the new media machine, and they found it irresistible. ^(4){ }^{4} Gradually scenes grew longer, the staging of reality before the camera and the subsequent editing of samples became more intricate, and copies multiplied. In Chicago and Calcutta, London and St. Petersburg, Tokyo and Berlin, and thousands of smaller places, film images would soothe movie audiences, who were facing an increasingly dense information environment outside the theater, an enviromment that no longer coulld be adequately handlled by their own sampling and data processing systems (i.e., their brains). Periodic trips into the dark relaxation chambers of movie thearers became a routine survival technique for the subjects of modern sociery. 让我们继续追溯这段共同的历史。在 1890 年代,现代媒体又向前迈出了重要一步,静态照片被赋予了运动。1893 年 1 月,第一家电影制片厂——爱迪生的“黑玛丽亚”——开始制作二十秒的短片,这些短片在专门的电影放映室中播放。两年后,卢米埃尔兄弟首次向科学观众展示了他们的新型电影摄影机与放映机的混合体,随后在 1895 年 12 月向付费观众展示。在短短一年内,约翰内斯堡、孟买、里约热内卢、墨尔本、墨西哥城和大阪的观众都体验到了这一新媒体机器,他们对此感到无法抗拒。 随着场景逐渐延长,现实在镜头前的呈现和后续样本的编辑变得愈加复杂,复制品也不断增加。在芝加哥、加尔各答、伦敦、圣彼得堡、东京、柏林以及成千上万个小地方,电影画面为观众带来安慰,他们在剧院外面面临着越来越密集的信息环境,这种环境已无法被他们的大脑等自身的采样和数据处理系统充分应对。定期进入电影放映厅的黑暗放松室,成为现代社会人们的一种常规生存技巧。
The 1890s was the crucial decade not only for the development of media, bur also for computing. If individual brains were overwhelmed by the amount of information they had to process, the same was true of corporations and of governments. In 1887, the U.S. Census Bureau was still 1890 年代不仅是媒体发展的关键十年,也是计算机发展的重要时期。如果个人的大脑被需要处理的信息量所压倒,那么公司和政府同样面临着这样的挑战。在 1887 年,美国人口普查局仍然在进行相关工作。
4. David Bordwell and Kristin Thompson, Film Ant: Am Intradumbur, Sth ed. New York: MicGraw-Hilil), 15. 4. 大卫·博德维尔和克里斯汀·汤普森,《电影蚂蚁:入门指南》,第三版。纽约:麦格劳-希尔出版社,15 页。
interpreting figures from the 1880 census. For the 1890 census, the Census Bureau adopted electric cabulating machines designed by Herman Hollerith. The data collected on every person was punched into cards; 46,804 enumerators completed forms for a totall population of 62,979,76662,979,766. The Hollerith tabulator opened the door for the adoprion of calculating machines by business; during the next decade electric tabulators became standard equipment in insurance companies, public utility companies, railroad offices, and accounting departments. In 1911, Hollerith’s Tabulating Machine Company was merged with three other companies to form the Computing-Tabulating-Recording Company; in 1914, Thomas J. Watson was chosen as its head. Ten years later its business tripled, and Watson renamed the company the “International Business Machines Corporation,” or IBM." 解释 1880 年人口普查的数据。对于 1890 年的人口普查,人口普查局采用了赫尔曼·霍勒里斯设计的电动计算机。每个人的数据都被打孔到卡片上;46,804 名普查员为总人口 62,979,76662,979,766 填写了表格。霍勒里斯的制表机为商业界引入计算机铺平了道路;在接下来的十年里,电动制表机成为保险公司、公用事业公司、铁路办公室和会计部门的标准设备。1911 年,霍勒里斯制表机公司与另外三家公司合并,成立了计算-制表-记录公司;1914 年,托马斯·J·沃森被任命为公司负责人。 十年后,公司的业务增长了三倍,沃森将公司更名为“国际商业机器公司”,简称 IBM。"
Mowing into the twentiech century, the key year for the history of media and computing is 1936. British mathematician Alan Turing wrote a seminal paper entitled “On Computable Numbers.” In it he provided a theoretical description of a general-purpose computer later named after its inventor: “the Universal Turing Machine.” Ewen though it was capable of only four operations, the machine could perform any calculation chat could be done by a human and could also imitate any ocher computing machine. The machine operated by reading and writing numbers on an endless tape. At every step the tape would be advanced tor retriewe the next command, read the data, or write the result. Its diagram looks suspiciously like a film projector. Is this a coincidence? 进入 20 世纪,媒体和计算机历史上一个关键的年份是 1936 年。英国数学家艾伦·图灵发表了一篇名为《可计算数》的开创性论文。在这篇论文中,他提供了一个通用计算机的理论描述,后来以他的名字命名为“通用图灵机”。尽管这台机器只能执行四个操作,但它能够完成任何人类可以进行的计算,并且还可以模仿其他任何计算机。该机器通过在无尽的带子上读取和写入数字来进行操作。在每一步,带子都会向前推进,以检索下一个命令、读取数据或写入结果。它的图示看起来可疑地像一个电影放映机。这是巧合吗?
If we believe the word cimematograph, which means “writing mowement,” the essence of cinema is recording and storing visible data in a material form. A film camera records data on film; a film projector reads it off. This cinematic apparatus is sImilar to a compurer in one key respect: A computer’s program and data also have to be stored in some medium. This is why the Universal Turing Machine looks like a film projector. It is a kind of film camera and film projector at once, reading instructions and data stored on endless tape and writing them in other locations on this tape. In fact, the development of a suitable storage medium and a method for coding data represent important parts of the prehistory of both cinema and the com- 如果我们相信“电影摄影机”这个词,它的意思是“记录运动”,那么电影的本质就是以物质形式记录和存储可见数据。电影摄影机在胶卷上记录数据,而电影放映机则读取这些数据。这个电影设备在一个关键方面与计算机相似:计算机的程序和数据也必须存储在某种介质中。这就是通用图灵机看起来像电影放映机的原因。它既是电影摄影机又是电影放映机,能够读取存储在无尽胶带上的指令和数据,并将其写入胶带的其他位置。实际上,适合的存储介质和数据编码方法的发展,构成了电影和计算机史前的重要部分。
5. Eames, AA Computer Perppective, 22-27, 46-51,90-91. puter. As we know, the inventors of cinema eventually setrled on using discrete images recorded on a strip of celluloid; the inventors of the computerwhich needed much greater speed of access as well as the ability to quickly read and write data-eventually decided to store it electronically in a binary 5. 伊姆斯, AA 计算机视角,22-27,46-51,90-91。正如我们所知,电影的发明者最终选择在胶卷上记录离散图像;而计算机的发明者则需要更快的访问速度和快速读写数据的能力,最终决定以二进制的电子方式存储数据。
code. 代码。
The histories of media and computing became further entwined when German engineer Konrad Zuse began building a computer in the living room of his parents’ apartment in Berlin-the same year that Turing wrote his seminal paper. Zuse’s computer was the first working digital computer. One of his innovations was using punched tape to control computer programs, The tape Zuse used was actually discarded 35 mm movie film. ^(6){ }^{6} 媒体与计算的历史在德国工程师康拉德·楚泽于其父母位于柏林的公寓客厅中开始建造计算机时进一步交织在一起——恰好是图灵撰写其开创性论文的同一年。楚泽的计算机是第一台可工作的数字计算机。他的创新之一是使用穿孔带来控制计算机程序,而楚泽所用的带子实际上是被丢弃的 35 毫米电影胶卷。
One of the surviving pieces of this film shows binary code punched over the original frames of an interior shot. A typical movie scene-two people in a room involved in some action-becomes a support for a set of computer commands. Whatever meaning and emotion was contained in this movie scene has been wiped out by its new function as data carrier. The pretense of modern media to create simulations of sensible reality is similarly canceled; media are reduced to their original condition as information carrier, nothing less, nothing more. In a technological remake of the Oedjpal complex, a son murders his father. The iconic code of cinema is discatded in favor of the more efficient binary one. Cinema becomes a slave to the computer. 这部电影中幸存下来的片段之一展示了在原始室内镜头上打孔的二进制代码。一个典型的电影场景——两个在房间里进行某种活动的人——变成了一组计算机命令的载体。这个场景中所蕴含的任何意义和情感都被其作为数据载体的新功能所抹去。现代媒体假装创造出合理现实的模拟,这种假装同样被取消;媒体被简化为其作为信息载体的原始状态,既不多也不少。在技术重拍的俄狄浦斯情结中,一个儿子杀死了他的父亲。电影的标志性代码被抛弃,取而代之的是更高效的二进制代码。电影成为计算机的奴隶。
Bur this is not yer the end of the story. Our story has a mew twist-a happy one. Zuse’s film, with its strange superimposition of binary over iconic code, anticipates che convergence that will follow half a century later. The two separate historical trajectories finally meet. Media and computerDaguerre’s daguerreorype and Babbage’s Analytical Engine, the Lumière Cinématographie and Hollerith’s tabulator-merge into one. All existing media are translated into numerical data accessible for the computer. The result: graphics, moving images, sounds, shapes, spaces, and texts become computable, that is, simply sets of computer data. In short, media become 但这并不是故事的终点。我们的故事迎来了一个新的转折——一个快乐的转折。祖斯的电影通过奇特的二进制与标志性代码的叠加,预示着半个世纪后将要发生的融合。这两条独立的历史轨迹最终交汇。媒体与计算机——达盖尔的摄影术和巴贝奇的分析机,卢米埃尔的电影摄影术和霍勒里斯的制表机——合并为一体。所有现有的媒体都被转化为可供计算机访问的数字数据。结果是:图形、动态图像、声音、形状、空间和文本变得可计算,简单来说,它们成为计算机数据的集合。简而言之,媒体变得
new media. 新兴媒体。
This meeting changes the identicy of both media and the computer itself. No longer just a calculator, control mechanism, or communication device, 这次会议改变了媒体和计算机本身的角色。它不再只是一个计算器、控制工具或通信设备,
the computer becomes a media processor. Before, the compurer could read a row of numbers, outpurring a statistical result or a gun rrajectory. Now in can read pixel values, blurring the image, adjusting its concrast, or checking whether it contains an outline of an object. Building on these lower-level operations, it can also perform more ambitions ones-searching image databases for images sumilar in composition or content to an input image, detecting shor changes in a movie, or synthesizing the movie shot itself, complete with setting and actors. In a historical loop, the computer has teturned to its origins. No longer just an Analytical Engine, suitable only for crunching numbers, it has become Jacquard’s loom-a media synthesizer and manipulator. 计算机已成为媒体处理器。过去,计算机只能读取一行数字,输出统计结果或枪械轨迹。现在,它可以读取像素值,模糊图像,调整对比度,或检查图像中是否有物体的轮廓。基于这些基础操作,它还可以执行更复杂的任务——在图像数据库中搜索与输入图像在构图或内容上相似的图像,检测电影中的短暂变化,或合成电影镜头,连同场景和演员。在历史的循环中,计算机回到了它的起源。它不再只是一个适合处理数字的分析引擎,而是成为了雅卡尔的织机——一个媒体合成和操控的工具。
Principles of New Media 新媒体的基本原则
The identity of media has changed even more dramatically than that of the computer. Below I summarize some of the key differences berween old and new media. In compiling this list of differences, I tried to arrange them in a logical order. That is, the last three principles are dependent on the first two. This is not dissimilar to axiomatic logic, in which certain axioms are taken as starring points and further theorems are proved on cheir basis. 媒体的身份变化比计算机的身份变化更加显著。以下是我总结的一些旧媒体与新媒体之间的关键差异。在编制这个差异列表时,我尽量将它们按逻辑顺序排列。也就是说,最后三个原则依赖于前两个原则。这与公理逻辑相似,在公理逻辑中,某些公理被视为起点,进一步的定理则在其基础上被证明。
Not every new media object obeys these principles. They should be considered not as absolute laws but rather as general tendencies of a culture undergoing computerization. As computerization affects deeper and deeper layers of culture, these tendencies will increasingly manifest themselves. 并非所有新媒体对象都遵循这些原则。它们应被视为文化在计算机化过程中表现出的普遍趋势,而非绝对法则。随着计算机化对文化更深层次的影响,这些趋势将愈加明显。
1. Numerical Representation 数字的表示方式
All new media objects, whether created from scratch on computers or conwerted from analog media sources, are composed of digiral code; they are numerical representations. This fact has two key consequences: 所有新媒体对象,无论是从头在计算机上创建的,还是从模拟媒体源转换而来的,都是由数字代码构成的;它们是数字的表现形式。这一事实带来了两个关键的后果:
A new media object can be described formally (mathematically). For instance, an image or a shape can be described using a mathematical function. 新的媒体对象可以用正式的方式(数学上)进行描述。例如,图像或形状可以通过数学函数来表达。
A new media object is subject to algorithmic manipulation. For instance, by applying appropriate algorithms, we can autornatically remove “noise” from a photograph, improve its contrast, locate the edges of the shapes, or change its proportions. In short, media bensmer prugrammzable. 新的媒体对象会受到算法的影响。例如,通过使用合适的算法,我们可以自动去除照片中的“噪音”,提高对比度,找到形状的边缘,或调整其比例。总之,媒体是可以编程的。
When new media objects are created on computers, they originate in numerical form. But many new media objects are converted from various forms of old media. Although most readers understand the difference between analog and digital media, a few notes should be added on the terminology and the conversion process itself. This process assumes that data is originally continuous, that is, “the axis or dimension that is measured has no apparent indivisible unit from which it is composed.” Converting continuous data into a numerical representation is called digitization. Digitization consists of two steps: sampling and quantization. First, data is sampled, most often at regular intervals, such as the grid of pixels used to represent a digital image. The frequency of sampling is referred to as verolution. Sampling turns continuous data into discrete data, that is, data occurring in distinct units: people, the pages of a book, pixels. Second, each samplle is quazatijed, that is, it is assigned a numerical value drawn from a defined range (such as 0-2550-255 in the case of an 8 -bit greyscale image). ^(8){ }^{8} 当新的媒体对象在计算机上创建时,它们以数字形式存在。然而,许多新媒体对象是从各种旧媒体形式转换而来的。虽然大多数读者能够理解模拟媒体与数字媒体之间的区别,但关于术语和转换过程本身仍需补充一些说明。这个过程假设数据最初是连续的,也就是说,“被测量的轴或维度没有明显的不可分割的单位。”将连续数据转换为数字表示的过程称为数字化。数字化分为两个步骤:采样和量化。首先,数据会在规则的时间间隔内进行采样,例如用于表示数字图像的像素网格。 采样频率被称为采样率。采样将连续数据转换为离散数据,也就是说,数据以不同的单位出现:人、书页、像素。其次,每个样本都会被量化,也就是它会被分配一个从定义范围内抽取的数值(例如,在 8 位灰度图像中为 0-2550-255 )。 ^(8){ }^{8}
While some old media such as photography and sculpture are trully continuous, most involve the combination of continuous and discerte coding. One example is motion picture film: each frame is a continuous photograph, but time is broken into a number of samples (frames). Video goes one step further by sampling the frame along the werticall dimension (scani lines). Similarly, a photograph printed using a halftone process combines discrete and continuous representations. Such a photograph consists of a number of orderly dots (i.e., samples), although the diameters and areas of dots vary continuously. 虽然一些旧媒体,如摄影和雕塑,确实是连续的,但大多数媒体则是连续与离散编码的结合。一个例子是电影胶卷:每一帧都是一张连续的照片,但时间被分成多个样本(帧)。视频更进一步,通过在垂直方向上对帧进行采样(扫描线)。同样,使用半色调工艺打印的照片也结合了离散和连续的表现。这种照片由多个有序的点(即样本)组成,尽管这些点的直径和面积是连续变化的。
As the last example demonstrates, while modern media contain levels of discrete representation, the samples are mever quantified. This quantification of samples is the cricial step accomplished by digitization. But why, we may ask, are modern media technologies often in part discrete? The key assumption of modern semiotics is that communication requires discrete units. Without discrete units, there is no lamguage. As Roland Barthes put it, "Language is, as it were, that which divides reality (for instance, the contin- 正如最后一个例子所示,尽管现代媒体包含离散表示的层次,但样本从未被量化。样本的量化是数字化过程中至关重要的一步。但是,我们可能会问,为什么现代媒体技术在某种程度上往往是离散的?现代符号学的一个关键假设是,交流需要离散的单位。没有离散单位,就没有语言。正如罗兰·巴特所说,“语言就是将现实划分开来的东西(例如,连续的——”
7. Isaac Wicror Kerlov and Judson Rosebbush, Compitater Graphici for Designers and Atristsy (New York: Wan Nostrand Reinhold, 1986), 14. 7. 艾萨克·维克罗·凯尔洛夫与贾德森·罗斯布什合著,《设计师与艺术家的计算机图形学》(纽约:万诺斯特兰德·雷恩霍尔德,1986 年),第 14 页。
8. Ibid,., 21. wous spectrum of the colors is verbally reduced to a series of discontinuous terms) ^("mo "){ }^{\text {mo }} In assuming that any form of communication requires a discrete representation, semioticians took human language as the prototypical exumple of a communication system. A human language is discrete on most scales: We speak in sentences; a sentence is made from words; a word consists of morphemes, and so on. If we follow this assumprion, we may expect that media used in cultural communacation will have discrete lewels. At first this theory serms to work. Indeed, af film samples the continuous cime of human existrence into discrete frames; a draming samples visible reality into discrete lines; and a printed phorograph samples it into discrece dots. This assumption does not universally wrork, however: Photographs, far instance, do not have any apparent units. (Indeed, in the 1970 s semiotics was cricicized for its linguistic bias, and most semionichans came to recognize that a languagebased model of distinct units of meaning cannot be applied to many kinds of culcural communication,) Mare important, the discrete units of modern media are usually not units of meanings in the way morphemes are. Neither film frames nor halftone dots hawe any relation to how a film or phorograph affects the viewer (except in modern art and avant-garde film-think of paintings by Roy Lichtenstein and films of Paul Sharits-which often make the “material” units of media into units of meaning). 8. 同上,21. 颜色的光谱在语言上被简化为一系列不连续的术语) ^("mo "){ }^{\text {mo }} 在假设任何形式的交流都需要离散表示的情况下,符号学家将人类语言视为交流系统的典型例子。人类语言在大多数层面上是离散的:我们用句子交流;句子由单词组成;单词由语素构成,等等。如果我们遵循这个假设,我们可以期待文化交流中使用的媒介将具有离散的层次。起初,这个理论似乎是有效的。确实,电影将人类存在的连续时间分割成离散的帧;动画将可见现实分割成离散的线条;而印刷的照片则将其分割成离散的点。 然而,这一假设并不普遍适用:例如,照片并没有明显的单位。(事实上,在 1970 年代,符号学因其语言偏见而受到批评,大多数符号学家开始意识到,基于语言的不同意义单位模型无法适用于许多文化交流。)更重要的是,现代媒体的离散单位通常并不是像形态素那样的意义单位。电影帧和半色调点与电影或照片对观众的影响之间没有任何关系(除了在现代艺术和先锋电影中——比如罗伊·利希滕斯坦的画作和保罗·沙里茨的电影——这些作品常常将媒体的“物质”单位转化为意义单位)。
The most likely reason modern media has discrete levels is because it emerged during the Industrial Revolution. In the nineteenth century, a new orgiatization of production known as the factory spstem gradually replaced artisan labor. It reached iss classical form when Henry Ford installed the first assembly line in his factory in 1913. The assembly line rellied on two principles. The first was standardization of parts, already employed in the production of military uniforms in the nineteenth century. The second, newer principle was the separation of the production process into a set of simple, repetitive, and sequential activities that could be executed by workers who did not have co master the entire process and could be easily replaced. 现代媒体之所以具有离散级别,最可能的原因是它在工业革命期间出现。在十九世纪,一种称为工厂系统的新生产组织逐渐取代了手工业劳动。1913 年,亨利·福特在他的工厂中安装了第一条流水线,标志着这一系统达到了经典形式。流水线依赖于两个原则。第一个是零件的标准化,这在十九世纪的军装生产中已经得到应用。第二个更新的原则是将生产过程分解为一系列简单、重复和顺序的活动,这些活动可以由不需要掌握整个过程的工人来执行,并且可以轻易替换。
Not surprisingly, modern media follows the logic of the factory, not only in trenms of division of labor as witnessed in Hollywood film studios, animation 不出所料,现代媒体遵循工厂的逻辑,这不仅体现在好莱坞电影制片厂的劳动分工上,也体现在动画制作中
9. Roland Barthes, Elements of Semiology, trans. Annette Lavers and Colin Smith (New York: Hiill and Whang. 1968), 64. 9. 罗兰·巴特,《符号学要素》,翻译:安妮特·拉弗斯和科林·史密斯(纽约:希尔与旺,1968 年),第 64 页。
studios, and television production, but also on che level of material organization. The invention of typesetting machines in the 18805 industrial ized publishing while leading to a standardization of both type design and fonts (number and rypes). In the 1890 s cinema combined automatically produced images (via photography) with a mechanical projector. This required standardization of both image dimensions (size, frame ratio, contrast) and temporal sampling rate. Even earlier, in the 1880 s , the first telewision systems alteady involved standardization of sampling both in time iand space. These modern media systems also followed factory logic in char, once a new “model” (a fillm, a phorograph, an audio recording) was introduced, numerous identicall media copies would be produced from this master. As I will show, new media follows, or actually runs ahead of, a quite different logic of post-industrial society-that of individual customization, rather than mass standardization. 工作室和电视制作不仅涉及材料组织的层面。1880 年代排版机的发明使出版业实现了工业化,同时也导致了字体设计和字体(数字和类型)的标准化。在 1890 年代,电影将自动生成的图像(通过摄影)与机械投影仪结合在一起,这需要对图像尺寸(大小、画幅比例、对比度)和时间采样率进行标准化。更早在 1880 年代,第一代电视系统已经开始对时间和空间的采样进行标准化。 这些现代媒体系统在特征上也遵循了工厂逻辑,一旦引入新的“模型”(如电影、照片或音频录音),就会从这个母版中生产出大量相同的媒体副本。正如我将展示的,新媒体遵循的,实际上是后工业社会中一种完全不同的逻辑——个性化定制,而非大规模标准化。
2. Modularity 2. 模块化设计
This principle can be called the “fractal structure of new media.” Just as a fractal has the same structure on different scales, a new media object has the same modular structure throughout. Media elements, be they images, sounds, shapes, or behaviors, are represented as collections of discrete samples (pixels, polygons, voxels, characters, scripts). These elements are assembled into larger-scale objects but continue to maintain their separate identities. The objects chemselves can be combined into even larger objects-again, without losing their independence. For example, a multimedia “movie” authored in popular Macromedia Director software may consist of hundreds of still images, QuickTime movies, and sounds that are stored separately and loaded at run time. Because all elements are stored independently, they can be modified at any time withous having to change the Director “movie” itself. These “movies” can be assembled into a larger “movie,” and so on. Anorther example of modularity is che concept of “object” used in Microsaft Office applications. When an “object”" is inserted into a document (for instance, a media clip inserted into a Word document), it concinues to maintain its independence and can always be edited with che program originally used to create ir. Yer another example of modullarisy is the structure of an HTMI document: With the exemption of text, it conssists of a number of separate objectsGIP and JPEG images, media clips. Wirtuial Reality Modeling Langiuage (VRML) scenes, Shockwawe and Flash movies - which are all stored independently, locally, andor on a network. In short, a new media object consists of independent parts, each of which consists of smaller independent parts, and so on, down to the level of the smallest “atoms”-pixells, 3-D points, or text characters. 这个原则可以称为“新媒体的分形结构”。就像分形在不同尺度上保持相同的结构,新媒体对象在各个层面上也具有一致的模块化结构。媒体元素,无论是图像、声音、形状还是行为,都被视为离散样本(像素、多边形、体素、字符、脚本)的集合。这些元素被组合成更大规模的对象,但仍然保持各自的独立性。这些对象本身也可以进一步组合成更大的对象,同样不会失去它们的独立性。例如,在流行的 Macromedia Director 软件中创作的多媒体“电影”可能由数百张静态图像、QuickTime 电影和声音组成,这些元素都是单独存储并在运行时加载的。 由于所有元素都是独立存储的,因此可以随时进行修改,而无需更改导演“电影”本身。这些“电影”可以组合成更大的“电影”,以此类推。模块化的另一个例子是微软 Office 应用程序中的“对象”概念。当一个“对象”被插入到文档中(例如,插入到 Word 文档中的媒体剪辑)时,它仍然保持独立性,并且始终可以使用最初创建它的程序进行编辑。另一个模块化的例子是 HTML 文档的结构:除了文本外,它由多个独立的对象组成,如 GIF 和 JPEG 图像、媒体剪辑。 虚拟现实建模语言(VRML)场景、Shockwave 和 Flash 电影等都独立存储在本地或网络上。简而言之,一个新媒体对象由独立的部分构成,每个部分又由更小的独立部分组成,直到最小的“原子”——像素、三维点或文本字符。
The World Wide Web as a whole is also completely modular. It consists of numerous Web pages, each in its turn consisting of separate media elements. Every elememt can always be accersed on irs own. Normally we think of elements as belonging to their corresponding Web sites, but this is just a convention, reinforced by commercial Web browsers. The Netomar browser by artist Maciej Wisnewski, which extracts elements of a particullar media type from different Web pages (for instance, images only) and displays them together withour identifying the Web sites from which they are drawn, highlights for us this fundamentally discrete ond nonhienarchical organization of the Web. 整个万维网实际上是完全模块化的。它由众多网页构成,每个网页又包含独立的媒体元素。每个元素都可以单独访问。通常我们认为这些元素属于各自的网站,但这只是一个约定,由商业网页浏览器所强化。艺术家 Maciej Wisnewski 的 Netomar 浏览器能够从不同网页中提取特定类型的媒体元素(例如,仅提取图像),并将它们一起展示,而不标识它们来源的网站,这突显了网络的根本离散性和非等级化的组织结构。
In addition to using the metaphor of a fractal, we can also make an analogy between the modularity of new media and structured computer programming. Structural computer programming, which became standard in the 1970 s, involves writing small and self-sufficient modules (called in different computer languages subroutines, functions, procedures, scripts), which are thera assembled into larger programs. Many new media objects are in fact computer programs that follow structural programming style. For example, most interactive multimedia applications are written in Macromedia Dinector’s Lingo. A Lingo program defines scripts that control various repeated actions, such as clicking on a button; these scripts are assembled into larger scripts. In the case of new media objects that are not computer programs, an analogy with structural programming still can be made because their parts can be accessed, modified, or substituted without affecting the overall structure of an object. This analogy, however, has its limits. If a particular module of a computer program is deleted, the program will not run. In contrast, as with traditional media, deleting parts of a new media object does not render it meaningless. In fact, the modular structure of new media makes such deletion and substitution of parts particularly easy. For example, since an HTML document consists of a number of separate objects each represented by a line of HTML code, it is very easy to delete, substitute, or add new objects. Similarly, since in Photoshop the parts of a digital image usually kept placed on separate layers, these parts can be deleted and substitured with a click of a button. 除了使用分形的比喻,我们还可以将新媒体的模块化与结构化计算机编程进行类比。结构化计算机编程在 1970 年代成为标准,涉及编写小而自足的模块(在不同的计算机语言中称为子程序、函数、过程或脚本),这些模块随后被组合成更大的程序。许多新媒体对象实际上是遵循结构化编程风格的计算机程序。例如,大多数互动多媒体应用程序是用 Macromedia Director 的 Lingo 编写的。Lingo 程序定义了控制各种重复动作的脚本,例如点击按钮;这些脚本被组合成更大的脚本。 对于不是计算机程序的新媒体对象,可以与结构化编程进行类比,因为它们的组成部分可以被访问、修改或替换,而不会影响对象的整体结构。然而,这种类比是有局限性的。如果删除计算机程序的某个特定模块,程序将无法运行。相比之下,与传统媒体一样,删除新媒体对象的部分并不会使其失去意义。实际上,新媒体的模块化结构使得这种部分的删除和替换变得特别简单。例如,由于 HTML 文档由多个独立的对象组成,每个对象由一行 HTML 代码表示,因此删除、替换或添加新对象非常容易。 类似地,由于在 Photoshop 中,数字图像的各个部分通常保存在不同的图层上,因此可以通过点击一个按钮轻松删除和替换这些部分。
3. Automation 3. 自动化技术
The mumerical coding of media (principle 1) and the modular structure of a media object (principle 2) allow for the automation of many operations involved in media creation, manipulation, and access. Thus human intentionality can be removed from the creative process, at least in part. ^(10){ }^{10} 媒体的数字编码(原则 1)和媒体对象的模块化结构(原则 2)使得许多与媒体创作、处理和访问相关的操作可以实现自动化。因此,人类的意图在创作过程中可以在一定程度上被去除。
Following are some examples of what can be called “low-level” automation of media creation, in which the computer user modifies or creates from scratch a media object using templates or simple algorithms. These techniques are robust enough so that they are included in most commercial software for image editing, 3-D graphics, word processing, graphics layout, and so forth. Imageediting programs such as Photoshop can automatically correct scanned images, improving contrast range and removing noise. They also come with filters that can automatically modify an image, from creating simple variations of color to changing the whole image as though it were painted by Van Gogh, Seurat, or another brand-name artist. Other computer programs can automatically generate 3-D objects such as trees, landscapes, and human figures as well as detailed ready-to-use animations of complex natural phenomena such as fire and waterfalls. In Hollywood films, flocks of birds, ant colonies, and crowds of people are automatically created by AL (artificial life) software. Word processing, page layout, presentation, and Web creation programs come with “agents” that can automatically create the layout of a document. Writing software helps the user to creace literary narratives using highly formalized genre conwentions. Finally, in what may be the most familiar experience of automared media generation, many Web sites automatically generate Web pages on the fy when the user reaches the site. They assemble the information from databases and formar it using generic templates and scripts. 以下是一些被称为“低级”媒体创作自动化的例子,其中计算机用户使用模板或简单算法来修改或从零开始创建媒体对象。这些技术足够强大,因此大多数商业软件,如图像编辑、3D 图形、文字处理和图形布局等,都包含了这些功能。像 Photoshop 这样的图像编辑程序可以自动修正扫描图像,改善对比度范围并去除噪声。此外,它们还配备了可以自动修改图像的滤镜,从简单的颜色变化到将整个图像转换为仿佛是由梵高、修拉或其他知名艺术家创作的效果。 其他计算机程序可以自动生成三维物体,如树木、风景和人形,以及复杂自然现象(如火和瀑布)的详细动画。在好莱坞电影中,鸟群、蚁群和人群都是由人工生命(AL)软件自动创建的。文字处理、页面布局、演示和网页创建程序都配备了可以自动生成文档布局的“代理”。写作软件帮助用户使用高度规范化的体裁约定来创作文学叙事。最后,在可能是自动媒体生成中最为熟悉的体验中,许多网站在用户访问时会自动生成网页。 他们从数据库中汇总信息,并使用通用模板和脚本进行格式化。
Researchers afe also working on what can be called “high-level” automation of media creation, which requires a computer to understand, to a certain degree, the meanings embedded in rhe objects being generated, that is, their 研究人员也在探索一种被称为“高级”媒体创作自动化的技术,这要求计算机在一定程度上理解生成对象中所蕴含的意义
10. I discuss particular cases of compurer automanion of visual communication in more detail in “Antomation of Sight from Photography to Computer Vision,” Electromic Cublare: Technology and Wiswal Requesentation, ed. by Tirmorthy Druckrey and Michael Sand (New York: Aperture, 1996) 229-239; and in “Mapping Space: Berspective, Radas, and Computer Graphics,” SIG. GRAPH '93 Visual Procedings, ed. be Thomas Linehan (New York: ACM, 1993), 14² -147. semantics. This research can be seen as part of a larger projecr af artificial intelligence (AD). As is well kuown, the AI project has actiewed only limited success since its beginnings in the 1950 s. Correspondingly, work on media generation that requires an understanding of semantics is also in the research stage and is rarely included in commercial software. Beginning in the 1970 s, computers were often used to generate poetry and fiction. In the 1990 , frequenters of Internet chat rooms became familiar with “bous”-computer programs that simulate human conwersation. Researchers at New York Uniwersity designed a “virtual theater” composed of a few “wirtual actors” who adjusted their behavior in real-time in response to a user’s actions. ^(00){ }^{00} The MIT Media Lab developed a number of different projects devoted to “high-level” automation of media creation and use: a “smart camera” that, when given a script, automatically follows the action and frames the sthocs; ^(12){ }^{12} ALIVE, a virtual environment where the user interacts with animated churacters; ^(13){ }^{13} and a new kind of human-computer interface where the computer presents itself to a user as an animated talking character. The character generated by a computer in real-time, communicates with the through user naturall language; it also tries to guess the user’s emotional state and to adjust the style of interaction accordingly. ^(14){ }^{14} 10. 我在《从摄影到计算机视觉的视觉通信自动化》一文中更详细地讨论了计算机自动化的特定案例,收录于《电子文化:技术与视觉表现》,由 Tirmorthy Druckrey 和 Michael Sand 编辑(纽约:Aperture,1996 年)229-239;以及在《映射空间:透视、雷达和计算机图形》一文中,收录于 SIG. GRAPH '93 视觉程序,由 Thomas Linehan 编辑(纽约:ACM,1993 年),14² -147。语义。这项研究可以视为人工智能(AI)更大项目的一部分。众所周知,自 1950 年代以来,人工智能项目的成功一直非常有限。 相应地,涉及语义理解的媒体生成工作仍处于研究阶段,且很少被应用于商业软件。从 1970 年代开始,计算机常常被用来创作诗歌和小说。在 1990 年代,互联网聊天室的常客们熟悉了“bous”——一种模拟人类对话的计算机程序。纽约大学的研究人员设计了一个“虚拟剧院”,由几个“虚拟演员”组成,他们能够根据用户的行为实时调整自己的表现。 麻省理工学院媒体实验室开发了多个项目,专注于“高级”媒体创作和使用的自动化:一个“智能相机”,在接收到剧本后,能够自动跟随动作并进行构图;ALIVE,一个用户可以与动画角色互动的虚拟环境;以及一种新型的人机界面,计算机以动画对话角色的形式与用户进行交流。计算机实时生成的角色通过自然语言与用户沟通,并试图猜测用户的情感状态,从而相应地调整互动风格。 ^(14){ }^{14}
The area of new media whene the average computer user encountered AA in the 1990 s was not, howewer, the human-computer interface, but computer games. Almost every commercial game included a component called an “AI engine,” which stands for the part of the game’s computer code that controls its characters-car drivers in a car race simulation, enemy forces in a strategy game such as Command and Conquer single attackers in first-person shooters such as Quake. AI engines use a variety of approaches to simulate human intelligence, from rule-based systems to neural networks. Like AI expert systems, the characters in computer games have expertise in some well-defined but narrow area such as artacking the user. But because computer games are 在新媒体领域,普通计算机用户在 1990 年代接触到的 AA 并不是人机界面,而是计算机游戏。几乎每款商业游戏都包含一个称为“AI 引擎”的组件,这部分代码控制着游戏中的角色——在赛车模拟中是汽车驾驶员,在《命令与征服》等策略游戏中是敌军,在《雷神之锤》等第一人称射击游戏中是单个攻击者。AI 引擎采用多种方法来模拟人类智能,从基于规则的系统到神经网络。与 AI 专家系统类似,计算机游戏中的角色在某些明确但狭窄的领域中具有专业知识,例如攻击用户。然而,由于计算机游戏的特性,
11. hetp://wwa:mrl. nyu.edatimprows 11. hetp://wwa:mrl.nyu.edu/improws
12. http://www-white.nedia mitedu/vismod/demosismarcam/.
13. htep://pattie.wwm.media_mit.edu/people/partie/CACM-95/alife-cacm95.html.
14. This research was pursued ar different groups at the MIT lab. See, for instance, the home page of the Gesture and Narracive Lamguage Group, hetp://gn. www,media.mit. edu/groups/gn: 14. 这项研究在麻省理工学院的不同团队中进行。例如,可以查看手势与叙事语言组的主页,网址是:http://gn.www.media.mit.edu/groups/gn:
highly codified and rule-based, these characters function very effectively; that is, they effectively respond to the few things the user is allowed to ask them to do: run forward, shoor, pick up an object. They cannor do anything else, bur then the game does not provide the opportunity for the user to test this. For instance, in a martial arts fighting game, I can"t ask questions of my opponent, nor do I expect him or her to start a conversation with me. All I can do is “attack” my opponent by pressing a few buttons, and within this highly codified situation the computer can “fight” me back very effectively. In short, computer characters can display intelligence and skills only because programs place severe limits on our possibule interactions with them. Put differently, computers can pretend to be intelligent only by tricking us into using a wery smill part of who we are when we communicate with them. At the 1997 SIGGRAPH (Special Interest Group on Computer Graphics of the Association for Computing Machinery) convention, for example, I played against both hrman and computer-controlled characters in a VR simulation of a nonexistent sports game. All my opponents appeared as simple bliobs covering a few pixels of my VR display; at this resolution, it made absolutely no difference who was human and who was not. 这些高度规范化和规则化的角色运作非常有效;也就是说,他们能够有效地回应用户被允许要求他们做的少数事情:向前跑、射击和捡起物体。他们无法执行其他操作,但游戏并没有给用户提供测试这一点的机会。例如,在一款武术格斗游戏中,我无法向对手提问,也不指望他或她和我展开对话。我能做的只是通过按几个按钮“攻击”对手,在这种高度规范化的情况下,计算机可以非常有效地“反击”我。简而言之,计算机角色之所以能够展示智能和技能,仅仅是因为程序对我们与他们的互动施加了严格的限制。 换句话说,计算机只能通过欺骗我们,让我们在与它们交流时只使用我们的一小部分,来假装自己是智能的。在 1997 年的 SIGGRAPH(计算机图形学协会特别兴趣小组)大会上,我在一个虚拟现实模拟的虚构体育比赛中与人类和计算机控制的角色对战。我的所有对手看起来都是简单的像素块,只覆盖了我虚拟现实显示器上的几个像素;在这样的分辨率下,根本无法区分谁是人类,谁是计算机。
Along with “low-level” and “high-level” automation of media creation, another area of media use subjected to increasing automation is media access. The switch to computers as a means of storing and accessing enormous amounts of media material, exemplified by the “media assets”" stared in the databases of stock agencies and global entertainment conglomerates, as well as public “media assets” distributed across numerous Web sites, created the reeed to find more efficient ways to classify and search media objects. Word processors and other text-management software has long prowided the capacity to search for specific scrings of rext and automatically index documents. The UNIX operating system also included powerful commands to search and filter text files. In the 1990 s softwate designers started to provide media users with similar abilities. Virage introduced Virage VIR Image Engine, which allows one to search for wisually similar image content among milllions of images as well as a set of video search tools to allow indexing and searching video files. ^(15){ }^{15} By the end of the 1990s, the key W/eb search engines 除了“低级”和“高级”媒体创作的自动化,另一个日益受到自动化影响的领域是媒体访问。计算机作为存储和访问大量媒体材料的手段,尤其是“媒体资产”,这些资产存储在股票机构和全球娱乐集团的数据库中,以及分布在众多网站上的公共“媒体资产”,促使人们寻找更高效的方式来分类和搜索媒体对象。文字处理器和其他文本管理软件早已具备搜索特定文本字符串和自动索引文档的能力,而 UNIX 操作系统也提供了强大的命令来搜索和过滤文本文件。 在 1990 年代,软件设计师开始为媒体用户提供类似的功能。Virage 推出了 Virage VIR 图像引擎,允许用户在数百万张图像中搜索视觉上相似的内容,并提供一套视频搜索工具,以便对视频文件进行索引和搜索。到 1990 年代末,关键的网络搜索引擎
15. Siee hartpol/twwwinirage.corm/producrs. already included the option to search the Internet by specific media such as images, wideo, and audio. 15. Siee hartpol/twwwinirage.corm/producrs. 已经提供了按特定媒体(如图片、视频和音频)搜索互联网的选项。
The Internet, which can be thought of as one huge distributed media database, also crystallized the basic condition of the new information society: owerabundance of information of all kinds. One response was the poptilar idea of software “agents” designed to automate searching for relevant information. Some agents act as filters that deliver small amounts of information given the user’s criteria. Others allow users to tap into the expertise of other users, following their selections and choices. For example, the MIT Software Agents Group developed such agents as BUZZwarch, which " disrills and tracks trends, themes, and topics within collections of texts across time" such as Internet discussions and Web pages; Letizia, “a user incerface agent that assists a user browsing the Would Wide Web by … scouting ahead from the user’s current position to find web pages of possible interest”; and Footprints, which “uses information left by other people to help you find your way around.”." ^(16){ }^{16} 互联网可以被视为一个庞大的分布式媒体数据库,它体现了新信息社会的基本特征:各种信息的过剩。对此,流行的软件“代理”概念应运而生,旨在自动化搜索相关信息。一些代理充当过滤器,根据用户的标准提供少量信息,而另一些则允许用户借助其他用户的专业知识,跟随他们的选择和决策。 例如,麻省理工学院的软件代理组开发了像 BUZZwarch 这样的代理,它“在时间的文本集合中提取和跟踪趋势、主题和话题”,例如互联网讨论和网页;Letizia 是“一个用户界面代理,帮助用户在万维网中浏览,通过从用户当前位置向前侦察,寻找可能感兴趣的网页”;还有 Footprints,它“利用其他人留下的信息来帮助你找到方向。”。 ^(16){ }^{16}
By the end of the twentieth century, the problem was no longer how to create a new media object such as an image; the new problem was how to find an object that already exists somewhere. If you want a particular image, chances are it already exists-but it may be easier to create one from scratch than to find an existing one. Beginning in the nineteenth century, modern sociery developed technologies that automated media creation-the photo camera, film camera, tape recorder, videorecorder, etc. These technologies allowed us, over the course of 150 years, to accumulate an unprecedented amount of media materials-photo archives, film libraries, audio archives. This led to the next stage in media evolution-the need for new technologies to store, organize, and efficiently access these materials. The new technologies are all computer-based-media databases; hypermedia and other ways of organizing media material such as the hierarchical file system itself; text management soffware; programs for content-based search and retrieval. Thus automation of media access became the next logical stage of the process that had been put into motion when the first photograph was taken. The emergence of new media coincides with this second stage of a 到了二十世纪末,问题不再是如何创造新的媒体对象,比如图像;新问题是如何找到已经存在的对象。如果你想要一幅特定的图像,很可能它已经存在——但有时候从头开始创造一幅图像可能比找到现有的更容易。从十九世纪开始,现代社会发展了自动化媒体创作的技术——如照相机、电影摄影机、录音机和录像机等。这些技术使我们在 150 年间积累了前所未有的媒体材料——照片档案、电影库和音频档案。这导致了媒体演变的下一个阶段——需要新的技术来存储、组织和高效访问这些材料。 新技术都是基于计算机的媒体数据库,包括超媒体和其他组织媒体材料的方式,如层次文件系统;文本管理软件;以及用于内容搜索和检索的程序。因此,媒体访问的自动化成为了拍摄第一张照片后,推动这一进程的下一个逻辑阶段。新媒体的兴起与第二阶段相吻合
16. thetprdagenes.wwe.media.mit.edw/groupslagents/projects/.
media society, now concerned as much with accessing and reusing existing media objects as with creating new ones. ^(17){ }^{17} 现在的媒体社会不仅关注创造新的媒体对象,也同样重视获取和重用现有的媒体资源。
4. Variability 4. 变异性分析
A new media object is not something fixed once and for all, but something that can exist in different, potentially infinite versions. This is another consequence of the numerical coding of media (principle 1) and the modular structure of a media object (primciple 2). 新的媒体对象并不是固定不变的,而是可以以不同的、潜在无限的版本存在。这是媒体数字编码(原则 1)和媒体对象模块化结构(原则 2)带来的另一个结果。
Old media involved a human creator who manually assembled textual, visual, and/or audio elements into a particular composition or sequence. This sequence was stored in some marerial, its order determined once and for all. Numerous copies could be run aff from the master, and, in perfect correspondence with the logic of an industrial society, they were all identical. New media, in contrast, is characterized by variability. (Other terms that are often used in relation to new media and that might serve as appropriate synonyms of variable are mutable and liqwid) Instead of identical copies, a new media object typically gives rise to many different versions. And rather than being created completely by a human author, these versions are often in part automatically assembled by a computer. (The example of Web pages automatically generated from databases using templates created by Web designers can be invoked here as well.) Thus the principle of variability is closely connected to automation. 旧媒体是由人类创作者手动将文本、视觉和/或音频元素组合成特定作品或序列。这些序列存储在某种材料中,其顺序一旦确定便不再改变。可以从母版制作出许多相同的副本,这与工业社会的逻辑完美契合。相比之下,新媒体的特点是可变性。(与新媒体相关的其他术语,如可变和液态,常被用作同义词)新媒体对象通常会产生许多不同的版本,而不是相同的副本。这些版本往往不是完全由人类作者创作,而是部分由计算机自动组装而成。 (这里也可以提到由网页设计师创建的模板自动生成的数据库网页示例。)因此,变异性原则与自动化紧密相连。
Variability would also not be possible without modularity. Stored digitallly, rather than in a fixed medium, media elements maintain their separare identities and can be assembled into mumerous sequences under program control. In addition, because the ellements themselves are broken into discrete samples (for instance, an image is represented as an artay of pixels), they can be created and customized on the lly. 变异性不可能在没有模块化的情况下存在。媒体元素以数字形式存储,而不是固定介质中,这使得它们保持独立的身份,并可以在程序控制下组装成多种序列。此外,由于这些元素被分解为离散的样本(例如,一幅图像以像素阵列的形式表示),因此可以根据需要进行创建和定制。
The logic of new media thus corresponds to the postindustrial logic of “production on demand” and “just in time” delivery logics that were themselves made passible by the use of computers and computer networks at all stages of manufacturing and discribution. Here, the “culture industry” 新媒体的逻辑与“按需生产”和“及时交付”的后工业逻辑相对应,这些逻辑的实现得益于在制造和分配各个阶段使用计算机和计算机网络。在这里,“文化产业”
17. See myy “Awant-Garde as Sofcrare,” in Ostrwawente, ed. Stephen Kowats (Frankfurt and New York: Campus Werlag, 1999 ) (hatcpt/wisarts. ucosd/.edu/ Manovich). (a term coined by Theodor Adorno in the 1930s) is actually ahead of most other industries. The idea that a customer might determine the exact features of her desired car at the showroom, transmit the specs to the factory, and hours later receive the car, remains a dream, but in the case of computer media, such immediacy is reality. Because the same machine is used as both showroom and factory, that is, the same computer generates and displays media-and because the media exists not as a material object but as data that can be sent through wires at the speed of light, the customized version created in response to the user’s input is delivered almost immediately. Thus, to continue with the same example, when you access a Web site, the server immediately assembles a customized Web page. 17. 请参见我在斯蒂芬·科瓦茨编辑的《奥斯特瓦文特》中所写的“前卫作为软体”(法兰克福和纽约:校园出版社,1999 年)(hatcpt/wisarts.ucosd/.edu/ Manovich)。这是西奥多·阿多诺在 1930 年代创造的一个术语,实际上在大多数其他行业之前。顾客在展厅中确定所需汽车的具体特征,将规格传送到工厂,并在几个小时后收到汽车的想法,仍然是一个梦想,但在计算机媒体的情况下,这种即时性已经成为现实。 由于同一台机器既是展厅又是工厂,也就是说,同一台计算机生成和展示媒体,而媒体并不是作为物质对象存在,而是以数据的形式存在,可以通过光速传输。因此,根据用户输入创建的定制版本几乎可以立即交付。因此,继续以同样的例子,当你访问一个网站时,服务器会立即生成一个定制的网页。
Here are some particular cases of the variability principle (most of them will be discussed in more detail in later chapters): 这里有一些关于变异原则的具体案例(大部分将在后续章节中详细讨论):
Media elements are stored in a media database; a variety of end-user objects, which vary in resolution and in form and content, can be generated, either beforehand or on demand, from this database. At first, we might think that this is simply a particular technological implementacion of the variability principle, but, as I will show in the “Database” section, in a computer age the database comes to function as a cultural form in its own right. It offers a particular model of the world and of the human experience. It also affects how the user conceives the dara it contains. 媒体元素存储在媒体数据库中;可以从这个数据库中生成各种终端用户对象,这些对象在分辨率、形式和内容上各不相同,可以是预先生成的,也可以是按需生成的。起初,我们可能会认为这只是变异原则的一种特定技术实现,但正如我将在“数据库”部分中展示的那样,在计算机时代,数据库作为一种文化形式发挥着重要作用。它提供了一个特定的世界观和人类经验的模型,同时也影响用户对其所包含数据的理解。
It becomes possible to separate the levels of “content” (data) and interface. A number of different intuerfanes can be created from the same data. A new media object can be defined as one ar more interfaces to a multimedia database. ^(18){ }^{18} 可以将“内容”(数据)与界面分开。可以基于相同的数据创建多种不同的界面。一个新的媒体对象可以被定义为一个或多个多媒体数据库的接口。 ^(18){ }^{18}
Information abowt the aser cans be bused by a conatputer programn to custonize au- 用户信息可以被计算机程序用于个性化定制
Web sites use information about the type of hardware and browser or user’s network address to customize automatically the site the user will see; interactive computer installations use information about the user’s body movements to generate sounds, shapes, and images, or to control the behaviot of artificial creatures. 网站会根据用户的硬件类型、浏览器或网络地址自动定制用户所看到的内容;交互式计算机系统则利用用户的身体动作生成声音、形状和图像,或控制人工生物的行为。
18. For an experiment in creating different rnultimedia interfaces to the same text, see my Fremed-Lissizzey Nayigator (herps/wisarts.ucsd.edu/ manovich/FLN). 18. 关于为同一文本创建不同多媒体界面的实验,请查看我的 Fremed-Lissizzey 导航器(herps/wisarts.ucsd.edu/manovich/FLN)。
4. A particular case of this customization is bramobing-type interactivity (sometimes also called “menz-based interactivity”). The term refers to programs in which all the possible objects the user can visit form a branching tree structure. When the user reaches a particular object, the program presents her with choices and allows her to choose among them. Depending on the walue chosen, the user advances along a particular branch of the tree. In this case the information used by a program is the ourput of the user’s cognitive process, rather than the network address or body position. 4. 这种定制的一个特定案例是 bramobing 类型的互动(有时也称为“基于 menz 的互动”)。这个术语指的是用户可以访问的所有可能对象形成的分支树结构。当用户到达某个特定对象时,程序会向她提供选择,并允许她进行选择。根据所选的选项,用户沿着树的特定分支前进。在这种情况下,程序使用的信息是用户认知过程的输出,而不是网络地址或身体位置。
5. Hypernedia is anorher popular new media structure, which is conceptiaally close to branching-type interactivity (because quite often the elements are connected using a branch tree structure). In hypermedia, the multimedia elements making a document are connected through hyperlinks. Thus the elements and the structure are independent of each other-rather than hard-wired togerher, as in eraditional media. The World Wide Web is a particular implementation of hypermedia in which the elements are distributed throughour the network. Hypertext is a particular case of hypermedia that uses only one media type-text. How does the principle of variability work in this case? We can think of all possible parths through a hypermedia document as being different versions of it. By following the links, the user retrieves a particular version of a document. 超媒体是另一种流行的新媒体结构,概念上与分支型互动非常接近(因为元素通常通过分支树结构连接)。在超媒体中,构成文档的多媒体元素通过超链接相互连接。因此,元素和结构是相互独立的,而不是像传统媒体那样紧密结合在一起。万维网是超媒体的一种特定实现,其中元素分布在整个网络中。超文本是超媒体的一个特定案例,仅使用一种媒体类型——文本。在这种情况下,变异性原理是如何运作的?我们可以将超媒体文档中的所有可能路径视为其不同版本。 用户通过点击链接,可以获取文档的特定版本。
6. A mother way in which different versions of the same media objects are commondy gemerated in computer culture is through periodic updates. For instance, modern software applications can periodically check for updates on the Internet and then download and install these updates, sometimes withour any action on the part of the user. Most Web sites are also periodically updared either manually or automatically, when the data in the darabases that driwe the sites changes. A particularly interesting case of this “updateability” feature is those sites that conitinuously update informarion such as stock prices or weather. 在计算机文化中,不同版本的相同媒体对象通常通过定期更新的方式生成。例如,现代软件应用程序可以定期在互联网上检查更新,然后下载并安装这些更新,有时用户无需任何操作。大多数网站也会定期更新,无论是手动还是自动,当驱动网站的数据的数据库发生变化时。这种“可更新性”特征的一个特别有趣的例子是那些持续更新信息的网站,例如股票价格或天气。
7. One of the most basic cases of the wariability principle is scalability, in which different wersions of the same media object can be generated at various sizes or lewels of detail. The metaphor of a map is useful in thinking about the scallability principle. If we equate a new media object with a physical territory, different versions of this object are like maps of this territory generated at different scales. Depending on the scale chosen, a map provides more or less detail abour the territory. Indeed, different versions of a new media object may wary strictly quantitatively, that is, in the amount of de- tail present: For instance, a full-size image and its icon, automatically generated by Photoshop; a full text and its shorter version, generaced by the “Autosummarize” command in Microsaft Word; or the different versions that can be created using the “Outline” command in Word. Beginning with version 3 (1997), Apple’s QuickTime format made it possible to embed a number of different versions that differ in size within a single QuickTime movie; when a Web user accesses the movie, a version is automatically selecred depending on connection speed. A conceptuilly similar technique called “distancing” or “level of detail” is used in interactive wirtual worlds such as VRML scenes. A designer creates a number of models of the same object, each with progressively less detail. When the virtual camera is close to the object, a highly detailled model is used; if the object is far away, a less detailed version is automatically substituted by a program to save unnecessary computation of detail that cannor bé seen anyway. 可变性原则最基本的案例之一是可扩展性,即可以生成同一媒体对象的不同版本,具有不同的大小或细节级别。在思考可扩展性原则时,地图的比喻非常有用。如果我们将一个新媒体对象视为一个物理领土,那么这个对象的不同版本就像是在不同尺度下生成的该领土的地图。根据选择的尺度,地图提供的领土细节会有所不同。 确实,不同版本的新媒体对象在数量上可能会有严格的变化,即在细节的数量上有所不同:例如,一个全尺寸的图像及其由 Photoshop 自动生成的图标;一个完整的文本及其由 Microsoft Word 中的“自动摘要”命令生成的简短版本;或者使用 Word 中的“大纲”命令创建的不同版本。从第 3 版(1997 年)开始,苹果的 QuickTime 格式使得在单个 QuickTime 电影中嵌入多个不同大小的版本成为可能;当网络用户访问电影时,会根据连接速度自动选择一个版本。在交互式虚拟世界中,如 VRML 场景中,使用了一种概念上类似的技术,称为“距离”或“细节级别”。 设计师制作了多个相同物体的模型,每个模型的细节逐渐减少。当虚拟相机靠近物体时,会使用高细节的模型;而当物体远离时,程序会自动替换为细节较少的版本,以节省不必要的计算,因为那些细节根本无法被看到。
New media also allow us to create versions of the same object that differ from each other in more substantial ways. Here the comparison with maps of different scales no longer works. Examples of commands in commonly used software packages that allow the creation of such qualitatively different versions are “Variations” and “Adjustment layers” in Photoshop 5 and the “writing style” option in Word’s “Spelling and Grammar” command. More examples can be found on the Internet where, beginning in the mid-1990s, it become common to create a few different versions of a Web site. The user with a fast connection can choose a rich multimedia version, whereas the user with a slow connection can choose a more bare-bones wersion that loads faster. 新媒体使我们能够创建在实质上有显著差异的同一对象的不同版本。在这种情况下,与不同尺度的地图的比较不再适用。常用软件中允许创建这种质上不同版本的命令示例包括 Photoshop 5 中的“变体”和“调整图层”,以及 Word 的“拼写和语法”命令中的“写作风格”选项。自 1990 年代中期以来,互联网中出现了许多创建不同版本网站的例子。快速连接的用户可以选择丰富的多媒体版本,而慢速连接的用户则可以选择加载更快的简化版本。
Among new media antworks, David Blair’s Waxs Web, a Web site that is an “adaptation” of an hour-long video narrative, offers a more radical implementation of the scalability principle. While interacting with the narrative, the user can change the scale of representation at any point, going from an image-based outline of the movie toa complete script or a particular shor, or a WRML scene based on this shot, and so on. ^(19){ }^{19} Anorher example of how use of the scalability principle can create a dramatically new experience of an old 在新媒体网络中,David Blair 的 Waxs Web 网站是一个“改编”的一小时视频叙事,提供了更为激进的可扩展性原则的实现。在与叙事互动时,用户可以随时改变表现的尺度,从基于图像的电影大纲到完整的剧本,或特定的镜头,甚至是基于该镜头的 WRML 场景,等等。 ^(19){ }^{19} 另一个例子展示了如何利用可扩展性原则创造出一种全新的旧体验。
19. hutpiljefterson willagevirginia.edu/waxd. 19. hutpiljefterson 村 virginia.edu/waxd.
media object is Stephen Mamber’s database-driven representation of Hitchcock’s The Bitrds. Mamber’s software generates a still for every shot of the film; it then automatically combines all the stills into a rectangular matrix one shot per celll. As a result, time is spatialized, similar to the process in Edison’s early Kinetoscope cylinders. Spatializing the film allows us to study its different teruporal structures, which would be hard to observe otherwise. As in WaxWWtb, the user can at any point change the scale of representation, going from a complete film to a particular shot. 媒体对象是斯蒂芬·曼伯基于数据库的希区柯克《鸟》的表现形式。曼伯的软件为电影的每个镜头生成一张静态画面,并自动将所有静态画面组合成一个矩形矩阵,每个单元格对应一个镜头。因此,时间被空间化,类似于爱迪生早期运动影像筒的过程。空间化电影使我们能够研究其不同的时间结构,这在其他情况下是很难观察到的。与 WaxWWtb 类似,用户可以随时调整表现的尺度,从完整的电影到特定的镜头。
As can be seen, the principle of variability is useful in allowing us to connect many important characteristics of new media that on first sight may appear unrelated. In particular, such popular new media structures as branching (or menu) interactivity and hypermedia can be seen as particular instances of the wariability principle. In the case of branching interactivity, the user plays an active role in derermining the order in which alneady gemerated elements are accessed. This is the simplest kind of interactiviry; more complex kinds are also possible in which both the elements and the structure of the whole object are either modified or generated on the fy in response to the user’s interaction with a program. We can refer to such implementations as open interactivity to distinguish them from the closed int teractivity that uses fixed elements arranged in a fixed branching structure. Open inceractivity can be implemented using a variety of approaches, including procedural and object-oriented computer programming, AI,AL\mathrm{AI}, \mathrm{AL}, and neural networks. 如所示,变异性原则在帮助我们连接许多看似无关的新媒体重要特征方面非常有用。特别是,像分支(或菜单)互动和超媒体这样的流行新媒体结构可以视为变异性原则的具体实例。在分支互动中,用户积极参与决定已生成元素的访问顺序。这是最简单的互动形式;更复杂的形式也可能出现,其中整个对象的元素和结构会根据用户与程序的互动而被修改或生成。 我们可以将这种实现称为开放交互,以便与使用固定元素并排列在固定分支结构中的封闭交互区分开。开放交互可以通过多种方式实现,包括过程式编程、面向对象编程、 AI,AL\mathrm{AI}, \mathrm{AL} 和神经网络。
As long as there exists some kernel, some structure, some procorype that remains unchanged throughout the interaction, open interactivity can be thought of as a subset of the variability principle. Here a useful analogy can be made with Witugenstein’s theory of family resemblance, later developed into the theory of protorypes by cognitive psychologists. In a family, a number of relatives will share some features, although no single family member may possess all of the features. Similarly, according to the theary of prototypes, the meanings of many words in a nacural language deriwe not through logical definition but through proximity to a certain prototype. 只要存在某种内核、结构或原型在互动中保持不变,开放的互动性就可以被视为变异原则的一个子集。在这里,可以用维特根斯坦的家庭相似性理论作为类比,后来这一理论被认知心理学家发展为原型理论。在一个家庭中,许多亲属会共享一些特征,尽管没有一个家庭成员可能具备所有特征。同样,根据原型理论,许多自然语言中单词的意义并不是通过逻辑定义得出的,而是通过与某个原型的接近程度来理解的。
Hypernedia, the other popular structure of new media, can also be seen as a particular case of the more general principle of variability. According to the definition by Halasz and Schwartz, hypermedia systems "provide their users with the ability to create, manipulate and/or examine a network of information- containing nodes intercomnected by relational links."20 Because in new media individual media elements (images, pages of text, etc.) always retain their individual identity (the pritaiple of modularity), they can be “wired” together into more than one object. Hyperlinking is a particular way of achieving this wiring. A hyperlink creates a connecrion berween two elements, for example, between two words in two different pages or a sentence on one page and an image in anorher, or two different places within the same page. Elements connected through hyperlinks can exist on the same computer or on different computers connected on a network, as in the case of the World Wide Web. 超媒体,另一种流行的新媒体结构,可以被视为更一般的可变性原则的一个特例。根据哈拉兹和施瓦茨的定义,超媒体系统“使用户能够创建、操纵和/或检查由关系链接相互连接的信息节点网络。”由于在新媒体中,单个媒体元素(如图像、文本页面等)始终保持其独特身份(模块化原则),因此它们可以“连接”在一起形成多个对象。超链接是一种实现这种连接的特定方式。 超链接在两个元素之间建立连接,例如在两个不同页面的两个单词之间,或者在一个页面上的句子与另一个页面上的图片之间,亦或是在同一页面内的两个不同位置之间。通过超链接连接的元素可以在同一台计算机上,也可以在连接到网络的不同计算机上,就像万维网的情况一样。
If in old media elements are “hardwired” into a unique structure and no. longer maintain their separate identity, in hypermedia elements and structure are separate from each other. The structure of hyperlinks-typically a branching tree-can be specified independently from the contents of a document. To make an analogy with the grammar of a natural language as described in Noam Chomsky’s early linguistic theory, ^(21){ }^{21} we can compare a hypermedia structure that specifies connections between nodes with the deep structure of a sentence; a particular hypermedia text can then be compared with a particular sentence in a natural language. Another useful analogy is computer programming. In programming, there is clear separation berween algorithms and data. An algorithm specifies the sequence of steps to be performed on any data, just as a hypermedia structure specifies a set of navigation paths (i.e., connections between nodes) that potentially can be applied to any set of media objects. 在旧媒体中,元素往往“硬性连接”到一个独特的结构,失去了独立的身份;而在超媒体中,元素和结构是相互独立的。超链接的结构——通常呈现为分支树——可以独立于文档内容进行定义。为了与诺姆·乔姆斯基早期语言学理论中的自然语言语法进行类比,我们可以将超媒体结构中节点之间的连接比作句子的深层结构;特定的超媒体文本则可以与自然语言中的特定句子相比较。另一个有用的类比是计算机编程。在编程中,算法和数据之间有着明确的分离。 算法定义了对任何数据执行的步骤序列,类似于超媒体结构定义了一组导航路径(即节点之间的连接),这些路径可以适用于任何媒体对象集合。
The principle of variability exemplifies how, historically, changes in media technologies are correlated with social change. If the logic of old media corresponded to the logic of industrial mass society, the logic of new media fits the logic of the postindustrial society, which values individuality over conformity. In industrial mass society everyone was supposed to enjoy the same goods-and to shane the same beliefs. This was also the logic of media technology. A media object was assembled in a media factory (such as a Hollywood studio). Millions of identical copies wene produced from a 变异原则展示了历史上媒体技术的变化与社会变革之间的关系。如果旧媒体的逻辑与工业大众社会的逻辑相符,那么新媒体的逻辑则符合后工业社会的特点,后者更重视个体性而非从众。在工业大众社会中,每个人都应该享有相同的商品,并分享相同的信仰。这也是媒体技术的逻辑。媒体对象是在媒体工厂(如好莱坞制片厂)组装的,并从中生产出数百万个相同的副本。
20. Frank Halasz and Mayer Schwartz, “The Dexter Hypertext Referemce Moded,” Commermizcartiom of the ACA C CH (New York: ACM,1994),30A C M, 1994), 30. 20. Frank Halasz 和 Mayer Schwartz, “The Dexter 超文本参考模型,” ACA C CH 的商业化 (纽约: ACM,1994),30A C M, 1994), 30 .
21. Noam Choonusky, Synatic Structrres (The Hague and Paris: Mouton, 1957). 21. 诺姆·乔努斯基,《句法结构》(海牙与巴黎:穆顿出版社,1957 年)。
master and distributed to all the citizens. Broadcasting, cinema, and print media all followed this logic. 这一信息被掌握并传播给所有公民。广播、电影和印刷媒体都遵循了这一逻辑。
In a postindustrial society, every citizen can construct her own custom lifestyle and “select” her ideology from a large (but not infinite) number of choices. Rather than pushing the same objects/information to a mass audience, markering now tries to targer each individual separately. The logic of new media rechnology reflects this new social logic. Every wisitor to a Web site automatically gets her own custom version of the site created on the fly from a database. The language of che text, the contents, the ards displayedall these can be customized. According to a report in USA Today ( 9 November 1999), “Unlike ads in magazines or orher real-world publications, ‘banner’ ads on Web pages change with every page view. And most of the companies that place the ads on the Web site track your movements across the Net, ‘remembering’ which ads you’ve seen, exactly when you saw them, whether you clicked on them, where you were at the time, and the site you have visited just before.” ^(22){ }^{22} 在后工业社会中,每位公民都可以构建自己独特的生活方式,并从众多(但并非无限)选择中“挑选”自己的意识形态。市场营销不再是将相同的物品或信息推送给大众,而是试图针对每个个体。新媒体技术的逻辑反映了这种新的社会逻辑。每位访问网站的用户都会自动获得一个根据数据库即时生成的个性化版本。文本的语言、内容和展示的广告都可以进行定制。根据《今日美国》(1999 年 11 月 9 日)的一份报告,“与杂志或其他现实世界出版物中的广告不同,网页上的‘横幅’广告会随着每次页面浏览而变化。” 大多数在网站上投放广告的公司会跟踪您在网络上的活动,"记住"您看到的广告、看到广告的具体时间、是否点击过、当时的位置以及您之前访问的网站。” ^(22){ }^{22}
Every hypertext reader gets her own wersion of the complere text by selecting a particular path through it. Similarly, every user of an interactive installation gets her own version of the work. And so on. In this way new media technology acts as the most perfect realization of the utopia of an ideal society composed of unique indiwiduals. New media objects assure users that their choices-and therefore, their underlying thoughts and desiresare uniqué, rather than preprogrammed and shared with others. As though trying to compensate for their earlier role in making us all the same, descendants of the Jacquard loom, the Hollerith tabulator, and Zuse’s cinemacomputer are now working to convince us that we are all unique. 每个超文本阅读者通过选择特定的路径,获得自己版本的完整文本。同样,每个互动装置的用户也会得到自己版本的作品。以此类推。通过这种方式,新媒体技术成为理想社会乌托邦的完美体现,构成了独特个体的集合。新媒体对象向用户保证,他们的选择——以及他们内心的思想和欲望是独特的,而不是预先设定的,与他人共享的。就像试图弥补他们早期让我们都变得相同的角色,雅卡尔织机、霍勒里斯制表机和祖斯的电影计算机的后代现在努力说服我们,我们都是独一无二的。
The principle of wariability as presented here has some parallels to the concept of “variable media,” developed by the artist and curator Jon Ippolito. ^(23){ }^{23} I believe that we differ in two key respects. First, IPpolito uses variability to describe a characteristic shared by recent conceptual and some digital art, whereas I see variability as a basic condition of fall new media, not 这里提出的变异性原则与艺术家兼策展人乔恩·伊波利托所发展的“可变媒体”概念有一些相似之处。 ^(23){ }^{23} 我认为我们在两个关键方面存在差异。首先,伊波利托将变异性用来描述最近的概念艺术和某些数字艺术的共同特征,而我则认为变异性是所有新媒体的基本条件,而不是。
22. “How Marketers ‘Profile’ Users,” USA Today 9 November 1999. 2A. 22. “营销人员如何‘刻画’用户,”《今日美国》1999 年 11 月 9 日。2A.
23. See htcp://www, three.org. Our conversations helped me to clacify my ideas, and I am wery griteful to Jon for the ongoing exchange. only art. Second, Ippolito follows the tradition of conceptual art in which an artist can vary any dimension of the artwork, ewen its content; my use of the term aims to reflect the logic of mainstream culture in that versions of the object share some well-defined “data.” This “data,” which can be a wellknown narrative (Psycha), an icon (Coca-Cola sign), a character (Mickey Mouse), or a famous star (Madonna), is referred to in the media industry as “property”. Thus all cultural projects produced by Madonna will be automatically united by her name. Using the theory of prototypes, we can say that the property acts as a protorype, and different versions are derived from this protorype. Moreover, when a number of wersions are being commercially released based on some “property,” usually one of these versions is treated as the source of the “data,” with orhers positioned as being derived from this source. Typically, the version that is in the same media as the original “property” is treated as the source. For instance, when a movie studio releases a new film, along with a computer game based on it, product tie-ins, music written for the movie, etc., the film is usually presented as the “base” object from which other objects are derived. So when George Lucas releases a new Star Warr movie, the original property-the original Star Wars trilogy-is referenced. The new movie becomes the “base” object, and all other media objects released along with it refer to this object. Canversely, when computer games such as Tomb Raider are remade into movies, the original computer game is presented as the “base” object. 23. 见 htcp://www, three.org。我们的对话帮助我澄清了想法,我非常感谢乔恩的持续交流。只有艺术。其次,伊波利托遵循了观念艺术的传统,艺术家可以改变艺术作品的任何维度,甚至是内容;我使用这个术语是为了反映主流文化的逻辑,因为物体的不同版本共享一些明确的“数据”。这些“数据”可以是一个众所周知的叙事(心理),一个图标(可口可乐标志),一个角色(米老鼠),或一个著名明星(麦当娜),在媒体行业中被称为“财产”。因此,麦当娜制作的所有文化项目将自动以她的名字联合在一起。 根据原型理论,我们可以认为这个属性是一个原型,而不同的版本则是从这个原型衍生出来的。此外,当基于某个“属性”发布多个商业版本时,通常会将其中一个版本视为“数据”的来源,而其他版本则被视为从这个来源衍生的。一般来说,与原始“属性”在同一媒体上的版本被视为来源。例如,当一家电影公司发布一部新电影时,通常会同时推出基于该电影的电脑游戏、相关产品、为电影创作的音乐等,此时电影通常被视为其他对象的“基础”对象。 因此,当乔治·卢卡斯发布一部新的《星球大战》电影时,原作——原始的《星球大战》三部曲——会被提及。新电影成为“基础”对象,所有与之同时发布的其他媒体作品都引用这个对象。相对而言,当像《古墓丽影》这样的电脑游戏被改编成电影时,原始的电脑游戏则被视为“基础”对象。
Although I deduce the principle of variability from more basic principles of new media-numerical representation and modularity of information-. the principle can also be seen as a consequence of the computer’s way of representing data-and modeling the world itself-as wariables rather than constants. As new media theorist and architect Marcos Nowak notes, a computer-and computer culture in its wake-substitutes every constant with a variable. ^(24){ }^{24} In designing all functions and data strucrures, a computer programmer tries always to use wariables rather than constants. On the level of the human-computer interface, this principle means that the user is given many options to modiffy the performance of a program or a media object, be it a 尽管我从新媒体的基本原则——数值表示和信息模块化——中推导出可变性原则,但这一原则也可以看作是计算机表示数据和建模世界的方式的结果——将数据视为变量而非常量。正如新媒体理论家和建筑师马尔科斯·诺瓦克所指出的,计算机及其衍生的文化用变量替代了每一个常量。在设计所有功能和数据结构时,程序员总是尽量使用变量而不是常量。在人机界面层面,这一原则意味着用户可以有多种选择来修改程序或媒体对象的性能,无论它是什么。
24. Marcos Novak, lecture at the “Interactive Frictions” conference, University of Sourtherti Califormia, Los Angeles, 6 June 1999. 24. 马科斯·诺瓦克在“互动摩擦”会议上的演讲,地点:加州南方大学,洛杉矶,时间:1999 年 6 月 6 日。
compurer game, Web site, Web browser, or the operating system itself. The user can change the profile of a game character, modify how folders appear on the desktop, how files are displayed, what icons are used, and so forth. If we apply this principle to culture at large, it would mean that every choice responsible for giving a cultural object a unique identity can potentially remain always open. Size, degree of detail, format, colot, shape, interactive trajectory, trajectary through space, duration, rhythm, point of view, the presence or absence of particular characters, the dewelopment of plot-to name just a few dimensions of cultural objects in different media-can all be defined as variables, to be freely modified by a usser. 计算机游戏、网站、网页浏览器或操作系统本身。用户可以更改游戏角色的配置文件,修改桌面上文件夹的外观、文件的显示方式、使用的图标等。如果将这一原则应用于更广泛的文化领域,这意味着每一个赋予文化对象独特身份的选择都有可能始终保持开放。大小、细节程度、格式、颜色、形状、互动轨迹、空间中的路径、持续时间、节奏、视角、特定角色的存在或缺失、情节的发展——这些都是不同媒体中文化对象的维度——都可以被视为变量,供用户自由修改。
Do we want, or need, such freedom? As the pioneer of interactive filmmaking Grahame Weinbren argues, in relation to interactive media, making a choice involves a moral responsibility. ^(25){ }^{25} By passing on these choices to the user, the author also passes on the responsibility to represent the world and the human condition in it. (A parallel is the use of phone or Web-based automated menu systems by big companies to handle their customers; while companies have turned to such systems in the name of “choice” and “freedom,” one of the effects of this cype of automation is that labor is passed from the company’s employees to the customer. If before a customer would ger the information or buy the product by interacting with a company employee, now she thas to spend her own time and energy navigating through numerous menus to accomplish the same resulc.) The moral anxiety that accompanies the shift from constants to variables, from traditions to choices in all areas of life in a contemporary society, and the corresponding anxiety of a writer who has to portray it, is well rendered in the closing passage of a short story by the contemporary American writer Rick Moody (the story is about the death of his sister): ^(26){ }^{26} 我们是否想要或需要这样的自由?正如互动电影的先驱格雷厄姆·温布伦所指出的,涉及互动媒体时,做出选择意味着承担道德责任。 ^(25){ }^{25} 当作者将这些选择交给用户时,也将代表世界和人类状况的责任转移给了用户。(一个类似的例子是大公司使用电话或网络自动菜单系统来处理客户;虽然公司以“选择”和“自由”为名转向这些系统,但这种自动化的一个后果是,劳动从公司的员工转移到了客户身上。 以前客户可以通过与公司员工互动来获取信息或购买产品,而现在她必须花费自己的时间和精力在众多菜单中寻找,才能达到同样的效果。在当代社会生活的各个领域,从常量到变量、从传统到选择的转变所带来的道德焦虑,以及作为作家必须描绘这一切而产生的相应焦虑,在当代美国作家瑞克·穆迪的一篇短篇小说的结尾段落中得到了很好的体现(这个故事讲述了他姐姐的去世): ^(26){ }^{26}
I should fictionalize it more, I should concecall myself. I should consider the responsibilities of characterization, I should conflare her two children into ome, or reverse 我应该更加虚构,隐藏自己的身份。我需要考虑角色塑造的责任,可能将她的两个孩子合并成一个,或者反过来。
guoced in Wince Passaro, “Unlikely Stories,” Hayper’s Magazine vol. 299, no. 1791 (August 1999 , 88-8988-89 their genders, or ortherwise alter then, I should make her hoyfriend a husband, I showld explicate all the tributaries of my extended family (tits remarriages, its intemecine politics), I should novelize the whole thing, I should make it multigenerarionall, I should work is my forefarthers (stonemasons and nusspepermen), I should Let autifice create an elegant surface, I should make the events orderty, I should wait and write about it later, I should waic untill I’m not angry, I shouldnit clurter a narrative with fragments, with mere recollections of good times, or with regrets, I shmould make Meredith’s death shapely and persuasive, nom bunt and disjunctive, I sthouldn’t have to think the unthinkable, I shouldn’t have ro suffer, I should address her here directly (these are the ways I miss you), I should wrice ondy of affection, I should make our travels in this earthly landscape safe and secure, II should have a berter ending, I shouldn’t say her life was short and often sad, I shouldn’t say she had clemams, as I do too. 在温斯·帕萨罗的《不太可能的故事》一文中,发表于海珀杂志第 299 卷。1791 年(1999 年 8 月, 88-8988-89 他们的性别,或以其他方式改变他们。我应该把她的女朋友变成丈夫,详细说明我大家庭的所有支流(再婚、内部政治)。我应该将这一切小说化,让它多代相传,研究我的祖先(石匠和报纸商)。我应该让艺术家创造一个优雅的表面,确保事件有序。我应该等待,稍后再写,等到我不再生气。我不应该用片段、仅仅是美好时光的回忆或遗憾来混淆叙述。我应该让梅雷迪斯的死亡形状优美且有说服力,而不是笨拙和不连贯。我不应该考虑不可思议的事情,也不应该受苦,我应该直接在这里对她说y(我想念你的方式),我应该写下爱的诗句,我应该让我们在这片人间的旅程中安全无忧,我应该有一个更好的结局,我不该说她的生命短暂且常常悲伤,我不该说她有清晰的记忆,就像我一样。
5. Transcoding 5. 转换编码
Beginning with the basic, “material” principles of new media-numeric coding and modular organization-we moved to more “deep” and farreaching ones-automation and variability. The fifth and last principle of cultural transcoding aims to describe what in my wiew is the most substantial consequence of the computerization of media. As I have suggested, computerization turns media into computer data. While from one point of view, computerized media still displays structural organization that makes sense to its human users-images feature recognizable objects; text files consist of grammatical sentences; virtual spaces are defined along the familiar Cartesian coordinate system; and so on-from another point of view, its structure now follows the established conventions of the computer’s organization of data. Examples of these conventions are different data structures such as lists, records, and arrays; the already-mentioned substitution of all constants by variables; the separation between algorithms and data structures; and modularity. 从新媒体的基本“物质”原则和模块化组织开始,我们转向更“深刻”和更广泛的原则——自动化和可变性。文化转码的第五个也是最后一个原则旨在描述我认为计算机化媒体最重要的后果。正如我所提到的,计算机化使媒体转变为计算机数据。 从一个角度来看,计算机媒体仍然展示出对人类用户有意义的结构组织——图像包含可识别的对象;文本文件由语法正确的句子组成;虚拟空间沿着熟悉的笛卡尔坐标系定义;等等——而从另一个角度来看,其结构现在遵循计算机数据组织的既定规范。这些规范的例子包括不同的数据结构,如列表、记录和数组;前面提到的用变量替代所有常量;算法与数据结构的分离;以及模块化。
The structure of a computer image is a case in point. On the level of representation, it belongs on the side of human culture, automatically entering in dialog with orher images, other culcural “semes” and “mythemes.” But on another level, it is a computer file that consists of a machine-teadable header, followed by numbers representing color values of its pixels. On this level it enters into a dialog with ocher computer files. The dimensions of this dialog are not the image’s content, meanings, or formal qualities, but rather file 计算机图像的结构就是一个典型例子。在表现层面上,它属于人类文化,自动与其他图像及其他文化的“语义”和“神话”进行对话。但在另一个层面上,它是一个计算机文件,由一个机器可读的头部和表示像素颜色值的数字组成。在这个层面上,它与其他计算机文件进行对话。这个对话的维度并不是图像的内容、意义或形式特征,而是文件本身。
size, file type, itype of compression used, file format, and so on. In short, these dimemsions belong to the compurer’s own cosmogony rather than to human culture. 大小、文件类型、使用的压缩方式、文件格式等。简而言之,这些维度属于计算机自身的宇宙观,而非人类文化。
Similarly, new media in general can be thought of as consisting of rwo distincr layers-the “cultural layer” and the “computer layer.” Examples of categories belonging to the culturall layer are the encyclopedia and the short story; story and plot; composition and point of view; mimesis and catharsis, comedy and tragedy. Examples of categories in the computer layer are process and packet (as in dara packets transmitted through the network); sorting and matching; function and variable; computer language and data structure. 类似地,新的媒体通常可以被视为由两个不同的层次组成——“文化层”和“计算机层”。文化层的例子包括百科全书和短篇小说;故事与情节;构图与视角;模仿与净化,以及喜剧与悲剧。计算机层的例子则包括过程与数据包(例如通过网络传输的数据包);排序与匹配;函数与变量;计算机语言与数据结构。
Because new media is created on computers, distributed via computers, and stored and archived on computers, the logic of a computer can be expected to significantly influence the traditional cultural logic of media; that is, we may expect that the computer layer wrill affect the cultural layer. The ways in which che computer modells the wortd, represents data, and allows us to operate on it; the key operations behind all computer programs (such as search, match, sort, and filter); the conventions of HCI-in short, whar can be called the computer’s ontology, epistemology, and pragmaticsinfluence the cultural layer of new media, its organization, its emerging genres, its contents. 由于新媒体是在计算机上创建、通过计算机分发并存储和归档的,因此可以预期计算机的逻辑会显著影响传统媒体的文化逻辑。也就是说,我们可以预期计算机层会影响文化层。计算机如何建模世界、表示数据以及允许我们对其进行操作;所有计算机程序背后的关键操作(如搜索、匹配、排序和过滤);人机交互的惯例——简而言之,这些可以被称为计算机的本体论、认识论和实用主义,都会影响新媒体的文化层、其组织、新兴类型及其内容。
Of course, what I call “the computer layet” is not itself fixed but rather changes over time. As hatdware and software keep evolving and as the computer is used for new tasks and in new ways, this layer undergoes conrinuous transformation. The new use of the computer as a media machine is a case in point. This use is having an effect on the computer’s hardware and softuware. especially on the level of the human-computer interface, which increasingly resembles the interfaces of older media machines and cultural technologies-VCR, tape player, photo camera. 当然,我所称的“计算机层”并不是固定不变的,而是随着时间的推移而不断变化。随着硬件和软件的不断进步,以及计算机被用于新的任务和方式,这一层经历着持续的转变。计算机作为媒体机器的新用途就是一个很好的例子。这种用途对计算机的硬件和软件产生了影响,尤其是在人与计算机界面方面,这种界面越来越类似于旧媒体机器和文化技术的接口——录像机、录音机和照相机。
In summary, the computer layer and the culture layer influence each other. To use another concept from new media, we can say that they are being composited together. The result of this composite is a new computer culture-a blend of human and computrer meanings, of traditional ways in which human culture modeled the world and the computer’s own means of representing it. 总的来说,计算机层与文化层相互影响。用新媒体的一个概念来说,它们是相互交融的。这种交融的结果是新的计算机文化——人类与计算机意义的结合,传统人类文化塑造世界的方式与计算机自身的表达方式相结合。
Throughour the book, we will encounter many examples of the principle of transcoding at work. For instance, in “The Language of Cultural Inter- faces,” we will look at how conventions of the printed page, cinema, and traditional HCI interact in the interfaces of Web sites, CD-ROMs, virtual spaces, and computer games. The “Database” section will discuss how a databiase, originally a computer technology to organize and access data, is becoming a new cultural form in its own right. But we can also reinterpret some of the principles of new media already discussed as consequences of the transcoding principle. For instance, hypermedia can be understood as one cultural effect of the separation between an algorithm and a data structure, essential to computer programming. Just as in programming, where algorithms and data structures exist independently of each orher, in hypermedia data is separated from the nawigation structure. Similarly, the modular strucrure of new media can be seen as an effect of the modularity in structural computer programming. Just as a structural computer program consists of smaller modules that in turn consist of even smaller modules, a new media object has a modular structure. 在整本书中,我们将遇到许多转码原则运作的实例。例如,在《文化界面的语言》一章中,我们将探讨印刷页面、电影和传统人机交互的惯例如何在网站、CD-ROM、虚拟空间和计算机游戏的界面中相互作用。“数据库”部分将讨论数据库,这一最初用于组织和访问数据的计算机技术,如何演变为一种新的文化形式。同时,我们也可以将一些已经讨论过的新媒体原则重新解读为转码原则的结果。例如,超媒体可以被视为算法与数据结构分离所带来的文化效应,这在计算机编程中至关重要。 就像在编程中,算法和数据结构彼此独立一样,在超媒体中,数据与导航结构是分开的。同样,新媒体的模块化结构可以视为结构化计算机编程中模块化的结果。就像一个结构化的计算机程序由更小的模块组成,而这些模块又可以进一步细分一样,新媒体对象也具有模块化的结构。
In new media lingo, to “transcode” something is to translate it inico another format. The computerization of culture gradually accomplishes similar transcoding in relation to all cultural carcegories and concepts. That is, cultural caregories and concepts are subscitured, on the level of meaning and/or language, by new ones that deriwe from the computer’s ontology, epistemology, and pragmatics. New media thus acts as a forerunner of this more general process of culrural reconceprualization. 在新媒体的术语中,“转码”指的是将某种内容转换为另一种格式。文化的数字化逐渐在所有文化类别和概念中实现类似的转码。这意味着,文化类别和概念在意义和/或语言层面上被新的概念所取代,而这些新概念源自计算机的本体论、认识论和实用主义。因此,新媒体成为这一更广泛的文化重新概念化过程的先锋。
Given the process of “conceptual transfer” from the computer world to culture at large, and given the new status of media as computer data, what theoretical framework carn we use to understand it? On one level new media is old media that has been digitized, so it seems appropriate to look at new media using the perspective of media studies. We may compare new media and old media such as print, photography, or television. We may also ask abour the conditions of distribution and reception and parterns of use. We may also ask about similarities and differences in the material properties of each medium and how these affect their aesthetic possibilities. 考虑到“概念转移”这一过程从计算机世界到更广泛的文化,以及媒体作为计算机数据的新地位,我们可以用什么理论框架来理解这一现象?在某种程度上,新媒体是已经数字化的旧媒体,因此从媒体研究的角度来看新媒体是合适的。我们可以比较新媒体与旧媒体,如印刷、摄影或电视。我们还可以探讨分发和接收的条件以及使用模式。我们还可以研究每种媒介的物质属性的相似性和差异,以及这些如何影响它们的美学可能性。
This perspective is important and II am using it frequently in this book, bur it is not sufficient. It camnot address the most fundamental quality of new media that has no historical precedent-programmability. Comparing newi media to print, photography, or television will never tell us the whole story. For although from one point of view new media is indeed another type of media, from amother it is simply a particular type of computer data, 这个观点非常重要,我在这本书中经常提到,但这并不足够。它无法涵盖新媒体最根本的特性——可编程性,这一点在历史上是没有先例的。将新媒体与印刷、摄影或电视进行比较,永远无法完整地呈现这个故事。因为从某种角度来看,新媒体确实是一种新的媒体形式,但从另一个角度来看,它仅仅是一种特定类型的计算机数据。
something stored in files and databases, retrieved and sorted, run through algorithms and written to the output device. That the data represent pixels and that this device happens to be an outpuit screen is beside the point. The computer may perform perfectly the nolle of the Jacquard loom, but underneath it is fundamentally Babbage"s Analytical Engine-after all, this was its identity for 150 years. New media may look like media, but this is only the surface. 存储在文件和数据库中的信息被检索、排序,经过算法处理后写入输出设备。数据代表像素,而这个设备恰好是一个输出屏幕,这并不是重点。计算机可能完美地执行雅卡尔织机的功能,但其底层本质上是巴贝奇的分析机——毕竟,这就是它 150 年来的身份。新媒体可能看起来像媒体,但这只是表面现象。
New media calls for a new stage in media theory whose beginnings can be traced back to the revolutionary works of Harold Innis in the 1950 and Marshall McLuhan in the 1960 s. To understand the logic of new media, we need to turn to computer science. It is there that we may expect to find the new terms, categories, and operations that characterize media that became programmable. From media studies, we mone to something that can be called “suytware studies”-from media theory to soffwate theory: The principle of transcoding is one way to start thinking about software theory. Another way, which this book experiments with, is to use concepts from computer science as categories of new media theory. Examples here are “interface” and “database.” And last but not least, along with analyzing “material” and logical principles of computer hardware and software, we can also look at the humancomputer interface and the interfaces of software applications used to author and access new media objects. The two chapters that follow are devoted to these topics. 新媒体呼唤媒体理论的新阶段,其起源可以追溯到哈罗德·伊尼斯在 1950 年代和马歇尔·麦克卢汉在 1960 年代的革命性著作。要理解新媒体的逻辑,我们需要转向计算机科学。在那里,我们可以找到特征化可编程媒体的新术语、类别和操作。从媒体研究转向“软件研究”——从媒体理论到软件理论:转码原理是思考软件理论的一种方式。另一个方法是将计算机科学的概念作为新媒体理论的类别。本书中的例子包括“接口”和“数据库”。“最后但并非最不重要的是,除了分析计算机硬件和软件的“材料”和逻辑原则外,我们还可以研究人机界面以及用于创作和访问新媒体对象的软件应用程序的接口。接下来的两章将专注于这些主题。”
What New Media Is Not 新媒体并非如此
Having proposed a list of the key differences between ruew and old media, I now would like to address other potential candidates. Following are some of the popularly held notions about the difference between new and old media that I will subject to scrutiny: 在列出新媒体和旧媒体之间的主要区别后,我想讨论其他可能的候选者。以下是一些普遍认为的新旧媒体差异的看法,我将对此进行深入分析:
New media is analog media converted to a digitall representation. In contrast to analog media, which is continuous, digitally encoded media is discrete. 新媒体是将模拟媒体转换为数字形式。与连续的模拟媒体不同,数字编码的媒体是离散的。
All digital media (texts, still images, visual or audio time data, shapes, 3-D spaces) share the same digital code. This allows different media types to be displayed using one machine-a computer-which acts as a mulcimedia display device. 所有数字媒体(文本、静态图像、视觉或音频时间数据、形状、三维空间)都使用相同的数字代码。这使得不同类型的媒体可以通过一台计算机作为多媒体显示设备进行展示。
New media allows for random access. In contrast to film or videotape, which store daca sequentially, computer storage devices make it possible to access any data element equally fast. 新媒体允许随机访问。与按顺序存储数据的电影或录像带不同,计算机存储设备使得访问任何数据元素的速度都一样快。
Digitization inevitably involves loss of information. In contrast to an analog representation, a digitally encoded representation contains a fixed amount of information. 数字化不可避免地会导致信息的丢失。与模拟表示相比,数字编码的表示方式包含固定量的信息。
In contrast to analog media where each successive copy loses quality, digitally encoded media can be copied endlessly without degradation. 6. New media is interactive. In contrast to old media where the order of presentation is fixed, the user can now interact with a media object. In the process of interaction the user can choose which elements to display or which parhs to follow, thus generating a unique work In this way the user becomes the co-auchor of che work. 与每一份副本质量逐渐下降的模拟媒体相比,数字编码媒体可以无限复制而不会退化。新媒体是互动的。与顺序固定的旧媒体不同,用户现在可以与媒体对象进行互动。在互动过程中,用户可以选择显示哪些元素或遵循哪些路径,从而创造出独特的作品。通过这种方式,用户成为作品的共同创作者。
Cinema as New Media 电影作为一种新兴媒体
If we place new media within a llonger historical perspective, we will see that many of the principles above are nor unique to new media, but can be found in older media technologies as well. I will illustrate this fact by using the example of the technology of cinema. 如果我们从更长的历史视角来看待新媒体,就会发现上述许多原则并非新媒体所独有,而是也可以在旧媒体技术中找到。我将通过电影技术的例子来说明这一点。
(1) New media is analog media converted to a digical representationn. In contrast to analog media, which is continuous, digitally encoded media is discrete. 新媒体是将模拟媒体转换为数字形式的媒体。与连续的模拟媒体不同,数字编码的媒体是离散的。
Indeed, any digital representation consists of a limited number of samples. For example, a digital still image is a matrix of pixels-a 2-D sampling of space. However, cinema was from its beginnings based on sampling-the sampling of time. Cinema sampled time twenty-four times a second. So we can say that cinema prepared us for new media. All that remained was to take this already discrete representation and to quantify it. But this is sumply a mechanical step; what cinema accomplished wias a much more difficult conceptual break-from the continuous to the discrete. 确实,任何数字表示都是由有限数量的样本构成的。例如,数字静态图像是一个像素矩阵——对空间的二维采样。然而,电影从一开始就是基于时间的采样。电影每秒采样二十四次。因此,我们可以说电影为新媒体的出现做好了准备。接下来需要做的就是将这种已经离散的表示进行量化。但这仅仅是一个机械步骤;电影所实现的则是一个更为复杂的概念转变——从连续到离散。
Cinema is not the only media technology emerging toward the end of the ninteenth century that employed a discrete representation. If cimema sampled time, fax transmission of images, starting in 1907, sampledia 2-D space; even earlier, the first television experiments (Carey 1875; Niploww 1884) already involved sampling of both time and space. ^(37){ }^{37} However, reaching mass popularity much earlier than these orher technologies, cinema was the first to make the principle of discrete representarion of the wisual public knowlledge. 电影并不是在十九世纪末出现的唯一一种采用离散表现的媒体技术。如果说电影是对时间的采样,那么从 1907 年开始的图像传真则是对二维空间的采样;甚至更早,第一次电视实验(Carey 1875;Niploww 1884)已经涉及到时间和空间的采样。 ^(37){ }^{37} 然而,电影比这些其他技术更早地获得了大众的认可,成为第一个让公众了解离散表现原则的视觉媒介。
(2) All digital media (cexts, stell images, visual or audio cime data, shapes, 3-D spaces) share the same digiral code. This allows differemt media rypes to be dlisplawed using one machine-a computer-which acts as a multimedia display dewice. 所有数字媒体(文本、静态图像、视觉或音频数据、形状、三维空间)共享相同的数字代码。这使得不同类型的媒体可以通过一台计算机作为多媒体显示设备进行展示。
Although computer multimedia became commonplace only around 1990, filmmakers had been combining moving images, sound, and text 虽然计算机多媒体直到 1990 年才普及,但电影制作人早已开始将动态影像、声音和文字结合在一起
University of California Press, 19555, 15-24. (whether the intertitles of the silent era or the ritle sequences of the later period) for whole century. Cinema was thus the original modern “multimedia.” We can also point to much earlier examples of multiple-media displays, such as medieval illuminated manuscripts that combine text, graphics, and representational images. 加州大学出版社,1955 年,15-24。(无论是无声电影时代的字幕,还是后期的标题序列)整整一个世纪。因此,电影成为了最早的现代“多媒体”。我们还可以提到更早的多媒体展示例子,比如结合了文本、图形和表现性图像的中世纪彩绘手稿。
(3) New media allow for random access. In contrast to film or wideotape, which store dara sequentially, computer scorage devices make it possible to access any data element equally fast. 新媒体允许随机访问。与顺序存储数据的电影或录像带不同,计算机存储设备使得访问任何数据元素的速度都一样快。
For example, once a film is digitized and loaded in the compurer’s memory, any frame can be accessed with equal ease. Therefore, if cinema sampled time bur still preserved its linear ordering (oubsequent moments of time become subsequent frames), new media abandons this “human-centered” representation altogether-to put represenced time fully under human control. Time is mapped onto two-dimensional space, where it can be managed, analyzed, and manipulated more easily. 例如,一旦电影被数字化并加载到计算机内存中,任何一帧都可以轻松访问。因此,如果电影在采样时间的同时仍保留线性顺序(后续的时间对应后续的帧),那么新媒体则完全放弃了这种“以人为中心”的表现方式——将表现的时间完全置于人类的控制之下。时间被映射到二维空间,在这里可以更方便地进行管理、分析和操作。
Such mapping was already widely used in the nineteenth-century cinema machines. The Phenakisticope, the Zoorrope, the Zoopraxiscope, the Tachyscope, and Marey’s phorographic gun were all based on the same principle-placing a number of slightly different images arciund the perimeter of a circle. Even more striking is the case of Thomas Edison’s first cinema apparatus. In 1887 Edison and his assistant, William Dickson, began experiments to adopt the already prowen technology of a phonograph record for recording and displaying motion pictures. Using a special picture-recording camera, tiny pinpoint-size phorograpths were placed in spirals on a cylindrical cell similar in size to the phonography cylinder. A cylinder was to hold 42,000 images, each so small ( /// a inch wide) that a viewer would have to look at them through a microscope. ^(28){ }^{28} The storage capacity of this medium was twenty-eight minutestwenty-eight minures of continuous time taken apart, flattened on a surface, and mapped onto a two-dimensional grid. (In short, time was prepared for manipulation and reordering, something soon to be accomplished by film editors.) 这种映射在十九世纪的电影机器中已经被广泛应用。幻影图、动物园轮、动物图像投影仪、快速图和马雷的摄影枪都基于同样的原理——在一个圆的周边放置若干略有不同的图像。更引人注目的是托马斯·爱迪生的第一台电影设备。1887 年,爱迪生和他的助手威廉·迪克森开始实验,利用已经成熟的留声机唱片技术来录制和展示动态影像。通过一种特殊的图像录制相机,微小的摄影图像被以螺旋形放置在一个与留声机圆筒大小相似的圆柱形胶囊中。 一个圆柱体可以容纳 42,000 张图像,每张图像都非常小( /// 英寸宽),以至于观众必须通过显微镜来观察它们。 ^(28){ }^{28} 这种介质的存储容量相当于二十八分钟的连续时间,经过拆分、压平后映射到一个二维网格上。(简而言之,时间被准备好以便于操作和重新排序,这很快就会被电影编辑实现。))
28. Charles Musser The Emergenare of Cimema: The American Screen to 1907 (Berkeley: Universicy of California Press, 1994 ), 65. 28. 查尔斯·穆瑟《电影的兴起:1907 年前的美国银幕》(伯克利:加利福尼亚大学出版社,1994 年),第 65 页。
The Myth of the Digital 数字时代的神话
Discrete representation, random access, multimedia-cinema already contained these principles. So they cannot help us to separate new media from old media. Let us continue interrogating the remaining principles. If many principles of new media turn out to be not so new, what about the idea of digital representation? Surely, this is the one idea that radically redefines media? The answer is not so straightforward, however, because this idea acts as an umbrella for three uncelated concepts-analog-to-digital conversion (digitization), a common representational code, and numerical representation. Whenever we claim that some quality of new media is due to its digital status, wre need to specify which of these three concepts is at work. For example, the fact that different media can be combined into a single digital file is due to the use of a common representational code, whereas the ability o copy media without introducimg degradation is an effect of numerical representation. 离散表示、随机访问和多媒体电影已经包含了这些原则,因此它们无法帮助我们区分新媒体和旧媒体。让我们继续探讨剩下的原则。如果许多新媒体的原则被证明并不那么新,那么数字表示的概念又如何呢?这无疑是一个根本上重新定义媒体的想法。然而,答案并不简单,因为这个概念涵盖了三个未被关联的方面——模拟到数字的转换(数字化)、一个共同的表示代码和数字表示。每当我们声称新媒体的某些特性源于其数字状态时,我们需要具体说明这三个方面中的哪一个在起作用。 例如,不同媒体能够合并成一个数字文件,是因为使用了共同的表示代码;而在不造成质量下降的情况下复制媒体,则是数字表示的一个效果。
Because of this ambiguity, I try to awoid using the word digital in this book. In “Principles of New Media” I showed that numerical representation is the one really crucial concept of the three. Numerical representation turns media into computer data, thus making it programmable. And this indeed radically changes the nature of media. 由于这种模糊性,我尽量在这本书中避免使用“数字”这个词。在《新媒体原则》一书中,我指出数字表示是三者中真正关键的概念。数字表示将媒体转化为计算机数据,从而使其可编程。这确实从根本上改变了媒体的本质。
In contrast, as I will show below, the alleged principles of new media that are often deduced from the concept of digitization-that analog-to-digital conversion inevitably results in a loss of information and that digital copies are identical to the original-do not hold up under closer examination; that is, although these principles are indeed logical consequences of digitizarion, they do not apply to concrete computer technologies in the way in which they are currently used. 相反,正如我将在下面展示的那样,通常从数字化概念中推导出的新媒体所谓原则——即模拟到数字的转换不可避免地导致信息的丧失,以及数字副本与原件完全相同——在仔细审查后并不成立;也就是说,尽管这些原则确实是数字化的逻辑结果,但它们并不适用于当前使用的具体计算机技术。
(4) Digitization inevitably inwolves loss of information. In contrast to an analog\log representation, a digitally encoded representation contains a fixed amount of information. 数字化不可避免地会导致信息的丢失。与模拟表示相比,数字编码表示包含固定的信息量。
In his important study of digital photography The Reconfigured Eye, William Mitchell explains this principle as follows: "There is an indefinite. amount of information in a continuous-tone photograph, so enlargement usually reveals more decail but yields a fuzzier and grainier picture… A digital image, on the other hand, has precisely limited spatial and tonal res- olution and contains a fixed amount of information."29 From a logical point of wiew, this principle is a correct deduction from the idea of digital representation. A digital image consists of a finite number of pixels, each having a distinct color or tonal value, and this number determines the amount of detail an image can represent. Yer in reality this difference does not matter. By the end of the 1990s, even cheap consumer scanners were capable of scanning images at resolutions of 1,200 or 2,400 pixels per inch. So while a digitally stored image is srill comprised of a finite number of pixels, at such resolution it can contain much finer detail than was ever possible with craditional photography. This nullifies the whole distinction between an “indefinite amount of information in a continuous-tome photograph” and a fixed amounc of detail in a digital image. The more relevanc question is how much information in an image can be useful to the viewer. By the end of new media’s first decade, technology had already reached the point where a digital image could easily contain much more information than anyone would ever want. 在他的重要研究《重构的眼睛》中,威廉·米切尔解释了这一原则:“连续调照片中包含无限的信息量,因此放大通常会揭示更多细节,但图像会变得模糊和颗粒感……而数字图像则具有明确的空间和色调分辨率,并包含固定的信息量。”从逻辑上讲,这一原则是数字表示思想的正确推导。数字图像由有限数量的像素组成,每个像素都有独特的颜色或色调值,这个数量决定了图像能够呈现的细节量。然而在现实中,这种差异并不重要。 到了 1990 年代末,即使是廉价的消费级扫描仪也能以每英寸 1200 或 2400 像素的分辨率扫描图像。因此,尽管数字存储的图像仍由有限数量的像素构成,但在这样的分辨率下,它可以包含比传统摄影更细致的细节。这消除了“连续图像中无限信息”和数字图像中固定细节量之间的区别。更相关的问题是,图像中有多少信息对观众是有用的。到新媒体的第一个十年末,技术已经发展到数字图像可以轻松包含比任何人所需的更多信息。
But even the pixel-based representation, which appears to be the very essence of digital imaging, cannot be taken for granted. Same computer graphics software has bypassed the main limitation of the craditional pixel grid—fixed resolution. Live Pichwe, an image-editing program, converts a pixel-based image into a set of mathematical equations. This allows the user to work with an image of virtually unlimited resolution. Another paint program, Matador, makes possible painting on a tiny image, which may consist of just a few pixels, as though it were a high-resolution image. (It achieves this by breaking each pixel into a number of smaller sub-pixels.) In both programs, the pixel is no longer a “final frontier”; as far as the user is concerned, it simply does nor exist. "Texture-mapping algorithms make the notion of a fixed resolution meaningless in a different way. They often store the same image at a number of different resolutions. During rendering, the texture map of arbitrary resolution is produced by interpolating two images that are closest to this resolution. (A similar technique is used by VR saftware, which stores the number of versions of a singular object at different degrees of detail.) Finally, certain compression techniques eliminate pixel-based 但即使是基于像素的表示,这似乎是数字成像的本质,也不能被视为理所当然。同样的计算机图形软件已经突破了传统像素网格的主要限制——固定分辨率。Live Pichwe 是一款图像编辑程序,它将基于像素的图像转换为一组数学方程。这使得用户可以处理几乎无限分辨率的图像。另一个绘画程序 Matador 则可以在一个可能仅由几个像素组成的小图像上进行绘画,就像它是一个高分辨率图像一样。(它通过将每个像素分解为多个更小的子像素来实现这一点。)在这两个程序中,像素不再是“最后的边界”;对用户而言,它根本不存在。 纹理映射算法以不同的方式使固定分辨率的概念变得毫无意义。它们通常会在多个不同的分辨率下存储相同的图像。在渲染时,通过插值两个与目标分辨率最接近的图像来生成任意分辨率的纹理图。(VR 软件采用类似的技术,存储同一对象在不同细节级别下的多个版本。)最后,一些压缩技术消除了基于像素的内容
29. WilliamJ. Mitchell, The Roxmphamed Eye (Cambridge, Mass: MIT Press, 1982), 6. 29. 威廉·J·米切尔,《罗克斯法梅德之眼》(剑桥,马萨诸塞州:麻省理工学院出版社,1982 年),第 6 页。
representation altogether, instead representing an image via different mathematical constructs (such as transforms). 整体表示,而不是通过不同的数学构造(例如变换)来呈现图像。
(5) In contrast to analog media where each successive copy loses quality, digically encoded media can be copied endlessly withour degradation. 与每一份副本都会失去质量的模拟媒体相比,数字编码媒体可以无限复制而不会降低质量。
Mitchell summarizes this as follows: “The continuous spatiall and tonal wariation of analog pictures is not exactly replicable, so such images cannot be transmitred or copied wichout degradation. . . . Bur discrete states can be replicated precisely, so a digital image that is a thousand generations away from the original is indistinguishable in quality from any one of its progenitors.” 30 Therefore in digital culture, "an image file can be copied endlessly, and the copy is distinguishable from the original by its date since there is no loss of quality."31 This is all true-in principle. In reality, however, there is actually much more degradation and loss of information berween copies of digital images than between copies of traditional photographs. A single dig. ital image consists of millions of pixels. All of this data requires considerable storage space in a computer; it also takes a long time (in contrast to a text file) to transmit over a network. Because of this, the software and hardware used to acquire, store, manipulate, and transmit digital images rely uniformly on lossy comprestion-the technique of making image files smaller by deleting some information. Examples of the rechnique include the JPEG format, which is used to store still images, and MPEG, which is used to store digital video on DVD. The rechnique inwolves a compromise between image qualitty and file size-the smaller the size of a compressed file, the more wisible the wisual artifacts introduced in delering information become. Depending on the level of compression, these artifacts range from barely noticeable to quite pronounced. 米切尔总结道:“模拟图像的连续空间和色调变化无法完全复制,因此这些图像在没有退化的情况下无法被传输或复制……然而,离散状态可以被精确复制,因此即使是距离原始图像一千代的数字图像,其质量也与任何一个前身无异。”因此在数字文化中,“图像文件可以无限复制,复制品与原件的区别在于其日期,因为没有质量损失。”这一切在理论上是正确的。然而,实际上,数字图像之间的复制所造成的退化和信息丢失,远比传统照片之间的情况要严重得多。 数字图像由数百万个像素组成,这些数据在计算机中需要大量的存储空间;与文本文件相比,传输这些数据在网络上也需要更长的时间。因此,用于获取、存储、处理和传输数字图像的软件和硬件普遍采用有损压缩技术,即通过删除部分信息来减小图像文件的大小。常见的例子包括用于存储静态图像的 JPEG 格式和用于在 DVD 上存储数字视频的 MPEG 格式。这种技术在图像质量和文件大小之间进行折衷——压缩文件越小,删除信息后产生的可见视觉伪影就越明显。 根据压缩程度,这些伪影的表现从几乎看不出来到相当明显。
One may argue that this situation is temporary, that once cheaper computer storage and faster networks become commonplace, lossy compression will disappear. Presently, however, the trend is quite the opposite, with lossy 有人可能会认为这种情况是暂时的,一旦更便宜的计算机存储和更快的网络变得普遍,损失压缩就会消失。然而,目前的趋势恰恰相反,损失压缩仍在增加。
30. 1bid., 6.
3i. Ibid., 49. compression becoming more and more the norm for representing visual information. If a single digital image already contains a lot of data, this amount increases dramatically if we want to produce and distribute moving images in a digital form. (One second of wideo, for instance, consists of thirty still images.) Digital television with its hundreds of channels and video on-demand services, the distribution of full-length films on DVD or over the Internet, fully digital post-production of fearure fillms-all of these developments are made possible by lossy compression. It will be a number of years before advances in storage media and commumication bandwidth wrill eliminate the need to compress audio-visual data. So rather than being an aberration, a flaw in the ortherwise pure and perfect world of the digital, where not even a single bit of information is ever lost, lossy compression is the very foundation of compurer culture, aleleast for now. Therefore, while in theory, compurer technology entails the flawless replication of data, its actual use in contemporary society is characterized by loss of data, degradation, and noise. 3i. 同上,第 49 页。压缩技术越来越成为视觉信息表达的常态。如果一张数字图像已经包含大量数据,那么在以数字形式制作和分发动态图像时,这个数据量会显著增加。(例如,一秒钟的视频由三十帧静态图像组成。)数字电视提供数百个频道和点播视频服务,完整电影通过 DVD 或互联网进行分发,完全数字化的后期制作——所有这些进展都依赖于有损压缩。在存储介质和通信带宽的技术进步消除对音视频数据压缩的需求之前,还需要若干年。 因此,与其说这是一个偏差,倒不如说在数字世界这个原本纯净完美的环境中,损失压缩实际上是计算机文化的基础,至少在目前是这样。因此,尽管理论上计算机技术应当实现数据的完美复制,但在当代社会中,其实际应用却常常伴随着数据丢失、退化和噪声。
The Myth of Interactivity 互动的迷思
We have only one principle still remaining from the original list: interactivity. 我们从原始列表中只剩下一个原则:互动。
(6) New media is interactive. In contrast to old media where the order of presentation is fixed, the user can now interact with a media object. In the process of interaction the user can choose which elements to display or which paths to follow, thus generating a unique work. In this way the user becomes the coauthor of the work. 新媒体是互动的。与旧媒体的固定展示顺序不同,用户现在可以与媒体对象进行互动。在这个过程中,用户可以选择显示哪些元素或选择哪些路径,从而创造出独特的作品。这样,用户就成为了作品的共同创作者。
As with digital I avoid using the word interactive in this book without qualifying it, for the same reason-I find the concept to be too broad to be truly usefiul. 在谈到数字时,我在这本书中避免使用“互动”这个词而不加以说明,因为我觉得这个概念过于宽泛,无法真正发挥作用。
In relation to computer-based media, the concept of interactivity is a tauitology. Modern HCl is by definition interactive. In contrast to earlier interfaces such as batch processing, modern HCI allows the user to control the computer in real-time by manipulating information displayed on the screen. Once an object is represented in a computer, it automatically becomes interactive. Therefore, to call computer media “interactive” is meaninglessit simply means stating the most basic fact about compurers. 关于计算机媒体,交互性的概念实际上是一个同义反复。现代人机交互(HCI)本质上就是交互式的。与早期的批处理接口相比,现代人机交互允许用户通过操控屏幕上显示的信息来实时控制计算机。一旦一个对象在计算机中被表示,它就自动具备了交互性。因此,称计算机媒体为“交互式”并没有实际意义,这只是陈述了关于计算机的最基本事实。
Rather than evoking this concept by irself, I use a number of other concepts, such as menu-based interactivity, scalability, simulation, imageinterface, and image-instrument, to describe different kinds of interactive structures and operations. The distinction between “closed” and “open” interactivity is just one example of this approach. 我并不是单独通过这个概念来表达,而是使用了许多其他概念,比如基于菜单的互动性、可扩展性、模拟、图像接口和图像仪器,来描述不同类型的互动结构和操作。“封闭”与“开放”互动性之间的区别只是这种方法的一个例子。
Although it is relatively easy to specify different interactive structures used in new media objects, it is much more difficult to deal theorerically with users’ experiences of these structures. This aspect of interactivity remains one of the most difficult theoretical questions raised by thew media. Without pretending to have a complete answer, I would like to address some aspects of the question here. 尽管相对容易定义新媒体对象中使用的不同互动结构,但从理论上来说,处理用户对这些结构的体验却要困难得多。互动性这一方面仍然是新媒体提出的最棘手的理论问题之一。在不假装有完整答案的前提下,我想在这里探讨这个问题的一些方面。
All classical, and even moreso modern, art is “interactive” in a number of ways. Ellipses in literary narration, missing details of objects in visual art, and other representational “shortcuts” require the user to fill in missing information. ^(32){ }^{32} Theater and painting also rely on techniques of staging and composition to orchestrate the viewer’s attention over time, requiring her to focus on different parts of the display. With sculpture and architecture, the viewer has to move her whole body to experience the spatial structure. 所有古典艺术,甚至更现代的艺术在许多方面都是“互动”的。文学叙述中的省略号、视觉艺术中物体的缺失细节以及其他表现性的“捷径”都要求观众填补缺失的信息。 ^(32){ }^{32} 戏剧和绘画也依赖于布景和构图的技巧,引导观众的注意力,要求她关注展示的不同部分。对于雕塑和建筑,观众需要移动整个身体才能体验空间结构。
Moderm media and art pushed each of these techniques further, placing new cognitive and physical demands on the viewer. Beginning in the 1920 s , new narrative techniques such as film montage forced audiences to bridge quickly the mental gaps between unrelated images. Film cinematography actively guided the wiewer to switch from one part of a frame to another. The new representational style of semi-abstraction, which along with photography became the “international style” of modern wisual culture, required the viewer to reconstruct represented objects from a bare minimum-a contour, a few patches of collout, shadows cast by the objects not represented directly. Finally, in the 1960 s, continuing where Futurism and Dada left off, new forms of art such as happenings, performance, and installation turned att explicitly participarional-a transformation that, according to some new me- 现代媒体和艺术推动了这些技术的进一步发展,对观众提出了新的认知和身体要求。从 1920 年代开始,电影蒙太奇等叙事技巧迫使观众迅速填补无关图像之间的心理空白。电影摄影积极引导观众在画面的不同部分之间切换。新的半抽象表现风格,连同摄影一起,成为现代视觉文化的“国际风格”,要求观众从最基本的元素重构所表现的物体——轮廓、几块颜色的斑点,以及物体投射的阴影,而这些物体并没有直接呈现。最终,在 1960 年代,继未来主义和达达主义之后,新的艺术形式如事件、表演和装置艺术开始显得更加参与性——这是一些新媒体所认为的转变
32. Erast Gombrich analyzes “che beholder’s shane” in decoding the missing information in visual images in this cllassic Ant and Illusias: A Stady in the Pyscholkgy of Pitcorial Represestation (Priaceton, M ,J: J : Princeton University Press, 1960). dia theorists, prepared the ground for the interactive computer installations that appeared in the 1980 s. ^(33){ }^{33} ? 32. 埃拉斯特·贡布里希在《蚂蚁与幻象:图像表现的心理学研究》(普林斯顿大学出版社,1960 年)中分析了“观察者的阴影”,解读了视觉图像中缺失的信息。理论家们为 1980 年代出现的互动计算机装置奠定了基础。 ^(33){ }^{33} ?
When we use the concept of “interactive media” exclusively in relation to computer-based media, there is the danger that we will interpret “inceraction” literally, equating it with physical inceraction between a user and a media object (pressing a button, choosing a link, moving the body), at the expense of psychological interaction. The psychological processes of filling-in, hypothesis formation, recall, and identification, which are required for us to comprehend any text or image at all, are mistakenly identified with an objectively existing structure of interactive links. ^(36){ }^{36} 当我们将“互动媒体”这一概念仅限于计算机媒体时,就可能会将“互动”字面理解为用户与媒体对象之间的物理互动(如按按钮、选择链接、移动身体),而忽视了心理互动。填充、假设形成、回忆和识别等心理过程是我们理解任何文本或图像所必需的,但这些过程常常被错误地视为客观存在的互动链接结构。
This mistake is not new; on the conurary, it is a structural feature of the history of modern media. The literal interpretation of interactivity is just the latest example of a larger modern trend to externalize mental life, a process in which media technologies-photography, film, VR—have played a key role. ^(39){ }^{39} Beginning in the nineteenth century, we witness recurrent claims by the users and theorists of new media technologies, from Francis Galton (the inventor of composite photography in the 1870s) to Hugo Munsterberg, Sergei Eisenstein and, recently, Jaron Lanier, that these technologies externalize and objectify the mind. Galton not only claimed that “che ideal faces obtained by the method of composite portraiture appear to have a great deal 这个错误并不新鲜;相反,它是现代媒体历史中的一个结构特征。互动性的字面解释只是将心理生活外部化的更大现代趋势的最新例子,媒体技术——如摄影、电影和虚拟现实——在这一过程中发挥了关键作用。 ^(39){ }^{39} 从十九世纪开始,我们见证了新媒体技术的用户和理论家们反复提出的主张,从弗朗西斯·高尔顿(1870 年代复合摄影的发明者)到雨果·蒙斯特堡、谢尔盖·爱森斯坦,以及最近的贾伦·兰尼尔,这些技术外部化和物化了心智。高尔顿不仅声称“通过复合肖像法获得的理想面孔似乎具有很大的
33. The nomion that computer interactiveart has its origins in new art forms of the 1960 s is explored ins SWike Dinklda, “The History of the Interface in Interactive Arc,” ISEA (Innernational Symposium on Ellectronic Art) 1994 Proceedings (hutp;//ywww.uiah. fibookshop/isea_pwocfoextgenN08.html; “From Participation vo Interaction: Towaand the Origins of Interactive Aft”,” in Lymu . Hershuman Lessom, ed, 33. 计算机互动艺术的概念源于 1960 年代的新艺术形式,这在 SWike Dinklda 的《互动艺术界面的历史》中得到了探讨,收录于 1994 年 ISEA(国际电子艺术研讨会)会议记录中(网址://ywww.uiah.fibookshop/isea_pwocfoextgenN08.html);“从参与到互动:走向互动艺术的起源”,收录于 Lymu . Hershuman Lessom 编辑的书中。
“Consumer Cullure and the Technologiral Imperative: The Artist in Deacaspace,” in Simon Penny ed., Grititarl Issuer in Electromic Media (Albany: State University of New Yotk Press, 1993), 47-74. “消费者文化与技术的必然性:深空中的艺术家”,收录于西蒙·佩尼编辑的《电子媒体中的吉他议题》(奥尔巴尼:纽约州立大学出版社,1993 年),第 47-74 页。
34. This argument relies on a cognitivist perspective that stresses the actiwe mental processes inwolved in comprehension of any cultural text. For examples of a cognitiwist approach in film studies, see Bordwell and Thompson, Fitm Art, and David Bordwell, Narration in sbe Fitrous Filfert Madison: University of Wisconsin Press, 1989). 34. 这个论点基于认知主义的视角,强调在理解任何文化文本时所涉及的积极心理过程。有关电影研究中认知主义方法的例子,请参见博德威尔和汤普森的《电影艺术》以及大卫·博德威尔的《虚构电影中的叙事》,出版于 1989 年,威斯康星大学出版社。
35. For a more detailed analysis of this trend, see nyy article “From the Externalization of the Psychee to the Implantation of Technology”’ in Mind Revolution: Interface BrainkCompponter, ed. Florian Rörzer Münigh: Akadenie Zum Dritren Jahtrausend, 1995). 90-100. 35. 关于这一趋势的更详细分析,请参阅 nyy 文章“从心灵的外化到技术的植入”,收录于《心灵革命:界面大脑计算机》,编辑:Florian Rörzer,慕尼黑:第三千年学院,1995 年,90-100 页。
in common with . . . so-called abstract ideas" but in fact he proposed to tename abstract ideas "cumulative ideas."36 According to Münsterberg, who was a Professor of Psychology at Harvard University and an author of one of the earliest theoretical treatments of cumema entitled Tbe Film: A PsychologicaI Study (1916), the essence of film lies in its ability to reproduce or “objectify” various mental functions on the screen: "The photoplay obeys the laws of the mind rather than those of the outer world. ^(37){ }^{37} In the 1920 Eisenstein speculated that film could be used to externalize-and control-thinking. As an experiment in this direction, he boldly conceived a screen adaptation of Marx"s Gaprital.“The content of CAPITAL (its aim) is now formulated: to teach the worker to think dialectically” Eisenstein writes enthusiastically in April of 1928.^(38)1928 .{ }^{38} In accordance with the principles of “Marxist dialectics” as canonized by the official Soviet phillosophy, Eisenstein planned to present the viewer with the wisual equivalents of thesis and anti-chesis so that the viewer could then proceed to arrive at synthesis, that is, the correct conclusion, as pre-programmed by Eisenstein. 与所谓的抽象思想有共同之处,但实际上他提议将抽象思想称为“累积思想”。根据明斯特伯格的说法,他是哈佛大学的心理学教授,也是早期关于累积的理论著作《电影:心理学研究》(1916)的作者,电影的本质在于其能够在屏幕上再现或“客观化”各种心理功能:“电影遵循的是心智的法则,而不是外部世界的法则。”在 1920 年,爱森斯坦推测电影可以用来外化和控制思维。作为这个方向的实验,他大胆构思了马克思的《资本》的银幕改编。“资本的内容(目标)现在被明确为:教导工人进行辩证思考。”艾森斯坦在 1928.^(38)1928 .{ }^{38} 年四月热情地写道。根据官方苏联哲学所确立的“马克思主义辩证法”原则,艾森斯坦计划向观众展示论题和反论题的视觉等价物,以便观众能够得出合成,即正确的结论,这正是艾森斯坦所预设的。
In the 19805 , VR pioneer Jaron Lanier similarly saw VR technology as capable of completely objectifying-better yet, transparently merging with-mental processes. His descriptions of its capabilities did not distinguish berween internal mental functions, events, and processes and externally presented images. This is how, according to Lanier, VR can take over human memory: “You can play back your memory through time and classify your memories in various ways. You’d be able to nun back through the experiential places you’ve been in order to be able to find people, tools.” ^(39){ }^{39} Lanier also claimed that VR will lead to the age of " post-symbolic communication," communication without language or any other symbols. Indeed, why should thare be any need for linguistic symbols if everyone 在 1980 年代,虚拟现实的先驱贾伦·拉尼尔认为虚拟现实技术能够完全物化,甚至与心理过程透明地融合。他对虚拟现实能力的描述没有区分内部心理功能、事件和过程与外部呈现的图像。根据拉尼尔的说法,虚拟现实可以接管人类的记忆:“你可以通过时间回放你的记忆,并以多种方式对其进行分类。你将能够回到你曾经历过的地方,以便找到人和工具。”拉尼尔还声称,虚拟现实将引领“后符号交流”的时代,即没有语言或其他符号的交流。确实,如果每个人都能交流,为什么还需要语言符号呢?
36. Quoted in Allan Sekula, “The Body and the Anchüre,” Oatober 39 (1987): 51. 36. 引用自艾伦·塞库拉的《身体与锚》,1987 年 10 月第 39 期:51 页。
37. Hugo Mümsterbegg, The Pbotoplay: A Pycholagizal Study (New York: D. APpleronn and Company, 1946, 41 . 37. 胡戈·穆姆斯特贝格,《Pbotoplay:心理学研究》(纽约:D. APpleronn 公司,1946 年,第 41 页。
38. Sergei Eisenstein, Notes for a Filou of “Capitad,” mans. Maciej Sliwowski, Jay Leuma, and Annecte Michelson, Otrober 2 (1976): 10. 38. 谢尔盖·爱森斯坦,《“资本”小丑的笔记》,作者:马切伊·斯利沃斯基、杰伊·勒乌马和安内克特·米歇尔森,1976 年 10 月 2 日。
39. Timothy Druckrey, “Revenge of the Niends: Ant Interwiew with Jamon Lanier”’ Afherimage @aay 19911.9 . rather than being locked into a “prison-house of language” (Fredric Jameson), will happily live in the tirimate nightmate of democracy-the single mental space that is shared by everyone, and where every communicatiwe act is always ideal (Jügen Habemas). ^(41){ }^{41} This is Lanier’s example of how post-symbolic communication will function: “You can make a cup that someone else can pick when there wasn’t a cup before, without having to use a picture of the word 'cup.” 42 . Here, as with the earlier technology of film, the fantasy of objectifying and atgmenting consciousness, extending the powers of reason, goes hand in hand with the desire to see in technology a return to the primitive happy age of pre-language, premisunderstanding. Locked in virtual reality caves, with language taken away, we will communicate through gestures, body movements, and grimaces, like our primitive ancestors… 39. 蒂莫西·德鲁克里,“复仇的尼恩德:与贾蒙·拉尼尔的访谈”@aay 19911.9。与其被困在“语言的监狱”中(弗雷德里克·詹姆逊),不如愉快地生活在民主的终极噩梦中——这是一个每个人共享的单一心理空间,在这里,每一次交流行为总是理想的(尤尔根·哈贝马斯)。 ^(41){ }^{41} 这是拉尼尔关于后符号交流如何运作的例子:“你可以制作一个杯子,让别人可以在没有杯子的情况下拿到它,而不必使用‘杯子’这个词的图片。”42。 在这里,与早期的电影技术一样,物化和增强意识的幻想,以及扩展理性能力的愿望,与在技术中寻求回归到前语言、前误解的原始幸福时代的渴望密切相连。被困在虚拟现实的洞穴中,失去了语言,我们将通过手势、身体动作和面部表情进行交流,仿佛回到了我们的原始祖先时代……
The recurrent claims that new media technologies externalize and objectify reasoning, and that they can be used to augment or control it, ane based on the assumption of the isomorphism of mental representations and operations with extenal visual effects such as dissolves, componite umages, and edited sequences. This assumption is shared not only by modern media inventors, artists, and critics but also by modern psychologists. Mondern psychological theories of the mind, from Freund to cognitive psychology, repeatedly equate mencal processes with external, technologically gemerated visual forms. Thus Freud in The Interpretation of Dreams (1900) compared the process of condensation with one of Francis Galton’s procedures chat became especially famous: making family portraits by owerlaying a different negative image for each member of the family and then making a single print. ^(43){ }^{43} writing in the same decade, the American psychologist Edward Titchener 反复出现的观点认为,新媒体技术使推理外部化和物化,并且可以用来增强或控制推理,这一观点基于心理表征和操作与外部视觉效果(如溶解、复合图像和编辑序列)之间的同构假设。这一假设不仅被现代媒体的发明者、艺术家和评论家所接受,也被现代心理学家所认同。从弗洛伊德到认知心理学,现代心理学理论反复将心理过程与外部技术生成的视觉形式等同起来。 因此,弗洛伊德在《梦的解析》(1900)中将凝缩过程与弗朗西斯·高尔顿一种特别著名的技术进行了比较:通过叠加每个家庭成员的不同负片,制作家庭肖像,然后再打印出一张合成的照片。在同一个十年中,美国心理学家爱德华·提奇纳
sian Formalism (Princeton, NJ.: Princeton University Press, 1972). 西安形式主义(普林斯顿,NJ:普林斯顿大学出版社,1972 年)。
41. Jürgen Habermas, The Them of Communicative Action: Reason and Rationalizatrour of Society (The Theory of Communicarive Action, Vol. 1), trans. Thomas McCarthy (Bioston: Eeacon Press, 1985). 41. 赫伯马斯,《交往行动的主题:社会的理性与合理化》(交往行动理论,第 1 卷),翻译:托马斯·麦卡锡(波士顿:伊根出版社,1985 年)。
42. Druckrey, “Rewenge of the Nerds,” 6. 42. Druckrey,《书呆子的复仇》,第 6 页。
43. Sigmund Freud, Standard Edition of the Complete Prychological Works (London: Hogarth Press, 1953), 4: 293. 43. 西格蒙德·弗洛伊德,《完整心理学著作标准版》(伦敦:霍加斯出版社,1953 年),第 4 卷,第 293 页。
opened the discussion of the nature of abstract ideas in his textbook of psychology by noting that "the suggestion has been made that an abstract idea is a sort of composite photograph, a mental picture which results from the superimposition of many particular perceptions or ideas, and which therefore shows the common elements distinct and the individual elements blurred. ^(044)He{ }^{044} \mathrm{He} then proceeds to consider the pros and cons of this view. We should not wonder why Titchener, Freud, and orther psychologists take the comparison for granted rather than presenting it as a simple metaphorcontemporary cognitive psychologists also do mot question why their models of the mind are so similar to the computer workstations on which they are constructed. The linguist George Lakoff asserted that "natural reasoning makes use of at least some unconscious and automatic image-based processes such as superimposing umages, scanning them, foccusing on part of them, ^("mis "){ }^{\text {mis }} and che psychologist Philip Johnson-Laird proposed that logical reasoning is a matter of scanning wisual models. ^(46){ }^{46} Such notions would have been impossible before the emergence of television and compluter graphics. These wisual technologies made operations on images such as scanning, focusing, and superimposition seem natural. 在他的心理学教科书中,他提到“有人认为,抽象概念就像是一种复合照片,是由许多具体的感知或观念叠加而成的心理图像,因此共同元素清晰,而个别元素则模糊。” ^(044)He{ }^{044} \mathrm{He} 接着,他继续探讨这种观点的利与弊。我们不必惊讶,为什么提奇纳、弗洛伊德和其他心理学家将这种比较视为理所当然,而不是简单地将其作为隐喻;当代的认知心理学家也没有质疑他们的思维模型为何与构建它们的计算机工作站如此相似。 语言学家乔治·莱科夫指出,“自然推理至少依赖于一些无意识和自动的图像处理过程,比如叠加图像、扫描图像、聚焦于部分图像, ^("mis "){ }^{\text {mis }} 而心理学家菲利普·约翰逊-莱尔德则认为,逻辑推理是扫描视觉模型的过程。 ^(46){ }^{46} 这些概念在电视和计算机图形技术出现之前是无法想象的。这些视觉技术使得对图像的操作,如扫描、聚焦和叠加,变得自然而然。
What to make of this modern desire to externalize the mind? It can be related to the demand of modern mass society for standardization. The subjects have to be standardized, and the means by which they are standardized need to be standardized as well. Hence the objectification of internal, priwate mental processes, and their equation with external wisual forms that can easily be manipulated, mass produced, and standardized on their own. The private and individual are translated into the public and become regulated. 我们该如何理解现代社会对外化思维的渴望?这与现代大众社会对标准化的需求密切相关。主体需要被标准化,而实现标准化的手段也必须标准化。因此,内部私人心理过程被物化,并与那些易于操控、大规模生产和标准化的外部视觉形式相等同。私人和个体的特征被转化为公共特征,并受到规范。
What before had been a mental process, a uniquely individual state, now became part of the public sphere. Unobservable and interior processes and representations were taken out of individual heads and placed ourside-as drawings, photographs, and other visual forms. Now they could be discussed in public, employed in teaching and propaganda, standardized, and mass- 之前的心理过程和独特的个体状态,现在已成为公共领域的一部分。那些不可观察的内部过程和表现被从个体的头脑中提取出来,转化为绘画、照片和其他视觉形式。现在,它们可以在公共场合进行讨论,应用于教学和宣传,进行标准化,并实现大规模传播。
44. Edward Bradford Titchener, A Beginner’s Pydbology (Newy York: Macmillan, 1915), 114… 44. 爱德华·布拉德福德·提奇纳,《初学者的心理学》(纽约:麦克米伦出版社,1915 年),第 114 页…
45. George Lakoff, “Cognitiwe Linguistics,” Verss 44$45 (1986): 149. 45. 乔治·莱考夫,《认知语言学》,第 44-45 期(1986 年):149。
Cansrioustress (Cambridge: Cambridge University Press, 1983). distributed. What was private became public. What was unique became mass-produced. What was hudden in an individual’s mind becarne shared. Cansrioustress(剑桥:剑桥大学出版社,1983 年)。传播。私密的变成了公开的,独特的变成了大众化的,隐藏在个人心中的变成了共享的。
Interactive computer media perfectly firs this trend to extermalize and objectify the mind’s operations. The very principle of hyperlimking, which forms the basis of interactive media, objectifies the process of association, of ten taken to be central to human thinking. Mental processes of reflection, problem solving, recall, and association awe externalized, equated with following a link, mowing to a new page, choosing a new image, or a new scene. Before we would look at an image and mentally follow our own priwate associations to other images. Now imteractive computer media asks us insmead to click on an image in order to go to another image. Before, we would read a sentence of a story or a line of a poem and think of other lines, images, memories. Now interactiwe media asks us to click on a highlighted sentence to go to another sentence. In shorr. we are asked to follow pre-programmed, objectively existing associations. Pur differently, in what can be read as an updated wersion of French philosopher Louis Althusser’s concept of interpellation," we are asked to mistake the structure of somebody’s else mind for our own. ^(47){ }^{47} 互动计算机媒体完美地体现了将思维过程外部化和物化的趋势。超链接的基本原则构成了互动媒体的基础,它将联想过程物化,这一过程通常被视为人类思维的核心。反思、解决问题、回忆和联想等心理过程被外部化,等同于点击链接、转到新页面、选择新图像或新场景。过去,我们会看一幅图像,并在心中跟随自己的联想到其他图像。而现在,互动计算机媒体要求我们点击图像以转到另一幅图像。以前,我们会阅读故事的一句话或诗的一行,并联想到其他的句子、图像和记忆。 现在的互动媒体要求我们点击一个突出显示的句子,以便跳转到另一个句子。简而言之,我们被要求遵循预先编程的、客观存在的联想。换句话说,这可以被视为法国哲学家路易·阿尔都塞“呼唤”概念的更新版本,我们被要求将他人的思维结构误认为是自己的。 ^(47){ }^{47}
This is a new kind of identification appropriate for the information age of cognitive labor. The cultural technologies of an industrial society-cinema and fashion-asked us to identify with someone else’s bodily image. Interactive media ask us to identify with someone else"s mental structure. If the cinema wiewer, male and fernale, lusced after and cried to emulate the body of the movie star, the computer user is asked to follow the mental trajectory of the new media designer. 这是一种适合信息时代认知劳动的新型身份识别方式。工业社会的文化技术——如电影和时尚——让我们认同他人的身体形象,而互动媒体则要求我们认同他人的心理结构。如果电影观众,无论男女,都渴望模仿电影明星的身体,那么计算机用户则被要求追随新媒体设计师的思维轨迹。
47. Louis Althusser introduced his intluentiall norion of ideotogical interpellation in “Ideology and Ideological State Apparatuses (Noutes rowardis an Investigation),” in Lermss and Pbilosophy, trans. Ben Brepster (New York: Monthly Review Press, 1971). 路易斯·阿尔都塞在《意识形态与意识形态国家机器(调查笔记)》一书中引入了他影响深远的意识形态插入概念,翻译:本·布雷普斯特(纽约:月刊评论出版社,1971 年)。
The Interface 用户界面
Gers 格尔斯(Gers)
Philip Johus 菲利普·约翰逊
Cescianscons rication. Cescianscons 认证。
In 1984 the director of Blade Rumer, Ridley Scott, was hired to create a commercial to introduce Apple Computer’s new Macintosh. In retrospect, this event is full of historical significance. As Peter Lunenfeld has pointed out, Blade Runwer (1982) and the Macintosh computer (1984)—released within two years of each other-defined the two aesthetics that, twenty years later, still rule cointemporary culture, miring us in what he calls the “permanent present.” One was a futuristic dystopia which combined fururism and decay, computer technology and ferishism, retro-styling and urbanism, Los Angeles and Tokyo. Since Blade Rumer’s release, its techno-noir has been replayed in countless films, computer games, nowels, and other cultural objects. And although a number of strong aesthetic systems have been articulated in the following decades, boch by individual artists (Matthew Barney, Mariko Mori) and by commercial culture at large (the 1980s “postmodern” pastiche, the 1990 s techno-minimalism), none of them has been able to challenge the hold of Blade Rumner on our vision of the future. 在 1984 年,《银翼杀手》的导演雷德利·斯科特被聘请制作一则广告,以介绍苹果公司的新款麦金塔电脑。回顾这一事件,充满了历史意义。正如彼得·卢宁费尔德所指出的,《银翼杀手》(1982)和麦金塔电脑(1984)——在两年内发布——定义了两种美学,二十年后仍然主导着当代文化,使我们陷入他所称的“永久现在”。其中一种是结合了未来主义与衰败、计算机技术与迷恋、复古风格与城市主义、洛杉矶与东京的未来反乌托邦。自《银翼杀手》发布以来,其科技黑色风格在无数电影、电脑游戏、小说和其他文化作品中不断被重现。 尽管在接下来的几十年里,许多强有力的美学体系被提出,包括个别艺术家(马修·巴尼、森美纪)和商业文化(1980 年代的“后现代”拼贴、1990 年代的科技极简主义),但没有一个能够挑战《刀锋跑者》对我们未来视野的影响。
In contrast to the dark, decayed, “posemodern” vision of Blade Rwnner, the Graphical User Interface (GUD), popularized by Macintosh, remained true to the modernist values of clarity and functionality. The user’s screen was ruled by straight lines and rectangular windows that contained smaller rectangles of individual files arranged in a grid. The compurer communicated with the user wia rectangular boxes containing cleam black type rendered against a white background. Subsequent wersions of GUI added colors and made it possible for users to customize the appearance of many interface elements, thus somewhat diluting the sterility and boldness of the original monochrome 1984 wersion. Yet its original aesthetic survives in the displays of hand-held communicators such as Palm Pilot, cellular telephones, car navigation systems, and other consumer electronic products that use small LCD displays comparable in quality to the 1984 Macintosh screen. 与黑暗、衰败的“后现代”《银翼杀手》愿景相比,苹果公司推广的图形用户界面(GUD)始终忠于现代主义的清晰和功能性价值观。用户的屏幕由直线和矩形窗口主导,窗口中排列着小矩形文件,形成网格。计算机通过包含清晰黑色字体的矩形框与用户沟通,这些字体在白色背景上显示。后续版本的 GUI 增加了颜色,使用户能够自定义许多界面元素的外观,从而在一定程度上减弱了 1984 年原始单色版本的无菌感和大胆性。 然而,其原始美学在手持通讯设备的展示中依然存在,例如 Palm Pilot、手机、汽车导航系统以及其他使用小型 LCD 显示屏的消费电子产品,这些显示屏的质量与 1984 年 Macintosh 屏幕相当。
Like Blade Runner, Macintosh’s GUI articulated a vision of the future, although a very different one. In this vision, the lines between the human and its technological creations (computers, androids) are clearly drawn, and decay is not tolerated. In a computer, once a file is created, it never disappears except when explicitly deleted by the user. And even then deleted iterns can usually be recovered. Thus, if in “meatspace” we have to work to remember, in cyberspace we have to work to forger. (Of course while they run, OS and applications constantly create, write to, and erase various temporary files, as well as swap data between RAM and wirtual memory files on a hard drive, but most of this activity remains inwisible to the user.) 像《银翼杀手》一样,麦金塔的图形用户界面描绘了一个截然不同的未来愿景。在这个愿景中,人类与其技术创造物(如计算机和安卓)之间的界限非常清晰,衰退是不可接受的。在计算机中,一旦创建了文件,它就不会消失,除非用户明确删除。而即使被删除的文件通常也能恢复。因此,在“肉体空间”中我们需要努力记住,而在网络空间中我们则需要努力遗忘。(当然,在运行时,操作系统和应用程序会不断创建、写入和删除各种临时文件,并在 RAM 与硬盘上的虚拟内存文件之间交换数据,但大多数活动对用户来说是不可见的。)
Also like Blade Runner, GUI vision came to influence many other areas of culture. This influence ranges from the purely graphical (for instance, the use of GUI elements by print and TV designers) to the more conceptual. In the 1990 s, as the Internet progressively grew in popularity, the role of the digital computer shifted from being a particular technology (a calculator, symbol processor, image manipularor, etc.) to a filter for all culture, a form through which all kinds of cultural and artistic production were mediated. As the window of a Web browser replaced cinema and television screen, the art gallery wall, library and book, all at once, the new situation manifested itself: All culture, past and present, came to be filtered through a computer, with its particular human-computer interface. ^(1){ }^{1} 就像《银翼杀手》一样,图形用户界面(GUI)的视野影响了文化的许多其他领域。这种影响从纯粹的图形(例如,印刷和电视设计师使用 GUI 元素)到更为概念性的层面。在 1990 年代,随着互联网的逐渐普及,数字计算机的角色从一种特定的技术(如计算器、符号处理器、图像处理器等)转变为所有文化的过滤器,成为各种文化和艺术创作的媒介。 随着网络浏览器的窗口取代了电影院和电视屏幕,艺术画廊的墙壁、图书馆和书籍同时展现出一种新局面:所有的文化,无论是过去还是现在,都通过计算机进行过滤,借助其独特的人机界面。 ^(1){ }^{1}
In semiotic terms, the computer interface acts as a code that carries culltural messages in a variety of media. When you use the Internet, everything you access-texts, music, wideo, navigable spaces-passes through the interface of the browser and then, in turn, the interface of the OS. In cultural communication, a code is rarely simply a neurral transport mechanism; usually it affects the messages transmitted with its help. For instance, it may make some messages easy to conceive and rendier others unthinkable. A code may also prowide its ownn model of the worlld, its own logical system, or ideology; subsequent cultural messages or whole languages created with this code will be limired by its accompanying model, system, or ideology. Most modern cultural theories rely on these notions, which together I will refer to as the “non-transparency of the code” idea. For instance, according to the Whorf-Sapir hypathesis, which enjoyed popularity in the middle of the twentieth century, human thinking is determined by the code of natural language; the speakers of different natural languages perceive and think about the world differently. The whorf-Sapir hypothesis is an extreme expression of the “non-transparency of the code” idea; usually it is formulated in less extreme forms. But when we think about the case of the human-computer interface, applying a “scrong” version of this idea makes sense. The interface 从符号学的角度来看,计算机界面充当了一种代码,承载着各种媒体中的文化信息。当你使用互联网时,所有你访问的内容——文本、音乐、视频和可导航空间——都通过浏览器的界面,再通过操作系统的界面传递。在文化交流中,代码很少只是一个中立的传输机制;它通常会影响通过它传递的信息。例如,它可能使某些信息易于理解,而使其他信息变得难以想象。代码还可能提供其自身的世界观、逻辑系统或意识形态;随后用这个代码创建的文化信息或整个语言将受到其伴随模型、系统或意识形态的限制。 大多数现代文化理论都依赖于这些概念,我将其统称为“代码的不透明性”理念。例如,根据沃尔夫-萨丕尔假说,这一假说在 20 世纪中叶曾广受欢迎,认为人类的思维受到自然语言代码的影响;不同语言的使用者对世界的感知和思考方式各不相同。沃尔夫-萨丕尔假说是“代码的不透明性”理念的极端表现,通常以不那么极端的形式表达。然而,当我们考虑人机界面的情况时,采用这一理念的“强”版本是有意义的。用户界面
Stephen Jahnsonis Jmserface Calture makes a claim for the cultural significance of computer interface. 斯蒂芬·贾恩森的《界面文化》强调了计算机界面的文化重要性。
Other examples of cultural theories chat rely on the “moin-transparency of the code” idea are Yuri Lotmian’s theory of secondary modeling syscems, George Lakoff’s cognitive linguistics, Jacques Derrida"s critique of logecenerism, and Marshall McLuhan’s media theory. shapes how the computer user conceives of the computer itself. It also determines how users think of any media object accessed via a computer. Stripping different media of their original distinctions, the interface imposes its own logic on them. Finallly, by organizing computer data in particular ways, the interface provides distinct modells of the world. For instance, a hierarchical file system assurnes that the world can be organized in a logical multilevel hierarchy. In contrast, a hypertext tuadel of the World Wide Web arranges the world as a nonhierarchical system ruled by metonymy. In short, far from being a transparent window into the data inside a computer, the interface brings with it strong messages of its own. 其他文化理论的例子依赖于“代码透明性”这一理念,包括尤里·洛特曼的二级建模系统理论、乔治·莱考夫的认知语言学、雅克·德里达对逻辑中心主义的批判,以及马歇尔·麦克卢汉的媒体理论。这些理论塑造了计算机用户对计算机本身的理解,并决定了用户如何看待通过计算机访问的任何媒体对象。界面剥离了不同媒体的原始特征,强加了自身的逻辑。最后,通过特定方式组织计算机数据,界面提供了世界的不同模型。例如,层次文件系统假设世界可以以逻辑的多级层次进行组织。 相比之下,万维网的超文本结构将世界视为一个由转喻主导的非等级系统。简而言之,界面并不是计算机内部数据的透明窗口,而是传达了强烈的信息。
As an example of how the interface imposes its own logic on media, consider “cut and paste” operations, standard in all software running under the modern GUI. This operation renders insignificant the traditional distinction berween spatial and temporal media, since the user can cut and paste parts of images, regions of space, and parts of a temporal composition in exactly the same way. It is also “blind” to traditional distinctions in scale: the user can cut and paste a single pixel, an image, or a whole digital movie in the same way. And last, this operation also renders insignificant the traditional distinctions between media: “cut and paste” can be applied to texts, still and moving images, sounds, and 3-D objects in the same way. 作为界面如何对媒体施加自身逻辑的一个例子,可以考虑“剪切和粘贴”操作,这是现代图形用户界面下所有软件的标准功能。这个操作使得空间媒体和时间媒体之间的传统区别变得不再重要,因为用户可以以完全相同的方式剪切和粘贴图像的部分、空间的区域以及时间作品的片段。它对传统尺度的区别也是“盲”的:用户可以以相同的方式剪切和粘贴单个像素、一幅图像或一部完整的数字电影。最后,这个操作也使得媒体之间的传统区别变得不再重要:“剪切和粘贴”同样适用于文本、静态和动态图像、声音以及三维物体。
The interface comes to play a crucial role in the information society in yet another way. In chis society, work and leisure activities not only increasingly involve computer use, but they also converge around the same interfaces. Both “work” applications (word processors, spreadsheet programs, database programs) and “leisure” applications (computer games, informational DVD) use the same cools and metaphors of GUI. The best example of this convergence is wia web browser employed both in the office and at home, both for work and for play. In this respect information society is quite different from industrial society, with its clear separation between the field of work and the field of leisire. In the nineteenth century Karl Marx imagined that a future communist state would overcome this work-leisure divide as well as the highly specialized and piecemeal character of modern work itself. Marx’s ideal citizen would be cutting wood in the morning, gardening in the afternoon, and composing music in the ewening. Today, che subject of che information society is engaged in even more activities during a typical day: inputting and analyzing data, running simulations, searching the Internet, playing computer games, watching streaming video, listening to music 界面在信息社会中扮演着至关重要的角色。在这个社会中,工作和休闲活动不仅越来越依赖计算机,而且它们也围绕相同的界面展开。“工作”应用程序(如文字处理器、电子表格和数据库程序)与“休闲”应用程序(如电脑游戏和信息 DVD)使用相同的工具和图形用户界面的比喻。网络浏览器就是这种融合的最佳例子,它在办公室和家中都被使用,既用于工作也用于娱乐。在这方面,信息社会与工业社会截然不同,后者在工作和休闲之间有着明确的界限。 在十九世纪,卡尔·马克思设想未来的共产主义国家将克服工作与休闲之间的界限,以及现代工作高度专业化和零散的特点。马克思理想中的公民早上砍木头,下午种花,晚上作曲。今天,信息社会的主题在一个典型的日子里参与了更多活动:输入和分析数据、进行模拟、搜索互联网、玩电脑游戏、观看视频流和听音乐
online, trading stocks, and so on. Yee in performing all these differemt activities, the user in essence is always using the same few tools and commands: a computer screen and a mouse; a Web browser; a search engine; cut, passe, copy, delete, and find commands. 在线交易股票等。在进行这些不同活动时,用户实际上总是使用相同的几种工具和命令:计算机屏幕和鼠标、网页浏览器、搜索引擎,以及剪切、粘贴、复制、删除和查找等命令。
If the human-computer interface has become a key semionic code of the information sociery as well as is metatool, how does this affect the functioning of cultural objects in general and arr objects in particular? As I have already noted, in computer culture it becomes common to construct a number of different interfaces to the samie “content.” For instance, the same data Can be represented as a 2-D graph or as an interactive navigable space. Or, a Web site may guide the user to different versions of the site depending on the bandwidth of her Internet connection. Given these examples, we may be tempted to think of a new media artwork as also possessing two separate levels: content and interface. Thus, the old dichotomies content-forme and comtent-midiam can be rewritten as content-interfact. Bur postulating such an opposition assumes that that artwork’s content is independent of its medium (in an art historical sense) or its code (in a semiotic sense). Siruated in some idealized medium-free realm, content is assumed to exist before its material expression. These assumptions ate correcr in the case of the wistualization of quantified data; they also apply to classical art with its well-defined iconographic motives and representational conventions. But just as modern thinkers, from Whorf to Derrida, insisted on the “nontransparency of the code” idea, modern artists assumed that content and form cannot be separated. In fact, from the “abstraction” of the 1910 s to the “process” of the 1960 s , artists have continued to invent concepts and procedures to assure the impossibility of painting some preexistent content. 如果人机界面已经成为信息社会的关键符号代码和元工具,这将如何影响文化对象的功能,尤其是艺术对象?正如我之前提到的,在计算机文化中,构建多个不同的界面来展示相同的“内容”变得非常普遍。例如,相同的数据可以以二维图形或可交互的导航空间的形式呈现。或者,一个网站可能会根据用户的互联网连接带宽,引导用户访问不同版本的网站。基于这些例子,我们可能会倾向于将新媒体艺术作品视为具有两个独立层次:内容和界面。因此,旧有的内容-形式和内容-媒介的二分法可以被重新定义为内容-界面。 这种对立的假设意味着艺术作品的内容在艺术史上独立于其媒介,或在符号学上独立于其代码。内容被认为存在于某种理想化的无媒介领域,假定在其物质表现之前就已经存在。这些假设在量化数据的可视化中是正确的;同样适用于具有明确图像动机和表现惯例的古典艺术。然而,正如现代思想家从沃尔夫到德里达所坚持的“代码的不透明性”理念,现代艺术家也认为内容和形式是不可分割的。 事实上,从 1910 年代的“抽象”到 1960 年代的“过程”,艺术家们不断创造概念和方法,以确保绘画某些已有内容的不可行性。
This leaves us with an interesting paradox. Many new media artworks have what can be called an “informational dimension,” the condition that they share with all new media objects. The experience includes retrieving looking at and thinking abour quantified data. Therefore, when we tefer to such artworks, we are juscified in separating the levels of content and interface. At che same time, new media artworks have more traditional “experiential” or aesthetic dimensions, which justify their status as art rather than information design. These dimensions include a particular configuration of space, time, and surface articulated in che work; a particular sequence of the user’s activities over time in interacring with the work; a particular formal, material, and phenomenological user experience. And it is the work’s in terface that creates its unique materiality and a unique user experience. To change the interface even slightly is to change che work dramatically. From this perspective, to think of an interface as a separate level, as something that can be arbitrarily varied, is to eliminate the status of a mew media artwork as art. 这给我们带来了一个有趣的悖论。许多新媒体艺术作品具有一种可以称为“信息维度”的特征,这是它们与所有新媒体对象共同的条件。体验包括检索、观察和思考量化数据。因此,当我们提到这些艺术作品时,我们有理由将内容和界面分开。同时,新媒体艺术作品还具有更传统的“体验”或美学维度,这使得它们被视为艺术而非信息设计。这些维度包括作品中所表达的特定空间、时间和表面的配置;用户在与作品互动时随时间变化的特定活动序列;以及特定的形式、材料和现象学用户体验。 作品的界面赋予了其独特的物质性和用户体验。即使是微小的界面变化,也会显著影响作品。从这个角度来看,将界面视为一个独立的层面,认为它可以随意变化,这实际上是在削弱新媒体艺术作品作为艺术的地位。
There is another way to think about the difference between new media design and new media ant in relation to the content-interface dichotomy. In contrast to design, in art the connection berween content and form (or, in the case of new media, content and interface) is morivated; that is, the choice of a particular interface is morivared by a work’s content to such degree that it can no longer be thought of as a separare level. Content and interface merge into one encity, and no longer can be taken apart. 有一种不同的方式来思考新媒体设计与新媒体艺术在内容与界面二分法上的区别。与设计不同,在艺术中,内容与形式(在新媒体的情况下是内容与界面)之间的联系是有动机的;也就是说,特定界面的选择是由作品的内容所驱动,以至于它们无法再被视为独立的层面。内容和界面融为一体,无法再分开。
Finally, the idea of content preexisting interface is challenged in yet another way by new media artworks that dynamicallily generate their data in real cime. While in a menu-based interactive multimedia application or a static Web site, all data already exists before the user accesses it, in dynamic new media artworks, the data is created on the fly, or, to use the new media lingo, at run time. This can be accomplished in a variety of ways: procedural computer graphics, formal language systems, AIA I and ALA L programming. All these methods share the same principle: a programmer sets up some initial conditions, rules, or procedures that control the computer program generating the data. For the purposes of the present discussion, the most interesting of these approaches are AL and the evolution paradigm. In the AL approach, the interaction berween a number of simple objects at rum time leads to the emergence of complex global behaviors. These behaviors can only be obtained in the course of running the computer program; they cannot be predicred beforehand. The evolution paradigm applies the metaphor of evolution theory to the generation of images, shapes, animations, and other media data. The initial data supplied by the programmer acts as a genotype that is expanded into a full phenorype by the compurer. In either case, the content of an artwork is the result of a collaboration between the artist/programmer and the computer program, or, if the work is interactive, between the artist, the computer program, and the user. New media artists who have most systematically explored the AL approach are the team of Christa Sommerer and Laurent Mignonneau. In their installation “Life Spacies,” virtual organisms appear and evolve in response to the position, movement, and interactions of visitors. Atrist/programmer Karl Sims also made key contributions 最后,内容预先存在的界面的概念在新媒体艺术作品中以另一种方式受到挑战,这些作品能够实时动态生成数据。在基于菜单的互动多媒体应用或静态网站中,所有数据在用户访问之前就已经存在,而在动态的新媒体艺术作品中,数据是在运行时即时创建的,或者用新媒体术语来说,就是在运行时生成。这可以通过多种方式实现:程序化计算机图形、形式语言系统,以及 AIA I 和 ALA L 编程。所有这些方法都遵循相同的原则:程序员设定一些初始条件、规则或程序,以控制生成数据的计算机程序。 就目前的讨论而言,这些方法中最有趣的是 AL 和进化范式。在 AL 方法中,多个简单对象在运行时的相互作用会导致复杂的全局行为的出现。这些行为只能在计算机程序运行时获得,无法提前预测。进化范式则将进化理论的隐喻应用于图像、形状、动画和其他媒体数据的生成。程序员提供的初始数据作为基因型,通过计算机扩展为完整的表型。 无论如何,艺术作品的内容都是艺术家/程序员与计算机程序之间合作的结果;如果作品是互动的,则是艺术家、计算机程序和用户之间的合作。最系统地探索 AL 方法的新媒体艺术家是 Christa Sommerer 和 Laurent Mignonneau 团队。在他们的装置“生命空间”中,虚拟生物会根据访客的位置、动作和互动而出现和进化。艺术家兼程序员卡尔·西姆斯也做出了重要的贡献
to applying the evolution paradigm to media generation. In his installation “Galapagos” computer programs generate twelve different wircual organisms at ewery iteration; visitors select an organism that will continue to live, copulate, mutate, and reproduce. ^(3){ }^{3} Commercial produces that use AL and evolution approaches include computer games such as the Creatswes series (Mindscape Entertainment) and “wirtual pet” toys such as Tamagochi. 将进化范式应用于媒体生成。在他的装置“加拉帕戈斯”中,计算机程序在每次迭代中生成十二种不同的虚拟生物;访客可以选择一个生物,让它继续生存、交配、突变和繁殖。 ^(3){ }^{3} 使用人工智能和进化方法的商业产品包括计算机游戏,如 Creatswes 系列(Mindscape Entertainment)以及“虚拟宠物”玩具,如 Tamagochi。
In arganizing this book, I wanted to highlight the importance of the interface category by placing its discussion right in the beginning. The two sections of this chapter present examples of different issues raised by this category-but they in no way exhaust it. In “The Language of Cultural Interface,” "introduce the term “cultural interfaces” to describe interfaces used by stand-alone hypermedia (CD-ROM and DVD titles), Web sites, computer games, and other cultural objects distributed wia computers. I analyze how the three cultural forms of the cinema, the printed word, and a generalpurpose human-computer interface contributed to shaping the appearance and functionality of cultural interfaces during the 1990 s. 在编写这本书时,我希望强调接口类别的重要性,因此将其讨论放在了开头。本章的两个部分展示了这一类别所涉及的不同问题的例子——但并未穷尽这一类别。在“文化接口的语言”一文中,我引入了“文化接口”这一术语,用以描述独立超媒体(如 CD-ROM 和 DVD 标题)、网站、电脑游戏以及其他通过计算机分发的文化对象所使用的接口。我分析了电影、印刷文字和通用人机接口这三种文化形式如何在 1990 年代影响文化接口的外观和功能。
The second section, “The Screeniand the User,” discusses the key element of the modern interface-the computer screen. As in the first section, I am interested in analyzing comtinuities between the computer interface and older cultural forms, languages, and conventions. This section positions the computer screen within a larger histarical tradition and traces different stages in the development of this tradition-the static illusionistic itmage of Renaissance painting; the mowing image of the film screen, the real-time image of radar and television; and the real-time interactive image of the computer screen. 第二部分“屏幕与用户”讨论了现代界面的关键元素——计算机屏幕。与第一部分一样,我对分析计算机界面与早期文化形式、语言和习俗之间的连续性感兴趣。本节将计算机屏幕置于更广泛的历史传统中,并追溯这一传统发展的不同阶段——文艺复兴绘画的静态幻觉图像、电影屏幕的动态图像、雷达和电视的实时图像,以及计算机屏幕的实时交互图像。
3. herp://www.ntcicc.or.jp/permanentindex_e.hrml.
The Language of Cultural Interfaces 文化界面的语言表达
Cultural Interfaces 文化交互界面
The term buman-computer interface describes the ways in which the user interacts with a computer. HCI includes physical input and ourput devices such as a monitor, keyboard, and mouse. It also consists of metaphors used to conceptualize the organization of computer data. For instance, the Macintosh interface introduced by Apple in 1984 uses the metaphor of files and folders arranged on a desktop. Finally, HCI also includes ways of manipulating dara, that is, a grammar of meaningful actions that the user can perform on it. Examples of actions prowided by modern HCl are copy, rename, and delete a file; list the contents of a directory; start and stop a program; set the computer’s date and time. 人机交互(HCI)这个术语描述了用户与计算机之间的交互方式。HCI 包括物理输入和输出设备,如显示器、键盘和鼠标。它还涉及用于概念化计算机数据组织的隐喻。例如,苹果在 1984 年推出的 Macintosh 界面使用了桌面上排列的文件和文件夹的隐喻。最后,HCI 还包括操纵数据的方式,即用户可以对数据执行的有意义的操作。现代 HCI 提供的操作示例包括复制、重命名和删除文件;列出目录内容;启动和停止程序;设置计算机的日期和时间。
The term HCl was coined when the computer was used primarily as a tool for work. However, during the 19905 , the identity of the computer changed. In the beginning of the decade, the computer was still largety thought of as a simulation of a typewriter, paintbrush or drafting ruler-in other words, as a tool used to produce cultural content that, once created, would be stored and distributed in the appropriate media-printed page, film, photographic print, electronic recording. By the end of the decade, as Internet use became commonplace, the computer’s public image was no longer solely that of a tool but also a universal medlia machine, which could be used not only to author, but also to store, distribute, and access all media. HCl 这个术语是在计算机主要作为工作工具时提出的。然而,到了 1990 年代,计算机的角色发生了变化。在这个十年的初期,计算机仍然被视为打字机、画笔或制图尺的模拟工具,也就是说,它被用来创作文化内容,这些内容一旦完成,就会存储并通过适当的媒介进行分发——如印刷页面、电影、照片打印和电子录音。到了十年末,随着互联网的普及,计算机的公众形象不再仅仅是工具,而是一个通用的媒体机器,不仅可以用来创作,还可以用来存储、分发和访问所有类型的媒体。
As distribution of all forms of culture becomes computer-based, we are increasingly “incerfacing” to predominantly cultural data-texts, photographs, films, music, wirtual environments. In short, we are no longer 随着各种文化形式逐渐转向计算机化,我们越来越多地接触到以文化为主的数据文本、照片、电影、音乐和虚拟环境。简而言之,我们不再
interfacing to a computer but to culture encoded in digitral form. I will use the term cultural interface to describe a human-computer-culture interfacethe ways in which computers present and allow us to interact with cultural data. Cultural interfaces include the interfaces used by the designers of $Web sites, CD-ROM and DVD ritles, multimedia encyclopedias, on-line museums and magazines, compurer games, and orher new media cultural objects. 与计算机的接口实际上是与以数字形式编码的文化的接口。我将使用“文化接口”这个术语来描述人机文化的交互方式,即计算机如何呈现文化数据并允许我们与之互动。文化接口包括网站设计师、CD-ROM 和 DVD 标题、多媒体百科全书、在线博物馆和杂志、电脑游戏以及其他新媒体文化对象所使用的接口。
If yous need to remind yourself whar a typical cultural interface looked like in the second part of the 1990s, say 1997, go back in time and click to a random Web page. You are likely to see something that graphically resembles a magazine layour from the same decade. The page is dominated by text-headlines, hyperlinks, blocks of copy. Within this text are a few media elements-graphics, photographs, perhaps a QuickTime mowie, and a VRMI scene. The page allso includes radio burtons and a pull-down menu that allows you to choose an item from the list. Finally, there is a search engine: Type a word or a phrase, hit the search butron, and the computer will scan through a file or darabase rrying to match your entry. 如果你想回忆 1990 年代后期,特别是 1997 年,典型文化界面的样子,可以回到过去,随机点击一个网页。你可能会看到一些在视觉上类似于那个年代杂志布局的内容。页面主要由文本标题、超链接和文本块构成。在这些文本中,有一些媒体元素——图形、照片,可能还有一个 QuickTime 视频和一个 VRMI 场景。页面还包含收音机按钮和一个下拉菜单,允许你从列表中选择项目。最后,还有一个搜索引擎:输入一个单词或短语,点击搜索按钮,计算机将扫描文件或数据库,试图匹配你的输入。
For anocher example of a protorypical cultural interface of the 1990 s, you might load (assuming it would still run on your computer) the most wellknown CD-ROM of the 1990s-Myst (Broderbund, 1993). Its opening clearly recalls a mowie: credits slowly scroll across the screen, accompanied by a mowie-like soundrrack to set the mood. Next, the computer screen shows an open book, awaiting the click of a mouse. Next, a familiar ellement of a Macintosh interface makes an appearance, reminding you that besides being a new movie/book hybrid, Ayyat is also a computer application: you can adjust the sound volume and graphics quality by selecting from a scandard Macintosh-style menu at the upper top of the screen. Finally, you aure rakern inside the game, where the interplay berween the printed wond and cinema concinues. A virtual camera frames images of an island that dissolve between each orher. At the same time, you keep encountering books and letters, which take over the screen, providing with you with clues on how to progress in the game. 作为 1990 年代典型文化界面的另一个例子,您可以加载(假设它仍然可以在您的计算机上运行)1990 年代最著名的 CD-ROM——《神秘岛》(Broderbund,1993)。它的开场明显让人联想到一部电影:片头字幕缓缓滚动在屏幕上,伴随着电影般的配乐营造气氛。接下来,计算机屏幕上显示一本打开的书,等待鼠标的点击。然后,Macintosh 界面中一个熟悉的元素出现,提醒您除了是一个新的电影/书籍混合体,《阿亚特》也是一个计算机应用程序:您可以通过选择屏幕顶部的标准 Macintosh 风格菜单来调整音量和图形质量。 最后,你在游戏中确实扮演了一个角色,印刷的世界与电影之间的互动依然持续。一个虚拟相机捕捉着一个岛屿的图像,这些图像在彼此之间渐渐融合。与此同时,你不断遇到书籍和信件,它们占据了屏幕,为你提供线索,帮助你在游戏中继续前进。
Given that computer media is simply a set of characters and numbers stored in a computer, there are numerous ways in which it could be presented to a uber. Yet, as is the case with all cultural languages, only a few of these possibiliries acrually appear wiable at any given historical momenc. Just as early fifteemth-century Italian painters could only conceive of painting in a very particular way-quite different from, say, sixteenth-century Durchs painters-today’s digital designers and artists use only a small set of action grammars and meraphors out of a much larger set of all possibilities. 考虑到计算机媒体仅仅是存储在计算机中的字符和数字的集合,因此可以用多种方式呈现给用户。然而,正如所有文化语言一样,在任何特定的历史时刻,只有少数这些可能性是实际可行的。就像早期的十五世纪意大利画家只能以一种非常特定的方式进行绘画——这与十六世纪的荷兰画家截然不同——今天的数字设计师和艺术家只使用一小部分行动语法和隐喻,而这些只是所有可能性中的一小部分。
Why do cultural interfaces-Web pages, CD-ROM titles, computer games-look the way they do? Why do designers organize computer data in certain ways and not in others? Why do they employ some interface metaphors and not others? 为什么文化界面——如网页、CD-ROM 标题和电脑游戏——会呈现这样的样子?设计师为什么选择以特定的方式组织计算机数据,而不是其他方式?他们为什么使用某些界面隐喻而不是其他的呢?
In my view, the language of cultural interfaces is largely made up from elements of other, already familiar cultural forms. In the following I will explore the contributions of three such forms to this language during its first decades-the 1990 s. The three forms on which I will focus make their appearance in the opening sequence of the already discussed prototypical new media object of the 1990 s-Myst. Its opening activates them before our eyes, one by one. The first form is cinema. The second is the printed word. The third is a general-purpose human-computer interface. 在我看来,文化界面的语言主要由其他已熟悉的文化形式的元素构成。在接下来的内容中,我将探讨这三种形式在 1990 年代初期对这种语言的贡献。这三种形式在我们之前讨论过的 1990 年代原型新媒体作品《神秘》中首次出现。它的开场逐一激活了这些形式。第一种形式是电影,第二种是印刷文字,第三种是通用的人机界面。
As should become clear, I use “cinema” and “printed word” as shortcuts. They stand not for particular objects, such as a film or a novel, but rather for larger cultural traditions (we can also use such terms as “cultural forms,” “mechanisms,” “languages,” or “media”). “Cimema” thus includes the mobile camera, representations of space, editing techniques, narrative conventions, swectator activiry-in short, different elements of cinematic perception, language, and reception. Their presence is not limited to the twentiechcentury institution of fiction films; they can be found already in panoramas, magic lantern slides, theater, and other nineteenth-century cultural forms; similarly, since the middle of the twentieth century, they have been present not only in films but also in telewision and video programs. In the case of the “printed word,” I am also referring to a set of conventions that have developed over many centuries (some even before the invention of print) and that today are shared by numerous forms of printed matter, from magazines to instruction manuals-a rectangular page containing one or more columns of text, illustrations or orther graphics framed by the text, pages that follow each orher sequentially, a table of contents, and index. 正如应该清楚的,我使用“电影”和“印刷文字”作为简化的表达。它们并不指代特定的对象,比如电影或小说,而是代表更广泛的文化传统(我们也可以使用“文化形式”、“机制”、“语言”或“媒体”等术语)。因此,“电影”包括移动摄影机、空间表现、剪辑技巧、叙事惯例和观众的参与——简而言之,电影感知、语言和接受的不同元素。 他们的存在不仅限于二十世纪的虚构电影;早在十九世纪的全景、魔术灯片、戏剧等文化形式中就已经可以找到他们。同样,自二十世纪中叶以来,他们不仅出现在电影中,还出现在电视和视频节目中。在“印刷文字”方面,我指的是一套在多个世纪中发展起来的惯例(一些甚至在印刷术发明之前),如今这些惯例被许多印刷材料所共享,从杂志到使用手册——一个包含一列或多列文本、插图或其他图形的矩形页面,文本框架内的页面,按顺序排列的页面,以及目录和索引。
The modern human-computer interface has a much shorter history than the printed word or cinema-bur it is still a history. Principles such as direct manipulation of objects on the screen, overlapping windows, iconic representation, and dynamic menus were gradually developed over a few decades, from the early 1950s to the early 1980 s, when they finally appeared in commercial systems such as Xerox Star (1981), the Apple Lisa (1982), and most 现代人机界面的历史比印刷文字或电影要短得多,但这依然是一段历史。从 20 世纪 50 年代初到 80 年代初,直接操作屏幕上的对象、重叠窗口、图标表示和动态菜单等原则逐渐发展,最终在施乐星(1981 年)、苹果丽莎(1982 年)等商业系统中得以实现。
importantly the Apple Macintosh (1984).4 Since then, they have become accepted conwentions for operating a computer, and a cultural language in its own right. 重要的是苹果麦金塔(1984 年)。自那时起,这些已成为操作计算机的公认规范,并形成了一种独特的文化语言。
Cinema, the printed word, the human-computer interface: Each of these traditions has developed its own unique way of organizing imformation, presenting it to the user, correlating space and time, and structuring human experience in the process of accessing information. Pages of text and a table of contents; 3-D spaces framed by a rectangular frame that can be nawigated using a mobile point of view; hierarchical menus, variables, parameters, copyfpaste and search/replace operations-these and other elements of the three traditions are shaping cultural interfaces today. Cinema, the printed word, and HCI are the three main reservoirs of metaphors and strategies for organizing information which feed cultural interfaces. 电影、印刷文字和人机界面:这三种传统各自发展出独特的方式来组织信息、展示给用户、关联空间与时间,并在获取信息的过程中构建人类经验。文本页面和目录;可以通过移动视角进行导航的矩形框架中的三维空间;层级菜单、变量、参数、复制粘贴和搜索/替换操作——这些以及其他三种传统的元素正在塑造当今的文化界面。电影、印刷文字和人机交互是组织信息的三大隐喻和策略的主要来源,为文化界面提供了丰富的养分。
Treating them as if they occupied the same conceptual plane has an adwantage-a theoretical bonus. It is only natural to think of them as belonging to two different kinds of cultural species, so to speak. If HCI is a generall purpose tool which can be used to manipulate any kind of data, both the printed word and cinema are less general, and offer their own ways to organize particular types of data: text in the case of print, audio-visual narrative taking place in a 3-D space in the case of cinema. HCI is a system of controls to operate a machine; the printed word and cinema are cultural traditions, distince ways of recording human memory and human experience, mechanisms for the cultural and social exchange of information. Bringing HCI , the printed word, and cinema togerther allows us to see that the three have more in common than we might hawe anticipated. On the one hand, being part of our culture now for half a century, HCI already represents a powerful cultural tradition, a culcural language offering its own ways of representing human memory and human experience. This language speaks in the form of discrete objects organized in hierarchies (hierarchical file system), or as catalogs (databases), or as objects linked together through hyperlinks (hypermedia). On the other hand, we begin to see that the printed word and cinema 将它们视为处于同一概念平面上有其优势——一种理论上的好处。自然地,我们会认为它们属于两种不同类型的文化物种。如果人机交互(HCI)是一种可以操控任何类型数据的通用工具,那么印刷文字和电影则相对不那么通用,各自提供了组织特定类型数据的方式:印刷文本和电影中的三维空间音像叙事。HCI 是一种操作机器的控制系统,而印刷文字和电影则是文化传统,是记录人类记忆和经验的不同方式,是文化和社会信息交流的机制。 将人机交互、印刷文字和电影结合在一起,让我们意识到这三者之间的共同点超出了我们的预期。人机交互作为我们文化的一部分,已有半个世纪的历史,代表了一种强大的文化传统,一种独特的文化语言,能够以不同的方式展现人类的记忆和经验。这种语言以离散对象的形式存在,组织成层次结构(如层次文件系统),或以目录的形式(如数据库),或通过超链接(如超媒体)将对象连接在一起。另一方面,我们开始意识到印刷文字与电影之间的关系
4. Brad A. Myers, “ABrief History of Human Computer Interaction Technology,” technical report CMU-CS-96-163 and Human Computer Interaction Institure Technical Report CMUHCII-96-103 (Pittsburgh, Pa: Carnegie Mellon University, Human-Computer Inter-tion Insticure, 1996). also can be thought of as interfaces, ewen though historically they have been tied to particular kinds of data. Each has its own grammar of actions, each comes with its own metaphors, each offers a particular physical interface. A book or a magazine is a solid object consisting of separate pages; actions include going from page to page linearly, marking individual pages, and using the table of contents. In the case of cinema, its physical interface is the particular architectural arrangement of the movie cheater, its metaphor, a window opening up into a virtual 3-D space. 4. Brad A. Myers,“人机交互技术简史”,技术报告 CMU-CS-96-163 和人机交互研究所技术报告 CMUHCII-96-103(宾夕法尼亚州匹兹堡:卡内基梅隆大学,人机交互研究所,1996 年)。这些界面虽然历史上与特定类型的数据紧密相连,但也可以被视为界面。每种界面都有其独特的操作语法和隐喻,并提供特定的物理交互方式。一本书或杂志是由多个独立页面组成的实物;其操作包括线性翻页、标记特定页面以及使用目录。 在电影中,它的物理界面是电影放映机的特定建筑布局,而它的隐喻则是一个通向虚拟三维空间的窗口。
Today, as media is being “liberated” from craditional physical storage media-paper, film, stone, glass, magnetic tape-elements of the printed word interface and the cinema interface that previously were hardwired to content become “liberated” as well. A digital designer can freely mix pages and virtual cameras, tables of content and screens, bookmarks and points of view. No longer embedded within particular texts and films, these organizational strategies are now free floating in our culture, awailable for use in new contexts. In this respect, the printed word and cinema have indeed become interfaces-rich sets of metaphors, ways of navigating through content, ways of accessing and storing data. For a computer user, both conceptually and psychologically, their elements exist on the same plane as radio buttons, pull-down menus, command line calls, and other elements of the standard human-computer interface. 今天,随着媒体从传统的物理存储介质——纸张、胶卷、石头、玻璃和磁带中“解放”,与内容紧密相连的印刷文字界面和电影界面也随之“解放”。数字设计师可以自由地混合页面和虚拟相机、内容目录和屏幕、书签和视角。这些组织策略不再嵌入特定的文本和电影中,而是在我们的文化中自由漂浮,可以在新的语境中使用。从这个角度来看,印刷文字和电影确实已经成为丰富的界面——一套隐喻,提供了导航内容、访问和存储数据的方式。 对于计算机用户而言,从概念和心理上看,这些元素与单选按钮、下拉菜单、命令行调用及其他标准人机界面元素处于同一层面。
Let us now discuss some of the elements of these three cultural traditions-cinema, the printed word, and HCI-to see how they have shaped the language of cultural interfaces. 让我们现在讨论这三种文化传统——电影、印刷文字和人机交互——的一些要素,看看它们是如何影响文化界面语言的。
Printed Word 印刷文字
In the 1980 s, as PCs and word processing software became commonplace, text became the first cultural medium to be subjected to digitization in a massive way. Already in the 1960s, two and a half decades before the concept of digital media was born, researchers were thinking about making the surn total of human written production-books, encyclopedias, technical articles, works of fiction, and so on-available online (Ted Nelson’s Xanada projects). 在 1980 年代,随着个人电脑和文字处理软件的普及,文本成为第一个大规模数字化的文化媒介。早在 1960 年代,即数字媒体概念诞生的两年半之前,研究人员就开始考虑将人类书面作品的总和——书籍、百科全书、技术文章、小说等——在线提供(泰德·尼尔森的 Xanada 项目)。
Text is unique among media types. It plays a privileged role in computer culture. On the onie hand, it is one media type among others. But, on the orher hand, it is a metalanguage of computer media, a code in which all ocher media are represented: coordinates of 3-D objects, pixel values of digital images, the farmarting of a page in HTML. It is also the primary means of communicartion between a computer and a user: One types single line commands or runs computer programs written in a subset of English; the orher responds by displaying error codes or text messages. ^(6){ }^{6} 文本在媒体类型中独一无二,扮演着计算机文化中的重要角色。一方面,它是众多媒体类型中的一种;另一方面,它是计算机媒体的元语言,代表着所有其他媒体的代码,比如 3D 对象的坐标、数字图像的像素值以及 HTML 页面的格式。它也是计算机与用户之间的主要沟通方式:用户输入单行命令或运行用英语子集编写的程序,计算机则通过显示错误代码或文本消息来回应。
If computers use cext as their metalanguage, cultural interfaces in their turn inherit the principles of text organization developed by human civilization throughout its existence. One of these principles is a page-a rectangular surface containing a limited amount of information, designed to be accessed in some order, and having a particular relationship to orther pages. In its modern form, the page was born in the first centuries of the Christian erai when the clay tablet and papyrus roll were replaced by the codex-a collection of written pages stitched together on one side. 如果计算机将 cext 作为它们的元语言,那么文化界面就继承了人类文明在其发展过程中形成的文本组织原则。其中一个原则是页面——一个矩形表面,包含有限的信息量,设计为按特定顺序访问,并与其他页面有特定关系。在现代形式中,页面诞生于基督教时代的早期,当时泥板和纸草卷被书籍取代——一本将书写页面在一侧缝合在一起的集合。
Cultural interfaces rely on our familiarity with che “page interface” while also trying to stretch its definition to include new concepts made possible by the computer. In 1984, Apple introduced a graphical user interface that presented information in overlapping windows stacked behind ome another-essentially, a set of book pages. The user was given the ability to go back and forth between pages, as welll as to scroll through individuall pages. In this way, a traditional page was redefined as a virtual page, a surface that can be much larger than the limited surface of a computer screen. In 1987, Apple introduced the popular Hypencard program, which extended the page concept in new ways. Now, users were able to include multimedia elements within pages, as well as to establish links berween pages regardless of their ordering. AA few years later, designers of HTMLH T M L stretched the concept of a page even further by enabling the creation of distributed documents; that is, different parts of a document are located on different computers connected through the network. With this development, a long process of gradual “vir- 文化界面依赖于我们对“页面界面”的熟悉,同时试图扩展其定义,以纳入计算机所能实现的新概念。1984 年,苹果公司推出了一种图形用户界面,通过重叠的窗口呈现信息,这些窗口彼此叠加——本质上就像一组书页。用户可以在页面之间来回切换,也可以滚动浏览单独的页面。通过这种方式,传统的页面被重新定义为虚拟页面,这种表面可以比计算机屏幕的有限表面大得多。1987 年,苹果公司推出了流行的 HyperCard 程序,以新的方式扩展了页面的概念。 现在,用户可以在页面中添加多媒体元素,并且可以在页面之间建立链接,无论它们的顺序如何。 AA 几年后, HTMLH T M L 的设计师进一步拓展了页面的概念,使得可以创建分布式文档;也就是说,文档的不同部分存储在通过网络连接的不同计算机上。随着这一发展,经历了一个漫长的逐步“病毒-
6. XML, which is priamored as the replacersenc for HTML, enables any user to create her own customized markup laaguatge. The nexr stage in ompurter culture may involve aurboring nor sitmply new wheb documents bur new languages. For mone information on XML, see hrtp:// 6. XML 被视为 HTML 的替代品,使用户能够创建自己定制的标记语言。计算机文化的下一个阶段可能不仅仅是新的网页文档,而是新的编程语言。有关 XML 的更多信息,请访问 hrtp:// wwwsuch.ie/xnul. tualization” of the page reached a new stage. Messages written on clay tablets, which were almost indestructible, were replaced by ink on paper. Ink, in its turn, was replaced by bits of compurer memory, making characters on an electronic screen. Now, with HTML, which allows parts of a single page to be located on different computers, the page becomes even more fluid and unstable. 页面“可视化”达到了一个新阶段。几乎不可摧毁的泥板上书写的信息被纸上的墨水所取代,而墨水又被计算机内存中的数据所替代,形成电子屏幕上的字符。如今,随着 HTML 的出现,它允许单个页面的不同部分位于不同的计算机上,使得页面变得更加流动和不稳定。
The conceptual development of the page in computer media can also be read in a different way-not as a further development of a codex form, but as a return to earlier forms such as the papyrus roll of ancient Egypt, Greece, and Rome. Scrolling through the contents of a computer window or a World Wide Web page has more in common with unrolling than it does with rurning the pages of a modern book. In the case of the Web of the 1990 s , the similarity with a toll is even stronger because information is not awailable all at once, but rather arrives sequentially, top, to bottom. 计算机媒体页面的概念发展可以用另一种方式理解——这不是对典籍形式的进一步发展,而是对早期形式的回归,比如古埃及、希腊和罗马的纸莎草卷。浏览计算机窗口或万维网页面的内容,更像是展开卷轴,而不是翻阅现代书籍的页面。在 1990 年代的网络中,与卷轴的相似性更为明显,因为信息并不是一次性呈现,而是顺序到达,从上到下。
A grood example of how cultural interfaces stretch the definition of a page whille mixing together its different historical forms is the Web page created in 1997 by the British design collective antirom for Hot Wired’s RGB Gallery? The designers created a large surface containing rectangular blocks of text in different font sizes, arranged without any apparent order. The user is invited to skip from one block to another moving in any direction. Here, the different directions of reading used in different cultures are combined together on a single page. 一个很好的例子,展示了文化界面如何扩展页面的定义,并融合其不同的历史形式,就是 1997 年由英国设计集体 antirom 为 Hot Wired 的 RGB 画廊创建的网页。设计师们设计了一个大面积的界面,包含不同字体大小的矩形文本块,排列上没有明显的顺序。用户可以在任何方向上从一个文本块跳转到另一个文本块。在这里,不同文化中使用的阅读方向被结合在同一页面上。
By the mid-1990s; WWeb pages included a variety of media types-but they were still essentially traditional pages. Different media elementsgraphics, phoragraphs, digital video, sound, and 3-D worlds-were embedded within rectangular surfaces containing text. To this extent, a typical Web page was conceptually similar to a newspaper page, which is also dominated by text, with photographs, drawings, tables, and graphs embedded in berween, along with links to other pages of the newspaper. VRMI. ewangelists wanted to overturn this hierarchy by imaging in a fuature in which the World Wide Web is rendered as a giant 3-D space, with all the other media types, including text, existing within it. ^(8){ }^{8} Given that the history of a page 到 1990 年代中期,网页已经包含了多种媒体类型,但本质上仍然是传统的页面。不同的媒体元素——图形、照片、数字视频、声音和 3D 世界——被嵌入在包含文本的矩形表面中。在这方面,典型的网页在概念上与报纸页面相似,报纸页面同样以文本为主,照片、插图、表格和图表嵌入其中,并链接到报纸的其他页面。VRMI 的传播者希望通过设想一个未来来颠覆这种层次结构,在这个未来中,万维网被呈现为一个巨大的 3D 空间,所有其他媒体类型,包括文本,都存在于其中。 ^(8){ }^{8} 考虑到页面的历史
7. hurtp:Nowwyorwiredicom/rgb/antiram/index2.homl.
8. See, for instance, Mark Pesce, “Onutns, Eros, Noos, Logos,” the keynote address for the 8. 例如,马克·佩斯(Mark Pesce)在“Onutns, Eros, Noos, Logos”中的主旨演讲,
iseakey.huml. 这是一个重要的.huml 文件。
stretches bark for thousands of years, I think it is unlikely that it will disappear so quickly. 树皮已经存在了几千年,我认为它不太可能会这么快消失。
As the Web page becarne a new cultural convention, its dominance was challenged by two Web browsers created by artists-Web Stalker (1997) by the I/O/D collective ^(9){ }^{9} and Netomat (1999) by Maciej Wisniewski. ^(10){ }^{10} Web Stalker emphasizes the hypertextual nature of the Web. Instead of rendering standard Web pages, it renders the networks of hyperlinks chese pages embody. When a user enters a URL for a particular page, Web Stalker displays all pages linked to that page as a line graph. Netomat similarly refuses the page convention of the Web. The user enters a word or a phrase that is passed to search engines. Netomat then extracts page citles, images, audio, or any other media type, as specified by the user, from the found pages and floats them across the computer screen. As can be seen, both browsers refuse the page metaphor, instead substituting their own metaphors-a graph showing the structure of links in the case of WebStalker, a flow of media elements in the case of Netomat. 随着网页成为一种新的文化规范,它的主导地位受到两个由艺术家创建的网页浏览器的挑战——I/O/D 集体的 Web Stalker(1997)和 Maciej Wisniewski 的 Netomat(1999)。Web Stalker 强调了网络的超文本特性。它并不是渲染标准网页,而是展示这些页面所包含的超链接网络。当用户输入特定页面的 URL 时,Web Stalker 会将所有链接到该页面的网页以线图的形式展示出来。Netomat 同样拒绝网页的传统。用户输入一个单词或短语,这个短语会被传递给搜索引擎。然后,Netomat 从找到的页面中提取页面标题、图像、音频或用户指定的其他媒体类型,并将它们漂浮在计算机屏幕上。 如所见,这两个浏览器都拒绝使用页面隐喻,而是各自用自己的隐喻来替代——WebStalker 展示的是链接结构的图表,而 Netomat 则展示的是媒体元素的流。
While the 1990 s’ ^(')^{\prime} Web browsers and other commercial cultural interfaces have retained the modern page format, they also have come to rely on a new way of organizing and accessing texts that has little precedent within the book tradition-hyperlinking. We may be tempted to trace hyperlinking to earlier forms and practices of non-sequential text organization, such as the Torah"s intrerpretarions and foutnotes, but it is actually fundamentally different from them. Both the Torath’s interpretations and footmotes imply a master-slawe relationship between one text and another. But in the case of hyperlinking as implemented by HTML and earlier by Hypercard, no such relationship of hierarchy is assumed. The two sources connected through a hyperlink have equar weight; neither one dominates the octher. Thus the acceptance of hyperlinking in the 1980 s can be correlated with contemporary culcure’s suspicion of all hierarchies, and preference for the aestherics of collage in which radically different sources are brought togecher within a singular cultural object. 虽然 1990 年代的网络浏览器和其他商业文化界面保留了现代页面格式,但它们也开始依赖一种新的文本组织和访问方式,这在书籍传统中几乎没有先例——超链接。我们可能会试图将超链接追溯到早期的非顺序文本组织形式和实践,例如《托拉》的解释和脚注,但实际上它与这些形式有着根本的不同。《托拉》的解释和脚注暗示了一个文本与另一个文本之间的主从关系。然而,在 HTML 实施的超链接以及早期的 Hypercard 中,并没有假设这种等级关系。 通过超链接连接的两个来源具有相等的权重,彼此之间没有主导关系。因此,1980 年代对超链接的接受可以与当代文化对所有等级制度的怀疑以及对拼贴美学的偏好相联系,在这种美学中,截然不同的来源被汇聚在一个单一的文化对象中。
Traditionally, texts encoded human knowledge and memory, instructed, inspired, convinced, and seduced their readers to adopt new 传统上,文本承载了人类的知识和记忆,指导、启发、说服并吸引读者接受新的观念
9. hutp://www.backspace.org/iod.
10. hetp://www.neromac.nee. ideas, new ways of interpreting the world, new ideologies. In short, the printed word was linked to the art of rhetoric. While it is probably possible to invent a new rhetaric of hypermedia that will use hyperlinking not to distract the reader from the argument (as is often the case today), but rather to further convince her of an argument’s validity, the sheer existence and popularity of hyperlinking exemplifies the continuing decline of the field of rhetoric in the modern era. Ancient and mediewal scholars classified hundreds of different chetorical figures. In the middle of the twentieth century, linguist Roman Jakobson, under the influence of the computer’s binary logic, information cheory, and cybernetics to which he was exposed at MIT where he was teaching, radically reduced rhetoric to just two figures-metaphor and metonymy. ^(11){ }^{11} Finally, in the 1990 s, World Wide Web hyperlinking has privileged the single figure of metonymy at the expense of all others. ^(12){ }^{12} The hypertext of the World Wide Web leads the reader from one text to another, ad infinitum. Contrary to popular images of compucer media as collapsing all human culture into a single giams library (which implies the existence of some ordering system), or a single giant book (which implies a narrative progression), it is perhaps more accurate to think of the new media culture as an infinite flat surface where individual texts are placed in no particular order, like the Web page designed by antirom for Hor Wired. Expanding this comparison further, we can note that Random Access Memory, the concept behind the group’s name, also implies a lack of hierarchy: Any RAM location can be accessed as quickiy as any orher. In contrast to the older storage media of book film, and magnetic tape, where data is organized sequentially and linearly, thus suggesting the presence of a narrative or a rhetorical trajectory, RAM “flattens” the data. Rather chan seducing the user chrough a careful arrangement of arguments and examples, points and counterpoints, changing rhythms of presentation (i.e., the rate of data streaming, to use contemporary language), simulated false paths, and dramatically presented conceptual 10. hetp://www.neromac.nee。思想、新的世界解释方式和新意识形态。简而言之,印刷文字与修辞艺术密切相关。虽然可能会创造一种新的超媒体修辞,利用超链接不让读者分心(如今天常见的情况),而是进一步说服她相信论点的有效性,但超链接的存在和流行却体现了现代修辞领域的持续衰退。古代和中世纪的学者们对数百种不同的修辞手法进行了分类。 在二十世纪中叶,语言学家罗曼·雅各布森受到计算机二进制逻辑、信息理论和他在麻省理工学院教授期间接触到的控制论的影响,极大地将修辞简化为仅有的两个修辞手法——隐喻和提喻。 ^(11){ }^{11} 最终,在 1990 年代,万维网的超链接使得提喻这一单一修辞手法得到了优先,而其他所有手法则被忽视。 ^(12){ }^{12} 万维网的超文本引导读者不断地从一个文本跳转到另一个文本。 与流行的计算机媒体形象相反,计算机媒体并不是将所有人类文化压缩成一个单一的图书馆(这暗示着某种排序系统)或一个巨型书籍(这暗示着叙事进程)。更准确地说,新媒体文化可以被视为一个无限的平面,个别文本在这个平面上没有特定的顺序,就像 antirom 为《霍尔 Wired》设计的网页一样。进一步比较,我们可以看到,随机存取存储器(RAM)这一概念也暗示着缺乏层次结构:任何 RAM 位置都可以像其他位置一样快速访问。 与旧的存储介质如书籍胶卷和磁带相比,数据是按顺序和线性组织的,这暗示了叙事或修辞的轨迹,而 RAM 则“扁平化”了数据。与其通过精心安排的论点、例子、观点和反观点,以及变化的呈现节奏来吸引用户,不如说数据流速率(用现代语言表达)、模拟的虚假路径以及戏剧化呈现的概念
10. Roman Jakobson, “Deux aspects du langage et deux cypes d’aphasie,” in Temps NIodernes, mo. 188 (Ianuary 1962). 10. 罗曼·雅各布森,《语言的两个方面与两种失语症》,收录于《现代时间》第 188 期(1962 年 1 月)。
12. XLM diversifies types of links available by iacluding bidirectionat liaks, maltiway links, and links to a span of text rather than a simple, poimt. 12. XLM 通过引入双向链接、多路径链接以及指向一段文本的链接,而不仅仅是一个简单的点,来丰富可用链接的类型。
breakthroughs, cultural interfaces, like RAM itself, bombard the user with all the data at once. ^(13){ }^{13} 突破性文化接口就像 RAM 一样,瞬间向用户提供所有数据。 ^(13){ }^{13}
In the 1980s many critics described one of the key effects of “postmodernism” as chat of spatialization-privileging space over time, flattening historical time, refusing grand narratives. Computer media, which evolved during the same decade, accomplished this spatialization quite literally. It replaced sequential storage with random-access storage; hierarchical organization of information with a flattened hypertext; psychological novement of narrative in novels and cinema with physical movement through space, as witnessed by endless computer animated fy-throughs or computer games such as Myst, Doom, and countless others. In short, time became a flat image or a landscape, something to look at or navigate through. If there is a new rhetoric or aestheric possible here, it may have less to do with the ordering of time by a writer or an orator, and more with spatial wandering. The hypertext reader is like Robinson Crusoe, walking across the sand, picking up a navigation journal, a rotten fruit, an instrument whose purpose he does not know; leaving imprints that, like computer hyperlinks, follow from one found object to another. 在 1980 年代,许多评论家将“后现代主义”的一个关键影响描述为空间化——将空间置于时间之上,扁平化历史时间,拒绝宏大叙事。计算机媒体在同一时期发展,字面上实现了这种空间化。它用随机存取存储取代了顺序存储;用扁平化的超文本取代了信息的层级组织;用小说和电影中的叙事心理运动取代了在空间中的物理运动,这在无尽的计算机动画飞行或像《神秘岛》、《毁灭战士》等无数计算机游戏中得到了体现。简而言之,时间变成了一幅平面图像或一片风景,成为可以观看或穿越的对象。 如果这里有一种新的修辞或美学的可能性,它可能与作家或演说者对时间的安排关系不大,而更多地与空间的漫游有关。超文本读者就像鲁滨逊·克鲁索,走在沙滩上,捡起一本航海日志,一个腐烂的水果,以及一个他不知道用途的工具;留下的印记就像计算机超链接一样,从一个发现的物体延续到另一个。
Cinema 电影馆
The printed word tradition that initially dominared the language of cultural interfaces is becoming less important, while the part played by cinematic elements is becoming progressively stronger. This is corasistent with a general trend in modern society toward presenting more and more information in the form of time-based audiovisual moving image sequences, rather than as text. As new generations of borh computer users and computer designers grow up in a media-rich environment dominated by television rather than by printed texts, it is not surprising that they favor cinematic language ower the language of print. 最初主导文化界面的印刷文字传统正在逐渐失去重要性,而电影元素的作用则日益增强。这与现代社会中越来越多的信息以时间为基础的视听动态图像序列形式呈现的趋势相一致,而非以文本形式呈现。随着新一代计算机用户和设计师在以电视为主的媒体丰富环境中成长,他们更倾向于使用电影语言而非印刷语言,这并不令人意外。
A hundred years after cinema’s birth, cinematic ways of seeing the world, of structuring time, of narrating a story, of linking one experience to the 在电影诞生一百年后,电影所展现的世界观、时间的结构、叙述故事的方式,以及将一种体验与另一种体验相连接的方式,
13. This may imply than new digital thetoric may have less to do with arranging information in a parricular order and more to do simply with selecting whac is included and what is not included in the toral corpus presented. next, have become the basic means by which computer users access and interact with all cultural data. In this respect, the computer fulfills the promise of cinema as a visual Esperanto-a goal that preoccupied many film artists and critics in the 1920s, from Griffith to Vertov. Indeed, today millions of computer users communicate with each other through the same computer interface. And in contrast to cinema where most “users” are able to understand cinematic language but not speak it (i.e., make films), all computer users can speak the language of the interface. They are active users of the interface, employing it to perform many tasks: send e-mail, organize files, run various applications, and so on. 13. 这可能意味着新的数字修辞与以特定顺序排列信息的关系较少,而更多地与选择包含和不包含在整体语料库中的内容有关。接下来,计算机已经成为用户访问和互动所有文化数据的基本手段。在这方面,计算机实现了电影作为视觉世界语的承诺——这是许多电影艺术家和评论家在 1920 年代所关注的目标,从格里菲斯到维尔托夫。事实上,今天数百万计算机用户通过相同的界面进行交流。与电影不同的是,大多数“用户”能够理解电影语言但无法制作电影,而所有计算机用户都能使用界面的语言。 他们是界面的活跃用户,使用它来完成许多任务,比如发送电子邮件、整理文件、运行各种应用程序等。
The original Esperanto never became cruly popular. Cultrural interfaces, in contrast, are widely used and easily learned. We have what is an unprecedented situation in the history of culcural languages-a language designed by a rarther small group of people that is immediately adopted by millions of computer users. How is it possible that people around the world adopt today something that a twenty-something programmer in Northern California hacked together just the night before? Shall we conclude that we are somehow biologically “wired” to the interface language, in the same way as we are “wired” to different natural languages according to the original hyporthesis of Noam Chomsky? 原始的世界语从未真正流行起来。相比之下,文化接口被广泛使用且易于学习。我们在文化语言的历史上面临着前所未有的局面——一种由相对少数人设计的语言,迅速被数百万计算机用户所接受。人们如何能在全球范围内接受今天的东西,而这不过是一个二十多岁的程序员在北加州前一晚拼凑出来的?我们是否可以得出结论,认为我们在某种程度上是生物上“连接”到这种接口语言的,就像我们根据诺姆·乔姆斯基的原始假设“连接”到不同的自然语言一样?
The answer is of course no. Users are able to acquire new cultural languages, whecher cinema a hundred years ago, or cultural interfaces today, because these languages are based on previous and already familiar cultural forms. In the case of cinema, the cultural forms that went into its making include thearer, magic lantern shows, and other nineteenth-century forms of public entertainment. Cultural interfaces in turn draw on older cultural forms such as cinema and the printed word. I have already discussed some ways in which the printed word tradition structures interface language; now it is cinema’s turn. 答案当然是否定的。用户能够学习新的文化语言,无论是一百年前的电影,还是今天的文化界面,因为这些语言都是基于以前熟悉的文化形式。在电影的制作过程中,涉及的文化形式包括剧院、魔术灯表演以及其他十九世纪的公共娱乐形式。而文化界面则借鉴了更古老的文化形式,如电影和印刷文字。我已经讨论过印刷文字传统如何影响界面语言的构建;现在轮到电影来探讨了。
I will begin with probably the most important case of cinema’s influence on cultural interfaces-the mobile camera. Originally developed as part of 3-D computer graphics technology for such applications as computer-aided design, flight simulators, and computer movie making, during the 1980 s and 1990s the camera model became as much of an interface convention as scrollable windows or cut-and-paste operations. It became an accepted way of interacting with any dara represented in three dimensions-which in computer culture means literally anything and everything-the results of a 我将从电影对文化界面的影响中最重要的案例开始——移动摄像机。最初,这种摄像机是作为 3D 计算机图形技术的一部分开发的,应用于计算机辅助设计、飞行模拟器和计算机电影制作等领域。在 1980 年代和 1990 年代,摄像机模型成为了一种界面约定,就像可滚动窗口或剪切粘贴操作一样。它成为了一种与任何以三维形式呈现的数据进行交互的公认方式——在计算机文化中,这意味着几乎所有事物——结果是一个
plyssical simulation, an architectural site, the design of a new molecule, statistical data, the structure of a computer network, and so on. As computer culture gradually spatializes all representations and experiences, they are subjected to the camera’s particular grammar of data access. Zoom, tilt, pan, and track-we now use these operations to interact with data spaces, models, objects, and bodies. 物理模拟、建筑场地、新分子的设计、统计数据、计算机网络结构等。随着计算机文化逐渐将所有表现和体验空间化,它们受到相机特定数据访问语法的影响。我们现在通过缩放、倾斜、平移和跟踪等操作与数据空间、模型、对象和身体进行互动。
Abstracted from its historical temporary “imprisonment” within the physical body of a movie camera directed at physical reality, a virtualized camera also becomes an interface to all rypes of media and information beside 3-D space. As an example, consider the GUI of the leading computer animation software-PowerAnimator from Alias/Wavefront. ^(14){ }^{14} In this interface, each window, regardless of whether it displays a 3-D model, a graph, or even plain text, contains Dolly, Track, and Zoom buttons. It is particularly important that the user is expected to dolly and pan over text as if it were a 3-D scene. In this interface, cinematic vision triumphs over the print tradition, with the camera subsuming the page. The Gutenberg galaxy turns out to be just a subset of the Lumières" universe. 从历史上暂时“监禁”在指向物理现实的电影摄影机的物理形态中抽象出来,虚拟摄影机也成为了各种媒体和信息的接口,超越了三维空间。举个例子,考虑 Alias/Wavefront 的领先计算机动画软件 PowerAnimator 的图形用户界面。在这个界面中,每个窗口,无论是显示三维模型、图表还是纯文本,都包含推拉和缩放按钮。用户被期望像对待三维场景一样,对文本进行推拉和平移,这一点尤为重要。在这个界面中,电影视觉超越了印刷传统,摄影机取代了页面。古腾堡银河系实际上只是卢米埃尔宇宙的一个子集。
Another feature of cinematic perception that persists in cultural interfaces is a rectangular framing of represented reality. ^("st "){ }^{\text {st }} Cinema itself inherited this framing from Western painting. Since the Renaissance, the frame lhas acted as a window onto a larger space that is assumed to extend beyond the frame. This space is cut by the frame’s rectangle into two parts: “onscreen space,”’ the part that is inside the frame, and the part that is ourside. In the 电影感知的另一个特征在文化界面中持续存在,那就是对所表现现实的矩形框架。 ^("st "){ }^{\text {st }} 电影本身从西方绘画中继承了这种框架。自文艺复兴以来,框架就像一个窗口,假定延伸到框架之外的更大空间。这个空间被框架的矩形分割成两部分:“屏幕空间”,即框架内的部分,以及框架外的部分。在
15. In The Address of tbe Eyer Yivian Sobchack discusses the three metaphons of frame, window, and mirror chat underlie modern film theary. The metaphor of the frame comes from modern paincing and is central to formalist theory, which is concertaed with signification. The metaphar of the window underties realist film theory (Aazin), which stresses the act of perception. Reealist theory follows Alberti in conceptualizing the cinema screen as a transparent window onto the world. Finally, che metaphor of the mirror is central to psychoanalytic film theory. In terms of these discrinctionss, myy disccussion here is concerned with the window meraphac. The disstinctions shemselves, however, open up a yery productive space for thirking further about che relationshi; sh between cinemma and computer media, in particular, the cinema screen and the computer window. See Wiswian Sobcltack, The Adihes of the Eye: A Phemumetudlagy of Film Experience (Princeton, N.J.: Princeton University Press, 1992). famous formulation of Leon Battista Alberti, the frame acts as a window onto the world. Or, in the more recent formulation of French film theorist Jacques, Aumont and his co-aurthors, “The onscreen space is habitually perceived as included within a more wast scenographic space. Even though the onscreen space is the only visible part, this larger scenographic part is nonetheless considered to exist around it.” "m, 15. 在《眼睛的地址》中,Yivian Sobchack 讨论了现代电影理论中的三种隐喻:框架、窗口和镜子。框架隐喻源于现代绘画,是形式主义理论的核心,形式主义理论关注符号的意义。窗口隐喻支撑着现实主义电影理论(Aazin),强调感知的过程。现实主义理论遵循阿尔贝蒂的观点,将电影屏幕视为通往世界的透明窗口。最后,镜子隐喻是精神分析电影理论的核心。基于这些区别,我在这里的讨论主要集中在窗口隐喻上。 然而,这些区别本身为进一步思考电影与计算机媒体之间的关系,尤其是电影屏幕与计算机窗口之间的关系,创造了一个非常富有成效的空间。参见 Wiswian Sobcltack 的《眼睛的寓言:电影体验的现象学》(新泽西州普林斯顿:普林斯顿大学出版社,1992 年)。莱昂·巴蒂斯塔·阿尔贝蒂著名地指出,框架就像通往世界的窗口。或者,法国电影理论家雅克·奥蒙特及其合著者最近的表述中提到,“屏幕上的空间通常被视为包含在一个更广阔的场景空间内。尽管屏幕上的空间是唯一可见的部分,但这个更大的场景部分仍然被认为存在于其周围。” "m,
Just as a rectangular frame in painting and photography presents a part of a larger space outside it, a window in HCI presents a partial view of a larger document. But if in painting (and later in photography), the framing chosen by an artist is final, computer interface benefits from a new invention introduced by cinema-the mobility of the frame. Just as a kino-eye can move around a space revealing its different regions, a computer user can scroll through a window’s contents. 就像绘画和摄影中的矩形框架展示了外部更大空间的一部分,HCI 中的窗口也展示了更大文档的部分视图。然而,在绘画(以及后来的摄影)中,艺术家选择的框架是最终的,而计算机界面则受益于电影引入的一项新发明——框架的移动性。就像电影之眼可以在空间中移动,揭示不同区域一样,计算机用户也可以滚动查看窗口中的内容。
It is not surprising to see that screen-based interactive 3-D environments, such as VRML words, also use cinema’s rectangular framing, since they rely on other elements of cinematic vision, specifically, a mobile wirtual camera. It may be surprising, however, to realize that the Virtual Reallity interface, often promoted as the most “natural” intertace of all, urilizes the same framing. ^(17){ }^{17} As in cinema, the world presented to a VR user is cut by a rectangular frame. As in cinema, this frame presents a partial view of a larger space. "I AA s in cincma, the virtual camera moves around to reveal different parts of this space. 看到基于屏幕的互动 3D 环境,比如 VRML 世界,使用电影的矩形框架并不令人意外,因为它们依赖于电影视觉的其他元素,尤其是一个移动的虚拟相机。然而,意识到虚拟现实界面常常被宣传为最“自然”的界面,却也使用相同的框架,可能会让人感到惊讶。就像在电影中,呈现给 VR 用户的世界被一个矩形框切割。这个框展示了更大空间的一部分视图。“在电影中,虚拟相机四处移动,揭示这个空间的不同部分。
Of course, the camera is now controlled by the user and in fact is identifed with her own sight. Yet it is crucial that in VR one sees the virtual world through a rectangular frame, and that this frame always presents only part of 当然,摄像机现在由用户控制,实际上与她的视线相结合。然而,在虚拟现实中,通过一个矩形框架观察虚拟世界是至关重要的,而这个框架总是只展示部分内容。
16. Jacques Aumone et al., Aeschetics of Fibm (Austin: Unitersity of Texas Piress, 1992); 13. 17. By VR interface, I mean che comsmon forms of a head-maunted or head-coupled dirccred display employed in VR systems. For a popular wewiew of such displays written when the papularity of WR was at its peak, see Stewe Aukstakalnis and David Blarner; Silicom Mirage: The Ant sud Sciescre of Wirtual Reality (Beedkelley, CA: Peachpis Press, 1992), Pp. 80-98. For a more technical trearmest, see Dean Kocian and Lee Task, “Visually Coupled Systems Hardware and the Human Interface,” in Virtual Enyinnments and Advanted Interface Desight ed. Woodrow Barfielld and Thomas Fumess III CNew\mathbb{C N e w} York and Oxford: Oxford University Press, 1995%, 175-257. 16. 雅克·奥蒙等,《电影美学》(奥斯汀:德克萨斯大学出版社,1992 年);13. 17. 我所指的 VR 接口是指在虚拟现实系统中使用的常见头戴式或头部耦合的直接显示器。关于这种显示器的流行评论,请参见斯图尔·奥克斯塔卡尔尼斯和大卫·布拉纳的《硅镜:虚拟现实的艺术与科学》(加州比德凯利:桃子出版社,1992 年),第 80-98 页。有关更技术性的讨论,请参见迪恩·科西安和李·塔斯克的文章“视觉耦合系统硬件与人机接口”,收录于伍德罗·巴菲尔德和托马斯·法梅斯三世编辑的《虚拟环境与先进接口设计》(纽约和牛津:牛津大学出版社,1995 年),第 175-257 页。
18. See Kocian and Task for detaills an cthe field of view of various WR displays. Although it waries widely between different systems, the rypical size of the freft of wiew: in commercial headmounted displays (HMD) available in the first part of the 1990 s wias thisty to fifty degrees. 18. 请参阅 Kocian 和 Task 以获取有关各种 WR 显示器视场的详细信息。尽管不同系统之间差异很大,但在 1990 年代初期,商业头戴式显示器(HMD)的视场典型大小为 30 到 50 度。
a larger whole. This frame creates a distinct subjective experience that is much closer to cinematic perception than it is to unmediated sight: 一个更大的整体。这个框架创造了一种独特的主观体验,这种体验更接近于电影的感知,而非直接的视觉体验:
Interactive virtual worlds, whether accessed through a screen-based or VR interface, are often discussed as the logical successor to cimema and potentially the key cultural form of the rwenty-first century just as cinema was the key cultural form of the rwentieth century. These discussions usually focus on issues of interaction and narrative; thus, the typical scenario for twenty-first century cinema involves a user represented as an avarar existing literally “inside” the narrative space, rendered with photorealistic 3-D computer graphics, interacring with virtual characters and perhaps other users, and affecting the course of narrative events. 互动虚拟世界,无论是通过屏幕还是虚拟现实界面访问,常被视为电影的逻辑继承者,并可能成为二十一世纪的主要文化形式,就像电影曾是二十世纪的主要文化形式一样。这些讨论通常聚焦于互动和叙事的问题;因此,二十一世纪电影的典型场景是一个用户以化身的形式存在于叙事空间中,使用逼真的 3D 计算机图形,与虚拟角色及其他用户互动,并影响叙事事件的发展。
It is an open question whether this and similar scenarios indeed represent an extension of cinema, or if they rather should be thought of as a continuation of thearrical traditions such as improvisational or avant-garde thearee. But what undoubtedly can be observed is how viritual technology’s dependence on cinema’s mode of seeing and language is becoming progressively stronger. This coincides with the move from proprietary and expensive VR systems to more widely available and standardized technologies, such as VRML. (The following examples refer to a particular VRML browserWebSpace Navigator 1.1 from SGI. ^(19){ }^{19} Other VRML browsers have similar features.) 这是一个开放性的问题,关于这些场景是否真正代表了电影的扩展,还是应该被视为即兴或先锋戏剧等传统的延续。然而,可以明显观察到的是,虚拟技术对电影观看模式和语言的依赖正在逐渐加深。这与从专有且昂贵的虚拟现实系统转向更广泛可用和标准化的技术(如 VRML)相一致。(以下示例涉及 SGI 的特定 VRML 浏览器 WebSpace Navigator 1.1。 ^(19){ }^{19} 其他 VRML 浏览器也具有类似功能。)
The creator of a VRML world can defime a number of viewpoints that are loaded with the world. ^(20){ }^{20} These viewpoints automatically appear in a special menu in a VRML browser that allows the user to step through them, one by one. Just as in cinema, ontology is coupled wyith epistemology: the world is designed to be viewed from particular points of wiew. The designer of a virtual world is thus a cinematographer as weell as an architect. The user can wander around the world, or she can save cime by assuming the familiar position of a cinema wiewer for whom the cinernatographer has already chosen the best viewprints. VRML 世界的创建者可以定义多个视点,这些视点会与世界一起加载。 ^(20){ }^{20} 这些视点会自动出现在 VRML 浏览器的一个特殊菜单中,用户可以逐个浏览。就像在电影中,本体论与认识论是紧密相连的:这个世界是从特定的视角设计的。因此,虚拟世界的设计师既是电影摄影师,也是建筑师。用户可以在世界中自由漫游,或者她可以通过选择电影观众的熟悉位置来节省时间,因为电影摄影师已经为她选择了最佳的视角。
Equally interesting is another option that controls how a VRML browser moves from one wiewpoint to the nexr. By default, the virtual camera trav- 另一个同样有趣的选项是控制 VRML 浏览器如何从一个视点切换到下一个视点。默认情况下,虚拟相机会移动-
20. See John Hartmian end Josie Wernecke, The VRML 20 Hawdbook: Building Mowing Worlds (the Whe (Reading. Mass. Addison-Wesley, 1996), 363. els smoothly through space from the current wiewpoint to the next as though on a dolly, its mowement automatically calculated by the software. Selecting the “jump cuts” option makes it cur from one view to the mext. Both modes are obviously derived from cinema. Both are more efficient than trying to explore the world on its own. 20. 参考约翰·哈特米安和乔西·维尔内克的《VRML 20 手册:构建虚拟世界》(马萨诸塞州雷丁,阿迪森-韦斯利,1996 年),第 363 页。软件自动计算运动,使视点像在滑轨上平滑移动,从当前视点切换到下一个视点。选择“跳切”选项会使视图从一个切换到另一个。这两种模式显然都源自电影,且都比单独探索世界更为高效。
With a VRML interface, nature is firmly subsumed under culture. The eye is subordinated to the kino-eye. The body is subordinated to the virtual body of the virtual camera. While the user can investigate the world on her own, freely selecting trajectories and wiewpoints, the interface privileges cinematic perception-cuts, precomputed, dolly-like motions, preselected wiewpoints. 通过 VRML 接口,自然被深深融入文化之中。眼睛被电影的视角所主导,身体则被虚拟相机的虚拟形态所支配。尽管用户可以独立探索世界,自由选择路径和视角,但接口更倾向于电影化的感知切换、预先计算的推镜运动以及预设的视角。
The area of computer culture where the cinematic interface is being transformed into a cultural interface most aggressively is computer games. By the 1990 s, game designers had mowed from two to three dimensions and had begun to incorporate cinematic language in an increasingly systematic fashion. Games began to fearure lavish opening cinematic sequences (called “cinematics” in the game business) that set the mood, established the setting, and introduced the narrative. Frequently, the whole game would be structured as an oscillation between interactive fragments requiring the user’s inpur and noninteractive cinematic sequences, that is, “cinematics.” As the decade progressed, game designers created increasingly complex and increasingly cinematic-interactive wirtual worlds. Regardless of a game’s genre, it came to rely on cinematography techniques borrowed from traditional cinema, including the expressive use of camera angles and depth of field, and dramatic lighting of 3-D computer-generated sers to create mood and atmosphere. In the begimning of the decade, many games such as The 7th Gwest (Trilobyte, 1993) or Voyear (Philips Interactive Media, 1994) used digital video of actors superimposed ower 2-D or 3-D backgrounds; by its end, they had switched to fully synthetic characters rendered in real time. ^(21){ }^{21} This switch allowed game designers to go beyond the branching-type structure of earlier games based on digital video in which all possible scenes had to be taped beforehand. In contrast, 3-D characters animated in real time move 在计算机文化领域,电影界面最为激烈地转变为文化界面的地方是计算机游戏。到 1990 年代,游戏设计师们已经从二维转向三维,并开始以越来越系统的方式融入电影语言。游戏中开始出现奢华的开场电影序列(在游戏行业中称为“电影”),这些序列设定了氛围,构建了背景,并引入了叙事。通常,整个游戏的结构是用户输入的互动片段与非互动的电影序列之间的交替,即“电影”。随着十年的发展,游戏设计师创造了越来越复杂且越来越具电影互动性的虚拟世界。 无论游戏的类型如何,它开始依赖于从传统电影中借用的摄影技巧,包括镜头角度和景深的表现性使用,以及 3D 计算机生成角色的戏剧性照明,以营造氛围和情感。在十年初期,许多游戏如《第七个客人》(Trilobyte,1993)和《窥视者》(Philips Interactive Media,1994)使用了演员的数字视频叠加在 2D 或 3D 背景上;到十年末,他们已经转向实时渲染的完全合成角色。 ^(21){ }^{21} 这种转变使游戏设计师能够超越早期基于数字视频的游戏的分支结构,因为这些游戏中所有可能的场景都必须事先录制。与此相比,实时动画的 3D 角色会移动
21. Examples of the earlier trend ate Return to Zork (Actiwision, 1993) and The 7 th Gmert (TilobyterWirgin Games, 1993). Examples of the later trend are Sonlblade (Namco, 1997) and Tousb Raider (Eidos, 1996). 21. 早期趋势的例子包括《回归佐克》(Actiwision,1993)和《第七个游戏》(TilobyterWirgin Games,1993)。而后期趋势的例子则是《剑魂》(Namco,1997)和《古墓丽影》(Eidos,1996)。
arbitrarily around the space, an." the space itself can change during the game. (For instance, when a player returns to an already wisited area, she will find any objects that she left there earlier.) This switch also made virtual words more cinematic, as characters could be better visually integrated with their environments. ^(22){ }^{22} 在空间中任意移动,空间本身在游戏中会发生变化。(例如,当玩家返回到已经访问过的区域时,她会发现之前留下的物品。)这种变化也使虚拟世界更加电影化,因为角色能够更好地与环境融为一体。
A particularly important example of how computer games use-and extend-cinematic language is their implementation of a dynamic point of view. In driving and flying simulators and in combar games such as Tekken 2 (Namco, 1994-), events like car crashes and knockdowns are automatically replayed from a different point of view. Other games such as the Doom series (Id Software, 1993-) and Dungeen Keepter (Bullfrog Productions, 1997) allow the user to switch between the poime of view of the hero and a top-down bird’s-eye view. Designers of online virtual worlds such as Active Wiorlds provide their users with similar capabilities. Nintendo goes even furrther by dedicating four buttons on its N 64 joypad to controlling the view of the action. While playing Nintendo games such as Super Mario 64 (Nintendlo, 1996) the user can continuously adjust the position of the camera. Some Sony Playstation games such as Tomb Raider (Eidos, 1996) also use the buttons on the Playstation joypad for changing point of view. Some games such as Myth: The Fallen Lords (Bungie, 1997) use AI engine (computer code that controls simulated “life” in the game, such as human characters that the player encounters) to automatically control the camera. 一个特别重要的例子,展示了计算机游戏如何使用并扩展电影语言,就是它们对动态视角的实现。在驾驶和飞行模拟器以及像《铁拳 2》(Namco,1994 年-)这样的格斗游戏中,汽车碰撞和击倒等事件会自动从不同的视角重播。其他游戏,如《毁灭战士》系列(Id Software,1993 年-)和《地下城守护者》(Bullfrog Productions,1997 年),允许用户在英雄视角和俯视图之间切换。在线虚拟世界的设计师,如 Active Worlds,提供类似的功能。任天堂更进一步,将其 N 64 手柄上的四个按钮专门用于控制游戏中的视角。 在玩任天堂的游戏,比如《超级马里奥 64》(任天堂,1996 年)时,用户可以不断调整摄像机的位置。一些索尼 Playstation 的游戏,比如《古墓丽影》(Eidos,1996 年),也使用 Playstation 手柄上的按钮来改变视角。而像《神话:堕落的领主》(Bungie,1997 年)这样的游戏则使用 AI 引擎(控制游戏中模拟“生命”的计算机代码,例如玩家遇到的人物)来自动控制摄像机。
The incorporation of virtual/camera controls into the wery hardware of game consoles is truly a historic event. Directing the virtual camera becomes as important as controlling the hero’s actions. This fact is admitred by the game industry itself. Of the four key features of Dungeon Keeper advertized on irs package, for instance, the first two concern control of the camera: “switch your perspective,” “rotate your views”, “take on your friend,” "unweill hidden 将虚拟/摄像机控制整合到游戏机硬件中,确实是一个历史性的事件。操控虚拟摄像机变得与控制英雄的行动同样重要,这一点得到了游戏行业的认可。例如,在《地下守护者》的包装上宣传的四个关键特性中,前两个就与摄像机控制有关:“切换视角”、“旋转视图”、“与朋友对战”、“揭示隐藏的内容”。
22. Critical literature on computer games, and in particular, their wisual language, remmains slim. Usefull facts on the history of computer games, descriptions of different genres, and incerviems wuth designers can be found in Chris McGowan and Jim MeCullaugh, Entertainmens in the Cybar Zome ( NNew\mathbf{N N e w} York: Randomn House, 1995). Another useful sounce is. J. C. Hera, foy- 关于计算机游戏的批判性文献,尤其是它们的视觉语言,仍然相对稀少。有关计算机游戏历史的有用信息、不同类型的描述以及与设计师的访谈,可以在克里斯·麦戈万和吉姆·麦卡拉赫的《网络空间的娱乐》( NNew\mathbf{N N e w} 纽约:随机出版社,1995)中找到。另一个有用的来源是 J.C.赫拉的作品。
Litcle, Browa, 1997). lewels.". In games such as this one, cinematic perception functions as the subject in ins own right, ^(23){ }^{23} suggesting the return of “The New Vision” movement of the 1920s (Moholy-Nagy, Rodchenko, Vertov, and others), which foregrounded the new mobility of the photo and film camera, and made unconwentional points of view a key part of its poetics. 在这样的游戏中,电影感知作为一个独立的主题运作, ^(23){ }^{23} 暗示了 1920 年代“新视觉”运动的回归(莫霍利-纳吉、罗杰琴科、维尔托夫等),该运动强调了摄影和电影摄像机的新移动性,并将非常规视角作为其诗学的关键部分。
The fact that computer games and virtual worlds continue to encode, step by step, the grammar of a kino-eye in software and in hardware is not an accident, but rather is consistent with the overall trajectory of the computerization of culture since the 1940 s -the automarion of all cultural operations. This automation gradually moves from basic to more complex operations: from image processing and spell checking to software-generated characters, 3-D worlds, and Web sites. A side effect of this automation is that once particular cultural codes are implemented in low-level software and hardware, they are no longer seen as choices but as unquestionable defaults. To take the automation of imaging as an example, in the early 1960s the newly emerging field of computer graphics incorporated a linear one-point perspective into 3-D software, and later directly into the hardware. ^(24){ }^{24} As a result, linear perspective became the default mode of vision in computer culture, whether we are speaking of computer animation, computer games, visualization, or VRML worlds. Now we are witnessing the next stage of this process-the translation of a cinematic grammar of points of view into software and hardware. As Hollywood cinematography is translated into algorithms and computer chips, its conrentions become the default method of interacting with any data subjected to spatialization. (Ar SJGGRAPH '97 in Los Angeles, one of the presenters called for the incorporation of Hollywood-style editing in mulci-user wirtual worlds software. In such implementation, user interaction with orher awatar(s) will be automatically rendered using classical Hollywood conventions for filming dialog. ^(25){ }^{25} ) To use the terms of "The Virtual 计算机游戏和虚拟世界逐步在软件和硬件中编码电影眼的语法,这并非偶然,而是与自 1940 年代以来文化计算化的整体趋势相一致——所有文化操作的自动化。这种自动化从基本操作逐渐过渡到更复杂的操作:从图像处理和拼写检查,到软件生成的角色、3D 世界和网站。这种自动化的一个副作用是,一旦特定的文化代码在低级软件和硬件中实现,它们就不再被视为选择,而是被视为不容置疑的默认设置。 以成像自动化为例,在 20 世纪 60 年代初,新兴的计算机图形学领域将线性单点透视法融入 3D 软件,随后又直接应用于硬件。因此,线性透视法成为计算机文化中默认的视觉模式,无论是计算机动画、游戏、可视化还是 VRML 世界。现在,我们正见证这一过程的下一个阶段——将电影视角的语法转化为软件和硬件。随着好莱坞摄影技术被转化为算法和计算机芯片,其约定成为与任何空间化数据交互的默认方法。 (在 1997 年洛杉矶的 SJGGRAPH 大会上,一位演讲者呼吁在多用户虚拟世界软件中引入好莱坞风格的编辑。这样的实现将使用户与其他化身的互动自动采用经典的好莱坞对话拍摄方式进行渲染。) ^(25){ }^{25} ) 使用“虚拟”相关的术语
23. Dutrgeon Keeper (Bullffog Productions, 1997). 23. 地牢守护者(Bullffog 制作公司,1997 年)。
24. For a mose detailed discussion of the hiscory of compurer imaging as gradual auroumation, see my articles “Mapping Space: Perspective, Radar, and Computer Graphics,” and “Automation of Sighr from Photography to Computer Vision.” 24. 关于计算机成像逐步自动化历史的更详细讨论,请参阅我的文章《映射空间:透视、雷达与计算机图形学》和《从摄影到计算机视觉的自动化》。
25. Moses Ma"s presentation on the panel “Putcing a Human Face on Cyberspace: Designing Avatars and the Wirtual Worlds They Live In,” SIGGRAPH '97, 7 August 1997. 25. 摩西·马在“为网络空间赋予人性:设计化身及其生活的虚拟世界”小组讨论中的演讲,SIGGRAPH '97,1997 年 8 月 7 日。
Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing," a 1996 paper authored by Microsoft researchers, the goal of research is twe encode “cinematographic expertise,” translating “heuristics of filmmaking” into computer software and hardware. ^(26){ }^{26} Element by element, cinema is being poured into a computer: first, one-point linear perspective; next, the mobile camera and rectangular window; next, cinematography and ediring conwentions; and, of course, digital personas based on acting conwentions borrowed from cinema, to be followed by make-up, set design, and the narrative structures themselves. Rather than being merely one culcural language among, others, cinema is now becoming the cultural interface, a coolbox for all culrural communication, owertaking the printed word. 《摄像师:自动实时相机控制与导演的范式》是 1996 年由微软研究人员撰写的一篇论文,研究的目标是将“电影专业知识”编码为计算机软件和硬件,翻译“电影制作的启发式方法”。一步一步,电影元素被注入计算机:首先是单点线性透视;接着是移动相机和矩形窗口;然后是摄影和剪辑的惯例;当然,还有基于电影表演惯例的数字角色,随后是化妆、布景设计以及叙事结构本身。 电影不仅是众多文化语言中的一种,而是正在成为文化的接口,成为所有文化交流的载体,超越了印刷文字。
Cinema, the major cultural form of the rwentieth century, has found a new life as the toolbox of the computer user. Cinematic means of perception, of connecting space and time, of representing human memory, thinking, and emotion have become a way of work and a way of life for millions in the computer age. Cinema’s aesthetic strategies have become basic organizational principles of computer software. The window into a fictional world of a cinematic narrative has become a window into a datascape. In short, what was cinema is now the human-computer interface. 电影作为 20 世纪主要的文化形式,在计算机用户的工具箱中焕发了新的生命。电影的感知方式、连接空间与时间的手段,以及表现人类记忆、思维和情感的方式,已成为数百万计算机时代人们的工作和生活方式。电影的美学策略已成为计算机软件的基本组织原则。进入电影叙事虚构世界的窗口,如今已变成进入数据景观的窗口。总之,曾经的电影现在已成为人机界面。
I will conclude this section by discussing a few artistic projects that, in different ways, offer alternatives to this trajectory-a trajectory that, again, involves the gradual translation of elemeats and techniques of cimematic perception and language into a de-contextualized set of tools to be used as an in terfuce to any data. In the process of this translation, cinematic perception is divorced from its original material embodiment (camera, film stock), as well as from the historical context of its formation. If in cinema the camera functions as a material object, coexisting spatially and temporally with the world it is showing us, it has now becomes a set of abstract operations. The art projects that I discuss below refuse this separation of cinematic vision from the material world. They reunite perception and material reality by making the cantera and what it records a part of the ontology of a virtual world. They 我将通过讨论一些艺术项目来结束这一部分,这些项目以不同的方式提供了对这一轨迹的替代方案——这一轨迹涉及将电影感知和语言的元素与技术逐渐转化为一套去语境化的工具,以便作为任何数据的接口。在这一翻译过程中,电影感知与其原始的物质体现(如相机和胶卷)脱离,同时也与其形成的历史背景分离。如果在电影中,相机作为一个物质对象与它所展示的世界在空间和时间上共存,那么现在它已经变成了一组抽象的操作。我在下面讨论的艺术项目拒绝将电影视野与物质世界分开。 他们通过将采石场及其记录的内容融入虚拟世界的本体论,重新连接了感知与物质现实。他们的
26. Ii-wei He, Michael Cohen, and David Salesin, “The Virrual Cinematographer: A Paradigmi for Auromatic Real-Time Camera Consrol and Directing,” SIGGRAPH '96 (hetp:/l/ research.microsofficconm/SIGGRAPH96/96/VirtualCinema.hism). also refuse the universalization of cinematic vision by computer culture, which (just as postmodern visual culture in general) treats cinema as a toolbox, a set of “filters” that can be used to process any inpur. In contrast, each of these projects employs a unique cinematic strategy that has a specific relation to the particular wirtual world is reveals to the user. 26. 何以伟、迈克尔·科恩和大卫·萨尔辛在“虚拟摄影师:自动实时摄像机控制与导演的范式”一文中指出,计算机文化对电影视野的普遍化是不可接受的(http://research.microsoft.com/SIGGRAPH96/96/VirtualCinema.htm)。这种文化(如同后现代视觉文化)将电影视为一个工具箱,一组可以处理任何输入的“过滤器”。而这些项目则各自采用独特的电影策略,与其向用户展示的特定虚拟世界之间存在着特定的关系。
In The Imusible Shape of Thimgs Pass, Joachim Sauter and Dirk Lüsenbrink of the Berlin-based ART + COM collective created a cruly innovative cultural interface for accessing historical data about Berlin’s history. ^(27){ }^{27} The interface de-virtualizes cinema, so to speak, by putting the records of cinematic wision back into their historical and material context. As the user navigates through a 3-D model of Berlin, she comes across elongated shapes lying on city streets. These shapes, which the authors call “filmobjects,” correspond to documentary footage recorded at corresponding points in the city. To create each shape, the original frotage is digitized and the frames are stacked one after another in depth, writh the original camera parameters determining the exact shape. The user can wiew the footage by clicking on the first frame. As the frames are displayed one after another, the shape becomes correspondingly thinner. 在《不可见的形状》中,柏林的 ART + COM 集体的乔阿希姆·绍特和迪尔克·吕森布林克创造了一种创新的文化接口,用于访问柏林历史的相关数据。 ^(27){ }^{27} 这个接口可以说是将电影记录重新置于其历史和物质背景中。当用户在柏林的 3D 模型中浏览时,她会发现城市街道上有一些延伸的形状。这些形状被作者称为“电影物体”,与在城市相应位置录制的纪录片镜头相对应。为了创建每个形状,原始素材被数字化,帧一个接一个地在深度上堆叠,原始相机参数决定了形状的具体轮廓。 用户可以通过点击第一帧来查看录像。随着帧一个接一个地显示,形状会变得越来越细。
In following the general crend of computer cultrure torward spatialization of every cultural experience, this cultural interface spatializes time, representing it as a shape in a 3-D space. This shape can be thought of as a book, with individual frames stacked one after another like book pages. The trajectory through time and space followed by a camera becomes a book to be read, page by page. The records of the camera’s wision become material objects, sharing space with the material reality that gave rise to this wision. Cinema is solidified. This project, then, can be also understood as a virtual monument to cinema. The (virtual) shapes situated around the (virtual) city remind us of the era when cinema was the defining form of cultural expression-as opposed to a toolbox for data retrieval and use. 在计算机文化向每种文化体验空间化的趋势下,这种文化界面将时间空间化,呈现为三维空间中的一种形状。这个形状可以看作一本书,单独的画面像书页一样一层层叠加。相机在时间和空间中所经历的轨迹变成了一本可以逐页阅读的书。相机的视觉记录转化为物质对象,与产生这种视觉的物质现实共享空间。电影得以固化。因此,这个项目也可以被视为对电影的一个虚拟纪念碑。 (虚拟)城市周围的(虚拟)形状让我们回想起电影曾是文化表达的主要形式,而不是数据检索和使用的工具。
Hungarian-born artist Tamás Waliczky openly refuses the defaultr mode of vision imposed by computer software-one-point linear perspective. Each of his computer-animated films The Garden (1992), The Forest (1993) and The Way (1994) urilizes a particular perspectival system: a water-drop 匈牙利出生的艺术家塔马斯·瓦利茨基公开拒绝计算机软件所强加的默认视觉模式——一点线性透视。他的每部计算机动画电影《花园》(1992)、《森林》(1993)和《道路》(1994)都采用了一种特定的透视系统:水滴。
27. See hittp://ywwwartcom.de/projects/finvisible_shape/welcome.en. 27. 请访问网址 hittp://ywwwartcom.de/projects/finvisible_shape/welcome.en。
perspective in The Garden, a cylindrical perspective in The Farests, and a rewerse perspective in The Why. Working with computer programmers, the artist created custom-made 3-D sofoware to implement these perspectival systems. Each of the systems has an inherent relationship ta the subject of the film in which it is used. In The Garralen, the subject is the perception of a small child, for whom the world does not yet have an objective existence. In The Forest, the mental trauma of emigration is cranslated into the endless. roaming of a camera through the forest, which is actually just a set of transparent cylinders. Finally, in The Way, the self-sufficiency and isolation of a Western subject are conveyed by the use of a reverse perspective. 在《花园》中采用了透视法,在《森林》中采用了圆柱透视法,而在《为什么》中则使用了反向透视法。艺术家与计算机程序员合作,开发了定制的 3D 软件来实现这些透视系统。每个系统与其所使用的电影主题之间都有内在的联系。在《加拉伦》中,主题是小孩的感知,对于他们来说,世界尚未具备客观存在。在《森林》中,移民的心理创伤被转化为相机在森林中无尽游荡的画面,而这实际上只是一个透明圆柱的集合。最后,在《道路》中,西方主体的自给自足和孤立通过反向透视得以传达。
In Waliczky"s films the camera and the world are made into a single whole, whereas in The Invisible Shape of Things Past the records of the camera are placed back into the world. Rather than simply subjecting his virtual worlds to different types of perspectival projection, Waliczky modified the spatial structure of the worlds themselves. In Tbe Garden, a child playing in a garden becomes the center of the world; as she moves anound, the actual geometry of all the objects around her is transformed, with objects becoming bigger as she gets closer to them. To create The Fonest, a number of cyllinders were placed inside each other, each cylinder mapped wirh a picture of a tree, repeated a number of times. In the film, we see a camera mowing through this endless static forest in a complex spatial trajectory-but this is an illusion. In reality, the camera does move, but the architecture of the world is constandly changing as well, because each cylinder is rotating at its own speed. As a tesult, the world and our perception of it are fused rogether. 在瓦利茨基的电影中,摄影机与世界融为一体,而在《过去事物的无形形状》中,摄影机的记录则被重新放回到世界中。瓦利茨基不仅仅是将他的虚拟世界置于不同的透视投影下,而是对世界本身的空间结构进行了修改。在《花园》中,一个在花园里玩耍的孩子成为了世界的中心;当她移动时,周围所有物体的实际几何形状都会发生变化,物体在她靠近时会变得更大。为了创作《森林》,多个圆柱体被相互嵌套,每个圆柱体上都映射着一棵树的图像,并重复多次。 在电影中,我们看到一台相机在这片无尽的静态森林中以复杂的空间轨迹移动——但这只是一种幻觉。实际上,相机确实在移动,但世界的结构也在不断变化,因为每个圆柱体都以各自的速度旋转。因此,世界与我们对它的感知是紧密相连的。
HCI: Representation wersus Control HCI:表现与控制
The development of the human-computer interface, untill recently, has had little to do with the distribution of cultural objects. Followring some of the main applications from the 1940 s until the early 1980 s, when the current generation of the GUI was developed and reached the mass market tagenther with the rise of the PC , wee can list the most significant: real-time control of weapons and weapon systems; scientific simulation; computer-ainded design; and finally, office work with the secretary functioning as protarypical computer user-filing documents in folders, emptying the trash can, creating and editing documents (“word processing”). Today, as the computer is beginning to host very different applications for access and manipulation of cultural data and cultural experiences, their interfaces still rely on old metaphors and action grammars. Cultural interfaces predictably use elements of a general purpose HCl such as scrollable wimdows containing text and other data types, hierarchical menus, dialogue boxes, and command-line input. For instance, a typical “art collection” CD-ROM tries to recreate “the museum experience” by presenting a navigable 3-D rendering of a museum space, while still resorting to hierarchical menus that allow the user to switch berween different museum collections. Even in the case of The Inwisible Shape of Things Part, which uses a unique interface solution of “filmobjects” not directly traceable to either old cultural farms or general-purpose HCI , the designers still rely on HCI convention in the use of a pull-down menu to switch between different maps of Berlin. 人机界面的发展,直到最近,与文化对象的分布几乎没有关系。从 20 世纪 40 年代到 80 年代初,随着当前图形用户界面的发展和个人计算机的普及,我们可以列出一些主要应用:武器和武器系统的实时控制;科学模拟;计算机辅助设计;最后,办公室工作,秘书作为典型的计算机用户,负责归档文件、清空垃圾箱、创建和编辑文档(“文字处理”)。 今天,随着计算机开始承载各种不同的应用程序,以便访问和处理文化数据及文化体验,它们的界面仍然依赖于旧有的隐喻和操作语法。文化界面通常使用通用 HCl 的元素,比如可滚动的窗口(包含文本和其他数据类型)、层级菜单、对话框和命令行输入。例如,一个典型的“艺术收藏”CD-ROM 试图通过呈现一个可导航的 3D 博物馆空间来重现“博物馆体验”,但仍然依赖于层级菜单,让用户能够在不同的博物馆收藏之间切换。 即使在《事物的无形形状》这一部分中,采用了一种独特的“电影物体”界面解决方案,这种方案并不能直接追溯到旧的文化背景或通用的人机交互,但设计师们仍然依赖于人机交互的惯例,通过下拉菜单在不同的柏林地图之间切换。
In their important study of new media, Rennadiatrion, Jay David Bolter and Richard Grusin define medtiasw as “chat which remediates.” ^(29){ }^{29} In contrast to a modernist view that aims to define the essential properties of every medium, Bolter and Gresin propose that all media work by “remediating,” that is, translating, refashioning, and reforming other media, both on the level of content and form. If we think of the human-coraputer interface as another medium, its history and present development definitely fit this thesis. The history of the human-computer interface is that of borrowing and reformulating, or, to use new media lingo, reformatting other media, both past and present-the printed page, film, television. But along with borrowing the conventions of most other media and eclectically combining them together, HCI designers also heawily borrow “conwentions” of the human-made physical envitonment, beginning with Macintosh’s use of the desktop metaphor. And, more than any medium before it, HCI is like a chameleon that keeps changing its appearance, responding to how computers are used in any given period. For instance, if in the 19705 the designers at Xerox PARC modeled the first GUI on the office desk because they imagined that the computer they were designing would be used in the office, in the 1990 s the primary use of computers as media-access machines led to the borrowing of interfaces of already familiar media devices such as the WCR or audio CD playes controls. 在他们对新媒体的重要研究《Rennadiatrion》中,杰伊·大卫·博尔特和理查德·格鲁辛将媒体定义为“重新媒介化的交流”。与现代主义试图定义每种媒介基本特征的观点不同,博尔特和格鲁辛认为所有媒体都是通过“重新媒介化”来运作的,即翻译、重塑和改造其他媒体,无论是在内容还是形式上。如果我们把人机界面视为另一种媒介,那么它的历史和当前的发展显然符合这一论点。人机界面的历史就是借用和重新构造的历史,或者用新媒体的术语来说,就是重新格式化其他媒体,包括过去和现在的印刷页面、电影和电视。 但是,除了借用大多数其他媒体的惯例并将其灵活结合外,HCI 设计师还大量借鉴人造物理环境的“惯例”,最早可以追溯到 Macintosh 使用的桌面隐喻。而且,HCI 比以往任何媒体都更像变色龙,不断改变其外观,以适应计算机在特定时期的使用方式。例如,在 1970 年代,Xerox PARC 的设计师将第一个图形用户界面(GUI)设计成办公室桌面,因为他们设想他们设计的计算机将在办公室中使用;而到了 1990 年代,计算机作为媒体访问机器的主要用途促使他们借用了已经熟悉的媒体设备界面,例如 WCR 或音频 CD 播放器的控制。
In general, cultural interfaces of the 1990 stry to walk an uneasy parth between the richness of control provided in general-purpose HCl and the “immersive” experience of traditional cultural objects such as books and movies. Modern general-purpose HCI , be is the MAC OS, Windows, or UNIX, allow their users to perform complex and detailed actions on computer data: acquire information about an object, copy it, move it to another location, change the way data is displayed, etc. In contrast, a conventional book or a film positions the user inside an imaginary universe whose structure is fixed by the author. Cultural interfaces atrempt to mediate berween these two fundamentally different and ultimately incomparible approaches. 一般来说,1990 年代的文化界面试图在通用人机交互(HCI)所提供的丰富控制和传统文化对象(如书籍和电影)的“沉浸式”体验之间找到一种平衡。现代的通用 HCI,无论是 MAC OS、Windows 还是 UNIX,都允许用户对计算机数据进行复杂而详细的操作:获取对象信息、复制、移动到其他位置、改变数据的显示方式等。相比之下,传统书籍或电影将用户置于一个由作者固定结构的虚构世界中。文化界面试图在这两种根本不同且最终无法比较的方法之间进行调解。
As an example, consider how cultural interfaces conceptualize the computer screen. If a general-purpose HCl clearly identifies to the user that certain objects can be acted on while others cannot (icons representing files but not the desktop itself), cultural interfaces cypically hide the hyperlinks within a continuous representarional field. (This technique was already so widely accepted by the 1990s that the designers of HTML offered it early on to users by implementing the “imagemap” feature.) The field can be a two-dimensional collage of different images, a mixture of representational elements and abstract textures, or a single image of a space such as a ciry street or a landscape. By trial and error, clicking all over the field, the user discovers that some parts of this field are hyperlinks. This concept of a screen combines two distinct pictorial conventions-the older Western tradition of pictorial illusionism in which a screen functions as a window into a wirtual space, something for the viewer to look into but not act upon; and the more recent convention of graphical human-compurer interfaces that divides the computer screen into a set of controls with clearly delineated functions, thereby essentially treating it as a wirtual instrument panel. As a result, the computer screen becomes a battlefield for a number of incomparible definitions-depth and surface, opaqueness and rransparency, image as illusionary space and image as instrument for action. 作为一个例子,考虑文化界面如何构建计算机屏幕的概念。如果一个通用的 HCl 清楚地向用户表明某些对象可以被操作而其他对象不能(例如,代表文件的图标而不是桌面本身),那么文化界面通常会在一个连续的表现领域中隐藏超链接。(这种技术在 1990 年代已经被广泛接受,以至于 HTML 的设计者早期就通过实现“图像地图”功能向用户提供了它。)这个领域可以是不同图像的二维拼贴,表现元素与抽象纹理的混合,或者是一个空间的单一图像,比如城市街道或风景。 通过反复试验,用户在整个区域内点击,发现该区域的某些部分是超链接。这个屏幕的概念结合了两种不同的图像传统——较早的西方图像幻觉主义传统,屏幕作为通往虚拟空间的窗口,供观众观察但不进行操作;以及较新的图形人机界面传统,将计算机屏幕划分为一组功能明确的控制项,从而本质上将其视为虚拟仪表盘。因此,计算机屏幕成为了深度与表面、不透明与透明、图像作为幻觉空间与图像作为行动工具等多种不可比拟定义的战场。
The computer screen also functions both as a window into an illusionary space and as a flar surface carrying text labels and graphical icons. We can relate this to a similar menderstanding of a pictorial surface in the Dutch art of the seventeenth century. In her classic study The Art of Deacribing, art histo- rian Syetlana Alpers discusses how Dutch painting of the period functioned as both map and picture, combining different kinds of information and know ledge of the world. ^(29){ }^{29} 计算机屏幕既是通往虚幻空间的窗口,也是承载文本标签和图形图标的平面。我们可以将其与十七世纪荷兰艺术中对图像表面的理解相联系。在她的经典著作《描述的艺术》中,艺术历史学家斯维特拉娜·阿尔珀斯探讨了这一时期的荷兰绘画如何同时作为地图和图像,融合了不同类型的信息和对世界的认知。
Here is another example of how cultural interfaces try to find a middle ground between the conventions of general-purpose HCI and the conventions of traditional cultural forms. Again we encounter tension and struggle-in this case, between standardization and originality. One of the main principles of modern HCl is the consistency principle. Ir dictates that menus, icons, dialogue boxes, and other interface elements should be the same in different applications. The user knows that every application will contain a “file” menu, or that if she encounters an icon that looks like a magnifying glass, it cam be used to zoom on documents. In contrast, modern culrure (including iss “'postmodern” stage) stresses originality: Every cultural object is supposed to be different from the rest, and if it is quoring other objects, these quotes have to be defined as surch. Cultural interfaces try to accommodate both the demand for consistency and the demand for originality. Most of them contain the same set of interface elements with standard semantics, such as “home,” “forward,” and “backward” icons. But because ewery Web site and CD-ROM strives co have its own distinct design, these ellemencs are always designed differently from one product to the next. For instance, many games such as War Craft II (Blizzard Entertainment, 1996) and Dungenn Keeper give their icons a “historical” look consistent with the mood of the imaginary uniwerse portrayed in the game. 这是另一个例子,展示了文化界面如何在通用人机交互的规范与传统文化形式之间寻求折中。我们再次面临紧张与冲突——这次是标准化与原创性之间的矛盾。现代人机交互的一个主要原则是一致性原则,要求不同应用程序中的菜单、图标、对话框和其他界面元素保持一致。用户知道每个应用程序都会有一个“文件”菜单,或者如果她看到一个像放大镜的图标,就可以用它来放大文档。 相比之下,现代文化(包括所谓的“后现代”阶段)强调原创性:每个文化对象都应与其他对象有所不同。如果它引用了其他对象,这些引用必须被明确标识。文化界面试图同时满足一致性和原创性的需求。大多数界面都包含相同的一组元素,具有标准的语义,例如“主页”、“前进”和“后退”图标。然而,由于每个网站和 CD-ROM 都力求拥有独特的设计,这些元素在不同产品之间的设计总是有所不同。 例如,许多游戏,如《魔兽争霸 II》(暴雪娱乐,1996 年)和《地下城守护者》,其图标呈现出与游戏中描绘的虚构世界氛围相符的“历史”风格。
The language of cultural interfaces is a hybrid. It is a strange, ofren awkward mix berween the conventions of traditional cultural forms and the conventions of HCl -berween an immersive environment and as ser of controls, between standardization and originality. Cultural interfaces try to balance the concept of a surface in painting, photography, cinema, and the printed page as something to be looked at, glanced at, read, but always from some distance, without interfering with it, with the concept of the surface in a computer interface as a wirtual control panel, similar to the control panel on 文化界面的语言是一种混合体。这是一种奇特且常常笨拙的结合,介于传统文化形式的规范与 HCl 的规范之间——在沉浸式环境与一组控制之间,标准化与原创性之间。文化界面试图平衡绘画、摄影、电影和印刷页面中表面的概念,作为一种被观看、瞥见和阅读的对象,但总是保持一定的距离,不去干扰它;而计算机界面中的表面概念则作为一个虚拟控制面板,类似于控制面板。
29. See Svetlana Alpers, The Art of Describing: Duthti Afs in the Severtemth Centrey (Chicago: University of Chicago Press, 1983). See particularly the chapter “Mapping Impulse”’ 29. 参见斯维特兰娜·阿尔珀斯的《描述的艺术:十七世纪的杜提·阿夫斯》(芝加哥:芝加哥大学出版社,1983 年)。特别是“映射冲动”这一章。
a car, plane, or any other complex machine. ^(30){ }^{30} Finally, on yet anc ther level, the traditions of the printed word and of cinema also compete between chemselves. One wants the computer screen to be a dense and flat information surface, whereas the orther insists that it become a window into a virtual space. 一辆车、飞机或其他任何复杂的机器。 ^(30){ }^{30} 最后,在另一个层面上,印刷文字和电影的传统也在相互竞争。人们希望计算机屏幕成为一个信息密集且平坦的表面,而另一些人则坚持它应该成为通往虚拟空间的窗口。
To see that this hybrid language of the cultural interfaces of the 1990 represents only one historical possibility, consider a very different scenario. Potentially, cultural interfaces could completely rely on alteady existing metaphors and action grammars of a standard HCl , or, at least, rely on them much more than they actually do. They do not have to “dress up” HCI with custom icons and buttons, or hide links within images, or organize the information as a series of pages or a 3-D environment. For instance, texts can be presented simply as files inside a directory racher than as a set of pages connected by custom-designed icons. This strategy of using standard HCI to present cultural objects is encountered quite rarely. In fact, I am aware of only one project that seems to use it completely consciously, as though by choice rather than by necessity-a CD-ROM by Gerald Van Der Kaap entitled BlimdRom W0.9. (Netherlands, 1993). The CD-ROM includes a standard-looking folder named “Bliind Letter.” Inside the folder there are a large number of text files. You do not have to learn yet another cultural interface, search for hyperlinks hidden in images, or navigate through a 3-D environment. Reading these files requires simply opening them in standard Macintosh Simple’Text, one by one. This simple technique works wery well. Rather than distracting the user from experiencing the work, the computer interface becomes part and parcel of the work. Opening these files, I felt that I was in the presence of a new literary form for a new medium, perhaps the real medium of a computer-its interface. 要理解这种 1990 年代文化接口的混合语言仅代表一种历史可能性,可以考虑一个截然不同的场景。文化接口本可以完全依赖于现有的标准 HCI 隐喻和行动语法,或者至少比现在依赖得更多。它们不需要用自定义图标和按钮来“装饰”HCI,也不必在图像中隐藏链接,或将信息组织成一系列页面或 3D 环境。例如,文本可以简单地作为目录中的文件呈现,而不是作为一组由自定义设计图标连接的页面。这种利用标准 HCI 来展示文化对象的策略是相当罕见的。 事实上,我只知道一个项目似乎完全自觉地使用它,就像是选择而不是出于必要——由杰拉尔德·范德卡普(Gerald Van Der Kaap)制作的 CD-ROM,名为《BliindRom W0.9》(荷兰,1993 年)。该 CD-ROM 包含一个看起来很标准的文件夹,名为“Bliind Letter”。在这个文件夹里,有大量的文本文件。您无需学习另一个文化界面,也不必搜索隐藏在图像中的超链接,或在 3D 环境中导航。阅读这些文件只需逐个在标准的 Macintosh Simple'Text 中打开即可。这种简单的方式效果很好。计算机界面不仅没有分散用户对作品的体验,反而成为作品的一部分。 当我打开这些文件时,感觉自己仿佛面对一种新的文学形式,这种形式适合新的媒介,也许正是计算机的真正媒介——它的界面。
As the examples here illustrate, cultural interfaces try to create their own language rather than simply using the general-purpose HCI. In doing so, these 正如这里的例子所示,文化界面试图创造自己的语言,而不仅仅是使用通用的人机交互界面。在这个过程中,
30. This historical connection is illuscrated by popular flight simulator games in which the compureer screen is used to simulate the conteol panel of a plane, that is, the wery type of object from which compurer inceffaces have developed. The conceptual origin of the modern GUI in a traditional instrument panel can be seen even more clearly in the tirst graphical ccumputer interfaces of the late 1960 s and earty 1970 s, which used ciled windows. The first tiled window incerface was demanstrated by Douglas Engelbart in 1968. interfaces try to negotiate berween metaphors and ways of controlling a computer developed in HCl , and the conventions of more traditional cultural forms. Indeed, neither extreme is ultimately satisfactory by itself. It is one thing to use a computer to control weapons or analyze statistical data, it is another to use it to represent cultrural memories, values, and experiences. Interfaces developed for the computer in the role of calculator, control mechanism, or communication device are not necessarily suitable for a computer playing the role of cultural machine. Conversely, if we simply mimic the existing conventions of older cultural forms such as the printed word and cinema, we will not take advantage of all the new capacities offered by the computer: its flexibility in displaying and manipulating data, interactive control by the user, ability to run simulations, etc. 30. 这种历史联系在流行的飞行模拟器游戏中得到了体现,这些游戏中计算机屏幕被用来模拟飞机的控制面板,这正是计算机界面发展的对象。现代图形用户界面的概念起源于传统仪表盘,这一点在 1960 年代末和 1970 年代初的第一批图形计算机界面中更为明显,这些界面采用了平铺窗口。第一个平铺窗口界面是道格拉斯·恩格尔巴特在 1968 年演示的。界面试图在 HCI 中发展出的隐喻和控制计算机的方式与更传统文化形式的惯例之间进行协调。实际上,任何极端本身都无法令人满意。 使用计算机控制武器或分析统计数据是一回事,而用它来表达文化记忆、价值观和经验则是另一回事。为计算机开发的界面,作为计算器、控制机制或通信设备,并不一定适合计算机作为文化机器的角色。相反,如果我们仅仅模仿旧有文化形式(如印刷文字和电影)的现有惯例,就无法充分利用计算机所提供的所有新功能:在数据展示和处理上的灵活性、用户的互动控制、运行模拟的能力等。
Today the language of cultural interfaces is in its early stage, as was the language of cinema a hundred years ago. We do not know what the final result will be, or even if it will ever completely stabilize. Both the printed word and cinema eventually achieved stable forms that underwent litcle change for long periods of time, in part because of the material investments in their means of production and distribution. Given that computer language is implemented in software, potentially it could keep changing forever. But there is one thing we can be sure of. We are witnessing the emergence of a new cultural metalanguage, something that will be at least as significant as the printed word and cinema before it. 今天,文化界面的语言仍处于早期阶段,就像一百年前的电影语言一样。我们无法预知最终的结果,甚至不确定它是否会完全稳定。印刷文字和电影最终都形成了稳定的形式,并在很长一段时间内几乎没有变化,这在一定程度上是由于对其生产和分发手段的物质投资。考虑到计算机语言是通过软件实现的,它可能会永远持续变化。但有一点我们可以肯定:我们正在见证一种新的文化元语言的诞生,这种语言的重要性至少与印刷文字和电影相当。
The Screen and the User 屏幕与用户之间的关系
Contemporary human-computer interfaces offer tadical new possibilities for art and communication. Virtual reality allows us to travel through nonexistent three-dimensional spaces. A computer monitor connected to a network becomes a window through which we can enter places thousands of miles away. Finally, with the help of a mouse or a video camera, a computer can be transformed into an intelligent being capable of engaging us in dialogue. 当代人机界面为艺术和交流提供了全新的可能性。虚拟现实使我们能够穿越虚构的三维空间。连接到网络的计算机显示器成为我们进入数千英里外地点的窗口。最后,在鼠标或摄像头的帮助下,计算机可以转变为一种智能存在,能够与我们进行对话。
WR, telepresence, and interactiwity are made possible by the recent technology of the digital computer. However, they are made real by a much older technology-the screen. It is by looking at a screen-a flat, rectangular surface positioned at some distance from the eyes-that the user experiences the illusion of nawigating through wirtual spaces, of being physically present somewhere else or of being hailed by the computer itself. If computers have become a common presence in our culture only in the last decade, the screen, on the orher hand, has been used to present visual information for centuries-from Renaissance painting to twentieth-cencury cinema. WR、远程呈现和互动性得益于数字计算机的最新技术。然而,它们的实现依赖于一种更古老的技术——屏幕。用户通过观察屏幕——一个平坦的矩形表面,位于眼睛的某个距离处——体验到在虚拟空间中导航的幻觉,仿佛自己身处其他地方,或者被计算机本身召唤。如果说计算机在我们的文化中仅在过去十年才变得普遍,那么屏幕则已经被用来展示视觉信息几个世纪——从文艺复兴时期的绘画到二十世纪的电影。
Today, coupled with the computer, the screen is rapidly becoming the main means of accessing any kind of information, be it still images, moving images, or text. We are already using it to read the daily newspaper; to watch movies; to communicate with co-workers, relatives, and friends; and, most important, to work. We may debate whether our sociecy is a society of spectacle or of simulation, but, undoubtedly, it is a sociecy of the screen. What are the different stages of the screen’s history? What are che relationships between the physical space where the viewer is located, her body, and the screen space? What are the ways in which computer displays borth continue and challenge the tradition of the screen?3: 今天,随着计算机的普及,屏幕正迅速成为获取各种信息的主要方式,无论是静态图像、动态影像还是文本。我们已经在用它来阅读日报、观看电影、与同事、亲友沟通,最重要的是进行工作。我们可能会争论我们的社会是一个景观社会还是模拟社会,但毫无疑问,它是一个屏幕社会。屏幕历史的不同阶段是什么?观众所处的物理空间、她的身体与屏幕空间之间的关系又是怎样的?计算机显示器在延续和挑战屏幕传统方面有哪些方式?
A Screen's Genealogy 屏幕的家族谱系
Let us start with rhe definition of a screen. The visual culcure of the modern period, from painting to cinema, is characterized by an intriguing phenomenon-the existence of amather virtual space, another three-dimensional world enclosed by a frame and situated inside our normal space. The frame separates two absolutely different spaces that somehow coexist. This phenomenon is what defines the screen in the most general sense, or, as I will call it, the “classical screen.” 让我们从屏幕的定义开始。现代视觉文化,从绘画到电影,展现了一个引人入胜的现象——一个虚拟空间的存在,另一个被框架包围的三维世界,位于我们日常空间之中。这个框架将两个截然不同的空间分隔开来,而这两个空间以某种方式共存。这个现象正是我们在最广泛意义上所说的屏幕,或者我称之为“经典屏幕”。
What are the properties of a classical screen? It is a flat, tectangular surface. It is intended for frontal viewing-as opposed to a panorama for instance. It exists in our normal space, the space of our body, and acts as a window into another space. This other space, the space of representation, typically has a scale different from the scale of our normal space. Defined in this way, a screen describes equally well a Renaissance painting (recall Alberti’s formulacion referred to abowe) and a modern computer display. Everi proportions have not changed in five centuries; they are similar for a typical fifteenth-century painting, a film screen, and a computer screen. In this respect it is not accidental that the very names of the two main formats of 经典屏幕的特性是什么?它是一个平坦的矩形表面,旨在正面观看——与全景相对。它存在于我们正常的空间中,也就是我们身体的空间,并充当通往另一个空间的窗口。这个其他空间,即表现空间,通常与我们正常空间的尺度不同。这样定义,屏幕同样可以很好地描述文艺复兴时期的绘画(回想一下阿尔贝蒂的公式)和现代计算机显示器。五个世纪以来,所有的比例没有改变;它们对于典型的十五世纪绘画、电影屏幕和计算机屏幕都是相似的。在这方面,两个主要格式的名称并非偶然。
31. My analysis frere foccuses on the continuities berween the computer screen and preceding representational conmentions and rechnologies. For alternative readings that take up the differences berweea the two, see the excellent articles by Wirian Sobchack, Nostalgia far a Digital Object: Regress on the Quickening of QuickTime," in Mallemnium Film Journal 4-23, No. 34 (Fall 1999) and Norman Brysons “Summer 1999 at TATE,” available from Tate Gallery, 413 West 1 fth Streer _(i){ }_{i} New York Cirg. Bryson writes: “Though the [computer] screen is able to present a scenographic depth, it is obriously ualike the Albentian or Renaissance window; its surtace never varishes before the imaginary depths behind it, it newer truly opens into depth. But the PC screen does not behave like the moderaist imager eicher. It cannot foreground thie materialicy of the sarface (of pigments on canwas) since it has no materiainiry to speak of, ocher than the play of shifting light.” Both Sobchack and Bryson stress the difference between che rraditional image frame and the multiple windows of a computer screen. “Basically”, writes Bryson, “rhe whole order of the frame is abolished, replaced by the order of superimposition or rilling.” 我的分析主要集中在计算机屏幕与之前的表现形式和技术之间的连续性上。关于两者之间差异的替代解读,请参见 Wirian Sobchack 的优秀文章《对数字对象的怀旧:关于 QuickTime 的加速》,刊登在《千年电影杂志》第 4-23 期,第 34 号(1999 年秋季),以及 Norman Bryson 的《1999 年夏季在 TATE》,可从 Tate Gallery 获取,地址是纽约市西第 15 街 413 号。Bryson 写道:“尽管[计算机]屏幕能够呈现场景的深度,但它显然与阿尔卑斯或文艺复兴时期的窗户不同;它的表面从未在其背后的想象深度面前消失,它从未真正打开到深度中。 但是,PC 屏幕的表现并不像现代图像处理器那样。它无法突出表面(颜料在画布上的物质性),因为除了光线的变化之外,它没有可谈论的物质性。”索布查克和布赖森都强调了传统图像框架与计算机屏幕多个窗口之间的区别。“基本上,”布赖森写道,“整个框架的秩序被废除了,取而代之的是叠加或填充的秩序。”
computer displays point to two genres of painting: A horizontal format is referred to as “landscape mode,” whereas the vertical format is referred to as “portrait mode.” 计算机显示了两种绘画风格:水平格式称为“风景模式”,而垂直格式称为“肖像模式”。
A hundred years ago a new type of screen, which I will call the “dynamic screen,” became popular. This new type retains all the properties of a classicall screen while adding something new: It can display an image changing over time. This is the screen of cinema, television, video. The dynamic screeen also brings with it a certain relationship berween the image and the spectator-a certain viewing regine, so to speak. This relationship is already implicit in the classical screen, but now it fully surfaces. A screen’s image strives for complete illusion and visual plenitude, while the viewer is asked to suspend disbelief and to identify with the image. Although the screen in reality is only a window of limited dimensions positioned inside tht: physical space of the viewer, the viewer is expected to concentrate completely on what she sees in this window, focusing her attention on the representation and disregarding the physical space outside. This viewing regime is made possible by the fact that the singular image, whether a painting, movie screen, or television screen, completely fills the screen. This is why we ane so annoyed in a movie chearer when the projected image does not precisely coincide with the screen"s boundaries: It disrupts the illusion, making us conscious of what exists outside the representation. ^(32){ }^{32} 一百年前,一种我称之为“动态屏幕”的新型屏幕开始流行。这种屏幕保留了经典屏幕的所有特性,同时增加了新的元素:它可以展示随时间变化的图像。这就是电影、电视和视频所使用的屏幕。动态屏幕还带来了图像与观众之间的一种特定关系——可以说是一种观看方式。这种关系在经典屏幕中已经隐含,但现在完全显现出来。屏幕的图像追求完美的幻觉和视觉的丰富,而观众则被要求暂时放下怀疑,与图像产生共鸣。 尽管现实中的屏幕仅仅是一个位于观众物理空间内的有限窗口,但观众被期望完全专注于她在这个窗口中看到的内容,将注意力集中在表现上,而忽视外部的物理空间。这种观看方式的实现得益于单一图像,无论是画作、电影屏幕还是电视屏幕,都会完全填满屏幕。因此,当投影图像与屏幕的边界不完全重合时,我们在电影院会感到非常恼火:这打破了幻觉,让我们意识到表现之外的现实。 ^(32){ }^{32}
Rather than being a neutral medium of presenting information, the screen is aggressive. It functions to filter, to screen out, to take over, rendering nonexistent whatever is outside its frame. Of course, the degree of this filtering varies between cinema wiewing and television viewing. In cinema viewing, the wiewer is asked to merge completely with the screen’s space. In television wiewing (assit was practiced in the twentieth century), the screen is smaller, lights are on, conwersarion between viewers is allowed, and the act of viewing is often integrated with other daily activities. Still, owerall this viewing regime has remained stable-until recently. 屏幕并不是一个中立的信息呈现媒介,而是具有侵略性的。它的功能是过滤、筛选和占据,消除框架外的任何事物。当然,这种过滤程度在电影观看和电视观看之间有所不同。在电影观看中,观众被要求完全融入屏幕的空间。而在电视观看中(如 20 世纪的实践),屏幕较小,灯光开启,观众之间可以交流,观看行为往往与其他日常活动结合在一起。尽管如此,总体而言,这种观看模式一直保持稳定——直到最近。
32. The degree to which a frame chat acts as a boundary between the rwospaces is emphasized seems to be proportional to the degree of identification expected from the viewer. Thus in cinema _(r){ }_{r} whene the identification is most intense, the frame as a separace objecec does not exist at all-the screen simply ends at its boundaries-whereas both in painting and television the ftaming is much more pronounced. 32. 框架聊天作为边界的程度似乎与观众的认同感成正比。因此在电影中,当观众的认同感最强烈时,框架作为分隔物几乎不存在——屏幕在边界处直接结束——而在绘画和电视中,框架则更加明显。
This stability has been challenged by the arrival of the computer screen. On the one hand, rather than showwing a single image, a computer screen rypically displays a number of coexisting windows. Indeed, the coexistence of a number of owerlapping windows is a fundamental principle of the modern GUI. No single window completely dominates the viewer’s attention. In this sense, the possibility of simultaneously observing a few images that coexist within one screen can be compared with the phenomenon of zapping the quick switching of television channels that allows the wiewer to follow more than program. ^(33){ }^{33} In borh instances, the viewer no longer concentrates on a single image. (Some television sets enable a second channel to be watched within a smaller window positioned in a corner of the main screen. Perhaps future TV sets will adopt the window metaphor of a computer) A window interface has more to do with modern graphic design, which treats a page as a collection of different bur equally important blocks of data such as text, images, and graphic elements, than with the cinematic screen. 这种稳定性受到了计算机屏幕出现的挑战。一方面,计算机屏幕通常会显示多个共存的窗口,而不是仅仅展示一个图像。实际上,多个重叠窗口的共存是现代图形用户界面的基本原则。没有任何一个窗口能够完全占据观众的注意力。从这个意义上说,同时观察一个屏幕上共存的几个图像的可能性,可以与快速切换电视频道的现象进行比较,这使得观众能够同时关注多个节目。在这两种情况下,观众不再专注于单一的图像。 (一些电视机允许在主屏幕的一个角落中观看第二个频道,未来的电视机或许会采用计算机的窗口概念。)窗口界面与现代图形设计关系更为密切,现代图形设计将页面视为由文本、图像和图形元素等不同但同样重要的数据块组成的集合,而非电影屏幕。
On the other hand, with VR, the screen disappears altogether. VR typically uses a head-mounted display whose images completely fill the viewer’s visual field. No longer is the viewer looking ar a rectangular, flat surface from a certain distance, a window into anocher space. Now she is fully situared within this orher space. Or, more precisely, we can say that the two spacesthe real, physical space and the virtual, simulared space-coincide. The wirtual space, previously confined to a painting or a movie screen, now completely encompasses the real space. Frontality, rectangular surface, difference in scale are all gone. The screen has wanished. 另一方面,在虚拟现实中,屏幕完全消失。虚拟现实通常使用头戴式显示器,其图像完全填满观众的视野。观众不再是从一定距离观看一个矩形的平面,而是透过一个窗口进入另一个空间。现在她完全融入了这个空间。更准确地说,我们可以说这两个空间——真实的物理空间和虚拟的模拟空间——已经重合。虚拟空间,曾经局限于画作或电影屏幕,如今完全包围了真实空间。正面性、矩形表面和尺度差异都已消失。屏幕已经不复存在。
Both situations-window interface and VR-disrupt the wiewing regime that characterizes the historical period of the dymamic screen. This regime, based on an identification of viewer and screen image, reached its culmination in the cinema, which goes to an extreme to enable this identification (the bigness of the screen, the darkness of the surrounding space). 这两种情况——窗口界面和虚拟现实——都打破了动态屏幕所特有的历史观看模式。这种模式基于观众与屏幕图像的认同,在电影中达到了巅峰,电影通过屏幕的巨大和周围空间的黑暗极力促进这种认同。
Thus, the era of che dynamic screen that began with cinema is now ending. And it is this disappearance of the screen-its splitting into many windows in window interface, irs complete takeover of the visual field in 因此,始于电影的动态屏幕时代如今已走向终结。这种屏幕的消失——在窗口界面中分裂成多个窗口,完全占据了我们的视觉空间。
33. Here I agree with the parallel suggested by Anatoly Prokhorow between window interface and montage in cinema. 33. 在这里,我同意阿纳托利·普罗霍罗夫所提到的窗口界面与电影蒙太奇之间的类比。
WR-chat allows us today to recognize ir as a cultural category and begin to crace iss history. WR-chat 使我们今天能够将其视为一种文化类别,并开始探讨其历史。
The origins of the cinema’s screen are well known. We can trace its emergence to the popular spectacles and entertainments of the eighteenth and nineteenth centuries: magic lantern shows, phantasmagoria, eidophusikon, panorama, diorama, zoopraxiscope shows, and so on. The public was ready for cinema, and when in finally appeared, it was a hugge public event. Not by accident, the “invention” of cinema was claimed by at least a dozen individuials from a half-dozen countries. ^(34){ }^{34} 电影屏幕的起源众所周知。我们可以追溯到十八和十九世纪的流行表演和娱乐活动,如魔术灯秀、幻影剧、影像剧、全景画、立体画、动物运动图等。公众早已准备好迎接电影,当它最终出现时,成为了一场盛大的公众事件。并非偶然,电影的“发明”被来自六个国家的至少十几位个人所声称。
The origin of the computer screen is a different story. Ir appears in the middle of this century, buc it daes not become a public presence until much later; and its history has not yet been written. Both of these facts are related to the context in which it emerged: As with all the orher elements of modern human-computer interface, the computer screen was developed for military use. Its history has to do not with public entertainment bur with military surveillance. 计算机屏幕的起源是一个不同的故事。它出现在本世纪中叶,但直到很久以后才为公众所知;而它的历史尚未被书写。这两个事实与其出现的背景密切相关:与现代人机界面的其他元素一样,计算机屏幕最初是为军事用途而开发的。它的历史与公众娱乐无关,而是与军事监视息息相关。
The history of modern surveillance technologies begins with photography. With the advent of photography came an interest in using it for aerial surveillance. Félix Tournachon Nadar, one of the most eminent photographers of the nineteenth century, succeeded in exposing a photographic plate at 262 feet over Bièvre, France in 1858. He was soon approached by the French Army to artempt photo reconnaissance but rejected the offer. In 1882, unmanned photo balloons were already in the air; a little later, they were joined by photo rockets both in France and in Germany. The only innovation of World War I was to combine aerial cameras with a superior flying platform-the airplane. ^(3s){ }^{3 s} 现代监控技术的历史始于摄影。随着摄影的出现,人们对其在空中监控中的应用产生了浓厚的兴趣。19 世纪著名摄影师费利克斯·图尔纳雄·纳达尔在 1858 年成功地在法国比耶夫的 262 英尺高空曝光了一块摄影底片。随后,法国军队找上他进行照片侦察,但他拒绝了这个提议。到 1882 年,无人驾驶的摄影气球已经在空中飞行;不久后,法国和德国的摄影火箭也相继出现。第一次世界大战的唯一创新是将空中相机与更先进的飞行平台——飞机结合在一起。
Radar became the next major surveillance technology. Massively employed in World War II, it provided important advantages over phorography. Previously, military commanders had to wait until pilots returned from survillance missions and film was developed. The inevitable delay berween time of surveillance and delivery of the finished image limited photography’s usefulmess because by the time a photograph was produced, enemy positions 雷达成为下一代主要监视技术。在第二次世界大战中被广泛应用,提供了相较于摄影的重要优势。此前,军事指挥官必须等到飞行员完成侦察任务并冲洗出胶卷后才能获取信息。监视时间与成像完成之间的不可避免延迟限制了摄影的实用性,因为在照片制作完成时,敌方的位置可能已经发生变化。
34. For these waigins see, for instance, Cin Ceram, Archeolagy of the Cinema (Mew York: Harcourt Brace and Warld, 1965). 34. 关于这些电影的研究,可以参考 Cin Ceram 的《电影考古学》(纽约:哈考特·布雷斯与沃尔德,1965 年)。
35. Beaumonar Mewhall, Airborne Camera (New York: Hastings House, 1969). could have changed. However, with radar, imaging became instantaneous, and this delay was eliminated. The effectiveness of radar had to do with a new means of displaying an image-a new type of screen. 35. Beaumonar Mewhall, 空中摄影机(纽约:哈斯廷斯出版社,1969 年)。虽然可能已经发生变化,但随着雷达的出现,成像变得瞬时,消除了延迟。雷达的有效性与一种新的图像显示方式有关——一种新型屏幕。
Consider the imaging technologies of photography and film. The photographic image is a permanent imprint corresponding to a single referentwhatever is in front of the lens when the photograph is taken. It also corresponds to a limited time of observation-the time of exposure. Film is based on the same principles. A film sequence, composed of a number of still images, represents the sum of referents and the sum of exposure times of these individual images. In eicher case, the image is fixed once and for all. Therefore the screen can only show past events. 考虑摄影和电影的成像技术。摄影图像是一个永久的印记,代表着拍摄时镜头前的单一对象。它还对应于有限的观察时间——曝光时间。电影的原理与此相同。由多个静态图像组成的电影序列,展示了这些图像的参照物总和及其曝光时间总和。在这两种情况下,图像一旦固定就无法更改。因此,屏幕只能呈现过去的事件。
With radar, we see for the first time the mass employment (television is founded on the same principle but its mass employment comes later) of a fundamentally new type of screen, a screen that gradually comes to dominate modern wisual culture-video monitor, computer screen, instrument display. What is new about such a screen is that its image can change in real time, reflecting changes in the referent, whether the position of an object in space (radar), any alteration in visible reality (live video) or changing data in the computer’s memory (computer screen). The image can be continually updated in real time. This is the third type of screen after classic and dynamic-che screen of reall time. 通过雷达,我们首次看到了大规模使用一种全新类型屏幕的情况(电视基于相同原理,但其大规模使用稍晚),这种屏幕逐渐主导了现代视觉文化——视频监视器、计算机屏幕和仪器显示。这样的屏幕的新颖之处在于其图像可以实时变化,反映参照物的变化,无论是空间中物体的位置(雷达)、可见现实的任何变化(实时视频)还是计算机内存中数据的变化(计算机屏幕)。图像可以实时不断更新。这是经典屏幕和动态屏幕之后的第三种屏幕——实时屏幕。
The radar screen changes, tracking the referent. But while it appears that the element of time delay, allways present in the technologies of military surveillance, is eliminated, in fact, time enters the real-time screen in a new way. In older, photographic cechnologies, all parts of an image are exposed simultaneously, whereas now the image is produced through sequential scanning-circular in the case of radar, horizontal in the case of television. Therefore, the different parts of the image correspond to different moments in time. In this respect, a radar image is more similar to an audio record, since consecutive moments in time become circular tracks on a surface. ^(36){ }^{36} 雷达屏幕发生变化,跟踪目标物体。虽然看似军事监视技术中始终存在的时间延迟元素被消除,但实际上,时间以一种新的方式进入了实时屏幕。在早期的摄影技术中,图像的所有部分是同时曝光的,而现在图像是通过顺序扫描生成的——在雷达中是圆形扫描,在电视中是水平扫描。因此,图像的不同部分对应于时间的不同瞬间。在这方面,雷达图像更像是音频记录,因为连续的时间瞬间在表面上形成了圆形轨迹。
36. This is more than a conceptual similarity. In the late 1920s, John H. Baird invented “phonovision”, the first method for the recording and playback of a television signal. The sigtral was recorded on Edison’s phomagraph record by a process wery similar to that of making an audio recording. Baird named his recording machine the “phonoscope.” Albert Abramson, Eleartronic Motion Pictures (Uniwersitry of California Press, 1955), 41-42. 36. 这不仅仅是概念上的相似。在 20 世纪 20 年代末,约翰·H·贝尔德发明了“音像”,这是记录和播放电视信号的第一种方法。信号通过一种与制作音频录音非常相似的过程记录在爱迪生的留声机唱片上。贝尔德将他的录音机称为“音视仪”。阿尔伯特·阿布拉姆森,《电子运动图像》(加利福尼亚大学出版社,1955 年),41-42。
What this means is that the image, in a traditional sense, no longer exists! And it is only by habit that we still refer to what we see on the real-time screen as “images.” It is only because the scanning is fast enough and because, sometimes, the referent remains static, that we see what looks like a static image. Yet, such an image is no longer the norm, but the exception of a more general, new kind of representation for which we do not yet hawe a term. 这意味着图像在传统意义上已经不复存在!我们之所以仍然称实时屏幕上看到的东西为“图像”,只是出于习惯。之所以能看到看似静态的图像,是因为扫描速度足够快,并且有时参照物保持静止。然而,这样的图像不再是常态,而是我们尚未有专门术语的新型表现的例外。
The principles and technology of radar were worked out independently by scientists in the United States, England, France, and Germany during the 1930s. After the beginning of the War, however, only the U.S. had the resources necessary to continue radar development. In 1940, at MIT, a team of scientists was assembled to work in the Radiation Laboratory, or the “Rad Lab,” as it came to be called. The purpose of the lab was radar research and production. By 1943, the “Rad Lab”" occupied 115 acres of floor space; it had the largest telephone switchboard in Cambridge and employed four thousand people. ^(3pi){ }^{3 \pi} 雷达的原理和技术在 1930 年代由美国、英国、法国和德国的科学家独立研发。然而,战争开始后,只有美国具备继续雷达开发所需的资源。1940 年,在麻省理工学院,一个科学家团队被组建在辐射实验室工作,后来被称为“雷达实验室”。该实验室的目的是进行雷达研究和生产。到 1943 年,“雷达实验室”占地 115 英亩,拥有剑桥最大的电话交换机,并雇佣了四千名员工。
Next to photography, radar provided a superior way to gather information about enemy locations. In fact, it provided too much information, more information than one person could deal with. Historical footage from the early days of the war shows a central command room with a large, table-size map of Britain. ^(3^(3)){ }^{3{ }^{3}} Smalll pieces of cardboard in the form of planes are positioned on the map to show the locations of actuall German bombers. A few senior offcers scrutinize the map. Meanwhile, women in army uniforms constantly change the location of the cardboard pieces by moving them with long sticks as information is transmitted from dozens of radar stations. ^(39){ }^{39} 除了摄影,雷达提供了一种更有效的方式来收集敌方位置的信息。实际上,它提供的信息量过大,超出了一个人能够处理的能力。战争初期的历史录像显示了一个中央指挥室,里面有一张大型的英国地图。 ^(3^(3)){ }^{3{ }^{3}} 小块纸板以飞机的形状放置在地图上,标示出实际德国轰炸机的位置。几位高级军官正在仔细研究这张地图。与此同时,身穿军装的女性不断用长棍移动纸板,以根据来自数十个雷达站的信息调整纸板的位置。 ^(39){ }^{39}
W/as there a more effective way to process and display information gathered by radar? The computer screen, as well as most other key principles and technollogies of the mpdern human-computer interface-interactive control, algorithms for 3-D wireframe graphics, bit-mapped graphics-was developed as a way of solving this problem. 是否有更有效的方法来处理和展示雷达收集的信息?计算机屏幕以及现代人机界面的其他关键原则和技术——如交互控制、3D 线框图形算法和位图图形——都是为了解决这个问题而开发的。
The research again took place at MIT. The Radiation Laboratory was dismantlled after the end of the war, but soon the Air Force created another 这项研究再次在麻省理工学院进行。战争结束后,辐射实验室被拆除,但不久后空军又建立了一个新的实验室。
37. Eaboer of Wart (Boston: WGBH Boston, 1989), videotape. 37. 瓦特的 Eaboer(波士顿:WGBH 波士顿,1989 年),录像。
38. Ithid. 38. 伊西德。
39. Ibid. secret laboratory in its place-Lincoln Laboratory. The purpose of Lincoln Laboratory was to work on human factors and new display technologies for SAGE-“Semi-Automatic Ground Environment,” a command center to control the U.S. air defenses established in the mid-1950s. ^(49){ }^{49}. Historian of computer technology Paul Edwards writes that SAGE’s job “was to link together radar installations around the USA’s perimeter, analyze and interpret their signals, and direct manned interceptor jets toward the incoming bee. It was to be a total system, one whose ‘human components’ were fully integrated into the mechanized circuit of detection, decision and response.” ^(""41 "){ }^{\text {"41 }} 39. 同上。秘密实验室位于林肯实验室。林肯实验室的目的是研究人因和 SAGE 的新显示技术——“半自动地面环境”,这是一个在 1950 年代中期成立的美国空中防御指挥中心。 ^(49){ }^{49} 计算机技术历史学家保罗·爱德华兹指出,SAGE 的任务是“将美国周边的雷达设施连接起来,分析和解读它们的信号,并引导有人拦截机迎击来袭的目标。这是一个完整的系统,其‘人类组件’与检测、决策和响应的机械化电路完全融合。” ^(""41 "){ }^{\text {"41 }}
The creation of SAGE and the development of an interacrive humancomputer interface were largely the resulr of a particular military doctrine. In the 1950s, the American millitary thought that a Soviet attack on the U.S. would entail sending a large number of bombers simultaneously. Therefore, it seemed necessary to create a center that could receive information from all U.S. radar stations, track the large number of enemy bombers, and coordinate a counterattack. The computer screen and other components of the modern human-computer interface owe their existence to this particular military idea. (As someone who was born in the Soviet Union and now works on the history of new media in the United States, If find this bit of history truly fascinating.) SAGE 的创建和交互式人机界面的发展在很大程度上源于一种特定的军事理论。在 1950 年代,美国军方认为苏联对美国的攻击将会同时派出大量轰炸机。因此,建立一个能够接收所有美国雷达站信息、追踪大量敌方轰炸机并协调反击的中心显得尤为必要。现代人机界面的计算机屏幕及其他组件的存在都与这一特定的军事思想密切相关。(作为一个出生在苏联并现在研究美国新媒体历史的人,我觉得这段历史非常有趣。)
An early version of the center was called “the Cape Cod network,” since it received information from radars situated along the coast of New England. The center operated right out of the Barta Building on the MIT campus. Each of eighty-two Air Force officers monitored his own computer display, which showed the outline of the New England Coast and the location of key radars. Whenever an officer noriced a dot indicating a moving plane, he 中心的早期版本被称为“科德角网络”,因为它接收来自新英格兰沿海的雷达信息。该中心直接在麻省理工学院校园的巴尔塔大楼内运作。八十二名空军军官各自监控自己的计算机显示器,显示新英格兰海岸的轮廓和关键雷达的位置。每当一名军官注意到一个表示移动飞机的点时,他就会
40. On SNGE_("n ")\mathrm{SNGE}_{\text {n }} see the excellent social histrofy of early compuring by Paul Edwards, The Clased 40. 在 SNGE_("n ")\mathrm{SNGE}_{\text {n }} 中,保罗·爱德华兹的《早期计算的杰出社会历史》。
1996). For a shorter summary of his aggument, see Paul Edwards, “The Closed Wortdd: Systems Discourse, Millitary Policy and Post-World War II LSS. Historical Consciousness.” in Cyterg Wartds: The Milititary Information Sariets, eds. Les Levidow and Kevin Robins (London: Frec Association Bociks, 1999), See also Howmand Rhtheingeld, Wertaral Reality (ONew Yock: Simon and Sclluster, 1999 , 6 , 68-9368-93. 1996 年)。有关他论点的简要总结,请参见保罗·爱德华兹的《封闭的世界:系统话语、军事政策与二战后历史意识》。该书收录于莱斯·莱维多和凯文·罗宾斯主编的《赛特格·沃尔兹:军事信息系列》(伦敦:自由协会书籍,1999 年)。另见霍曼·瑞廷格尔的《虚幻现实》(纽约:西蒙与舒斯特,1999 年,第 6 页, 68-9368-93 )。
41. Edwards, “The Closed Worid” (19899, 142 . 41. 爱德华兹,《封闭的世界》(1989 年,第 142 页)。
would tell the compurer to follow the plane. To do this, the officer simply had to touch the dor with a special "light pen."ts 会指示计算机跟随飞机。为此,官员只需用特殊的“光笔”轻触门。
Thus, the SAGE system contained all the main elements of the modern human-computer interface. The light pen, designed in 1949, can be considered a precursor of the contemporary mouse. More importantly, at SAGE, the screen came to be used not only to display information in real time, as in radar and television, but also to give commands to the computer. Rather than acting solely as a means of displaying an image of reality, the screen became aa wehicle for directly affecting reality. 因此,SAGE 系统包含了现代人机界面的所有主要元素。1949 年设计的光笔可以视为现代鼠标的前身。更重要的是,在 SAGE 中,屏幕不仅用于实时显示信息,如雷达和电视,还用于向计算机发出指令。屏幕不再仅仅是现实图像的展示工具,而是成为了直接影响现实的媒介。
Using the technology developed for SAGE, Lincoln researchers created a number of computer graphics programs that relied on the screen as a means of inputting and outputting information from a computer. These included programs for displaying brain waves (1957), simulating planet and grawitational activity ( 1960 ), and creating 2-D drawings (1958) ^(43){ }^{43}. The most well-known of these programs was “Sketchpad.”. Designed in 1962 by Iwan Sutherland, a graduate student supervised by Claude Shannon, it widely publicized the idea of interactive computer graphics. With Sketchpad, a human operator could create graphics directly on a computer screen by touching the screen with a light pen. Sketchpad exemplified a new paradigm of interacting with computers: By changing something on the screen, the operator changed something in the computer’s memory. The real-time screen became interactive. 利用为 SAGE 开发的技术,林肯的研究人员创建了一些计算机图形程序,这些程序依赖于屏幕作为信息输入和输出的手段。这些程序包括显示脑电波(1957 年)、模拟行星和引力活动(1960 年)以及创建二维图形(1958 年) ^(43){ }^{43} 。其中最著名的程序是“草图板”。该程序由伊万·萨瑟兰于 1962 年设计,他是一名在克劳德·香农指导下的研究生,广泛宣传了交互式计算机图形的概念。使用草图板,操作员可以通过用光笔触摸屏幕,直接在计算机屏幕上创建图形。 Sketchpad 展示了一种全新的计算机交互方式:通过改变屏幕上的内容,操作员也改变了计算机内存中的信息。实时屏幕变得更加互动。
This, in short, is the history of the birth of the computer screen. But even before the computer screen became widely used, a new paradigm emerged the simulation of an inceractive three-dimensional environment without a screen. In 1966, Ivan Sutherland and his colleagues began research on the protorype of VR. The work was cosponsored by the Advanced Research Projects Agency (ARPA) and the Office of Naval Research. ^(44){ }^{44} 简而言之,这是计算机屏幕诞生的历史。然而,在计算机屏幕广泛使用之前,出现了一种新的范式,即在没有屏幕的情况下模拟一个交互式三维环境。1966 年,伊万·萨瑟兰及其同事开始研究虚拟现实的原型。这项工作得到了高级研究计划局(ARPA)和海军研究办公室的共同资助。 ^(44){ }^{44}
“The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he mowes,”, wrote “三维显示的基本理念是向用户呈现一个随着他移动而变化的透视图,”他写道
42. “Renrospectives II: The Early Years in Computer Graphics MTt Mir Lincalm Laby, and Harwand,” in SIGGRAPH '99 Pawel Procedimgs (Nerw York: The Alsociation for Computing Ma- 42. “回顾 II:计算机图形学的早期岁月 MTt Mir Lincalm Laby 和 Harwand,”收录于 SIGGRAPH '99 Pawel 会议论文集(纽约:计算机协会)
chinter, 1989), 22-24. chinter, 1989 年), 22-24.
43. Jbad. 42-5442-54.
44. Ritheimgold, Virtual Realiy, 105 . 44. Ritheimgold,虚拟现实,第 105 页。
Sutherland in 1968.45 The computer tracked the position of the wiewer’s head and adjusted the perspective of the computer graphic image accondingly. The display itself consistred of two six-inch-long monitors mounted next to the temples. They projected an image that appeared superimposed ower the wiewer’s field of vision. 1968 年,萨瑟兰。计算机能够跟踪观察者头部的位置,并相应地调整计算机图像的视角。显示器由两个六英寸长的屏幕组成,安装在太阳穴旁边。它们投影出一个看似叠加在观察者视野中的图像。
The screen disappeared. It had completely taken over the wisual field. 屏幕消失了,完全占据了我的视野。
The Screen and the Body 屏幕与身体的关系
I have presented one possible genealogy of the modern computer screen. In my genealogy, the computer screen represents an interactive cype, a subrype of the real-time type, which is a subrype of the dynamic rype, which is a subtype of the classical type. My discussion of these cypes relied on two ideas. First, the idea of temporality-the classical screem displays a static, permanent image; the dymamic screen displays a moving image of the past; and finally, the real-time screen shows the present. Second, the relationship berween the space of the viewer and the space of representation (I defined the screen as a window into the space of representation that irself exists in our normal space). 我提出了现代计算机屏幕的一种可能的谱系。在我的谱系中,计算机屏幕代表了一种互动类型,这是一种实时类型的子类型,而实时类型又是动态类型的子类型,动态类型则是经典类型的子类型。我对这些类型的讨论基于两个观点。首先是时间性的观点——经典屏幕显示静态、永久的图像;动态屏幕展示过去的动态图像;而实时屏幕则呈现当前的画面。其次是观众空间与表现空间之间的关系(我将屏幕定义为通向表现空间的窗口,而表现空间本身存在于我们的日常空间中)。
Let us now look at the screen’s history from anorther angle-the relationship berween the screen and the body of the viewer This is how Roland Barthes describes the screen in “Diderot, Brecht, Eisenstein,” written in 1973: 让我们从另一个角度审视屏幕的历史——屏幕与观众身体之间的关系。罗兰·巴特在 1973 年撰写的《迪德罗、布莱希特、爱森斯坦》中这样描述屏幕:
Representation is not defined directly by imitation; even if one gets rid of notions of the “real,” of the “vraisemblable,” of the “copy,” there will still be representation for as long as a subject (author, reader, spectator or vopeur) casts his gaze towards a horizon on which he curs out a base of a criangle, his eye (or his mind) forming the apex. The “Organon of Representration” (which is coday becoming possible co wrire because there are intimations of sometbing else) will have as its dual foundation the sovereignty of che act of curting out [deroupage] and che unity of the subject of action… The scene, the picture, the shor, the cut-out rectangle, here we have the very canditiom that allows us to conceive theater, painting, cinema, literature, all those arcs, that is, other than music and which could be called dioptric arts. ^(46){ }^{46} 表现并不是单纯通过模仿来定义的;即使我们摆脱了“真实”、“似真性”和“复制”的概念,只要一个主体(作者、读者、观众或偷窥者)将目光投向一个地平线,并在上面描绘出一个三角形的底边,他的眼睛(或思想)便形成了顶点,表现依然存在。 “表现的工具”(如今因为有其他事物的暗示而变得可能被书写)将以裁剪行为的主权和行动主体的统一作为其双重基础……场景、画面、短片、剪裁的矩形,这里我们拥有了构思戏剧、绘画、电影、文学等所有艺术形式的基本条件,除了音乐之外,这些可以被称为光学艺术。 ^(46){ }^{46}
45. Quored in ibid, 104. 引用自同书,第 104 页。
46. Roland Barthes, “Diderof, Bnechr, Eisenstein,” in Image/Mersic/Tertr, trans, Srephen Heath (New Yark: Farrar, Straus, and Girourx, 1977), 69-70. 46. 罗兰·巴特,《迪德罗、贝尔赫与爱森斯坦》,收录于《图像/梅尔西克/特尔特尔》,翻译:斯蒂芬·希斯(纽约:法拉尔、斯特劳斯与吉鲁克斯,1977),第 69-70 页。
For Barthes, the screen becomes an all-encompassing concept that covers the functioning of even non-visual representation (literature), althoughthe does make an appeal to a particular visual model of linear perspective. At any rate, his concept encompasses all the types of representational apparatuses I have discussed: painting, film, television, radar, and computer display. In each of these, reality is cut by the rectangle of a screen: “a pure cut-our segment with clearly defined edges, irreversible and incorruptible; everycthing that surrounds it is banished inro norhingness, remains unnamed, while ewerything that it admits within its field is promoted into essence, into light, into view”.47 This act of cutting reality into a sign and nothingness simultaneously doubles the viewing subject, who now exists in two spaces: the familiar physical space of her real body and the virtual space of an image within the screen. This split comes to the surface with VR, but it already exists in painting and orher dithitric arts.s. 对巴特而言,屏幕是一个包罗万象的概念,涵盖了包括非视觉表现(如文学)在内的所有运作,尽管他确实借鉴了线性透视的特定视觉模型。无论如何,他的概念包括了我讨论过的所有表现媒介:绘画、电影、电视、雷达和计算机显示。在这些媒介中,现实被屏幕的矩形切割:“一个纯粹的切割段,边缘清晰,无法逆转且不可腐蚀;周围的一切都被驱逐到虚无中,保持无名,而它所接纳的所有事物则被提升为本质、光明和视野。”这种将现实切割成符号与虚无的行为,使得观看主体同时存在于两个空间:她真实身体的熟悉物理空间和屏幕内图像的虚拟空间。这种分裂在虚拟现实中显现出来,但在绘画和其他数字艺术中早已存在。
What is the price the subject pays for the mastery of the world, focused and unified by the screen? 这个主题为了掌握世界,专注而统一地付出了怎样的代价?
The Drawghtsnan’s Contract, a 1982 film by Peter Greenaway" concerns an architectural draftsman hired to produce a set of drawings of a country house. The draughtsman employs a simple drawing tool consussting of a square grid. Throughour the film, we repeatedly see the draughtsman’s face through the grid, which looks like prison bars. It is as if the subject who attempts to catch the world, immobilizing and fixing it within the representational apparatus (here, perspectival drawing), is trapped by the apparatus himself. The subject is imprisoned. 《德劳特斯南的合同》是彼得·格林纳威于 1982 年拍摄的一部电影,讲述了一位建筑制图师受雇于制作一套乡村别墅的图纸。制图师使用一种简单的绘图工具,由方格网构成。在整部电影中,我们多次看到制图师的脸透过这个网格,仿佛监狱的铁栏。似乎这个试图捕捉世界、将其固定在表现工具(即透视绘图)中的主体,反而被这个工具所束缚。主体被囚禁。
I take this image as a metaphor for what appears to be general tendency of the Wrestern screen-based representational apparatus. In this tradition, the body must be fixedoin space if the viewer is to see the image at all. From Renaissance monocular perspective to modern cinema, from Kepler’s camera obscura to nineteenth-century camera lucida, the body has to remain still. ^(48){ }^{48} 我将这幅图像视为西方屏幕表现机制普遍倾向的隐喻。在这个传统中,观众要想看到图像,身体必须固定在空间中。从文艺复兴时期的单眼透视到现代电影,从开普勒的暗箱到十九世纪的照相机,身体都必须保持静止。
47. Ibid. 47. 同前所述。
Alchrough in the following I discuss che immobility of the subject of a screeti in the context of the hissong of representration. we can also relate this condition to the history of communicarion. In ancient Greece. connmunnication was understeod as an oral diallogur terween pewhte. In was llow ssumed that fansicil menement stimulared dialogue and the process of 在以下内容中,我讨论了在代表性历史背景下,主题的静止性。我们还可以将这种状态与沟通的历史联系起来。在古希腊,沟通被视为一种口头对话。在这种情况下,身体语言被认为能够刺激对话和交流的过程。
The imprisonment of the body takes place on both the conceptual and literal levels; both kinds of imprisonment already appear with the first screen appatatus, Alberti’s perspectival window, which, according to many interpreters of linear perspective, presents the world as seen by a singular eyestatic, unblinking, and fixared. As described by Norman Bryson, perspective "followed the logic of the Gaze rather than the Glance, thus producing a visual take that was eternalized, reduced to one ‘point of view’ and disembodied. ^(""49 "){ }^{\text {"49 }} Bryson argues that “the gaze of the painter arrests the flux of phenomena, contemplates the visual field from a vantage point outside the mobility of duration, in an eternal moment of disclosed presence.” ^("30 "){ }^{\text {30 }} Correspondingly, the world, as seen by this immobile, static, and atemporal Gaze, which belongs more to a statue than a living body, becomes equallly immobile, reified, fixated, cold and dead. Referring to Dürer’s famous print of a draftsman drawing a nude through a screen of perspectival threads, Martin Jay notes that “a reifying male look” turns “its targets intoo stone”; consequently, "the matmoreal nude is drained of its capacity to arouse desire."s Similarly, John Berger compares Alberti’s window to “a safe let into a wall, a safe into which the visible has been deposited!.”'sz And in The Draughtsmann’s Contract, the draughtsman, cime and again, tries to eliminate all motion, any sign of life, from the scenes he is rendering. 身体的监禁在概念和字面两个层面上同时发生;这两种监禁在第一个屏幕装置——阿尔贝蒂的透视窗中就已经显现出来。根据许多线性透视的解释者,这个窗户展示了一个由单一的眼睛所看到的世界,这个眼睛是静止的、无眨眼的和固定的。正如诺曼·布赖森所描述的,透视“遵循了凝视而非瞥见的逻辑,从而产生了一种被永恒化的视觉表现,简化为一个‘视角’并且脱离了身体。 ^(""49 "){ }^{\text {"49 }} 布赖森认为“画家的凝视捕捉了现象的流动,从一个超越时间流动的视角审视视觉领域,在一个揭示存在的永恒时刻中。“因此,在这个静止、静态和无时间的凝视下,世界变得同样静止、物化、固定、冰冷和死去。马丁·杰伊提到,杜勒著名的画作中,画家通过透视线的屏幕绘制裸体,‘物化的男性目光’将‘其目标变成石头’;因此,‘物质裸体被剥夺了激发欲望的能力。’同样,约翰·伯杰将阿尔贝蒂的窗户比作‘一个嵌入墙壁的保险箱,里面存放着可见的东西!’在《画家的合同》中,画家一次又一次地试图消除他所描绘场景中的所有运动和生命的迹象。”
With perspectival machines, the imprisonment of the subject also happens in a literal sense. From che onset of the adaptation of perspective, artists and draftsmen attempted to aid the laborious manual process of creating perspectival images, and berween the sixteenth and nineteenth centuries various “perspectival machines”. were constructed. ^(33){ }^{33} By the first decades of the 使用透视机器,主体的监禁在字面上也发生了。从透视法的适应开始,艺术家和画家们试图帮助繁琐的手工创作透视图像的过程,在十六世纪到十九世纪之间,构建了各种“透视机器”。
the Middle Ages, a shift oxcured from dialogue berween subjects to communication between a subject and an information storage device that is, a book. A mediewal book chained to a table can be considered a precursor to the screen that “fixes” its subject in space. 在中世纪,交流的方式从主体之间的对话转变为主体与信息存储设备(即书籍)之间的沟通。一个被锁链固定在桌子上的中世纪书籍可以视为“固定”其主体在空间中的屏幕的前身。
49. As summarized by Martin Jay, “Scopic Regimes of Modernity”, in Visiom and Visuality. edl. Hal Foscer (Seartle: Bay Press, 1988), 7. 49. 正如马丁·杰伊所总结的,“现代性的视觉体制”,收录于哈尔·福斯特编辑的《视觉与视觉性》(西雅图:贝出版社,1988 年),第 7 页。
50. Quored in ibid., 7. 50. 引用自同书,第 7 页。
51. Ibid. 8 . 51. 同前所述。8。
52. Quosed in ibid., 9. 52. 引用自同书,第 9 页。
Yale University Press, 1990), 167-220. 耶鲁大学出版社,1990 年,页码 167-220。
sixteenth century, Direr had described a number of sach machines. ^(54){ }^{54} Many warieties were invented, but regardless of the type, the artist had to remain immobile throughour the process of drawing. 在十六世纪,迪勒描述了一些机械装置。 ^(54){ }^{54} 虽然发明了许多种类,但无论是哪种类型,艺术家在绘图时都必须保持静止。
Along with perspectival machines, a whole range of optical apparatuses was in use, particularly for depicting landscapes and conducting topographical surveys. The most popular optical apparatus was the camera obscura." Camera abscura literally means “dark chamber,” and was founded on the premise that if rays of light from an object or a scene pass through a small aperture, they will cross and reemerge on the other side to form an irnage on a screen. In order for the image to become visible, however, “it is necessary that the screen be placed in a chamber in which light levels are considerably lower than those around the object.” ^(356){ }^{356} Thus, in one of the earliest depictions of the camera obscura, in Kircher’s Ars magna Lucis et umbrate (Rome, 1649), we see the subject enjoying the image inside a tiny roam, obliwious to the fact that he has had to imprison himself inside this “dark chamber” in order to see the image on the screen. 除了透视机器,还有一系列光学设备被广泛使用,特别是用于描绘风景和进行地形测量。其中最受欢迎的光学设备是暗箱。暗箱的字面意思是“黑暗的房间”,其原理是如果来自物体或场景的光线通过一个小孔,它们会交叉并在另一侧重新出现,从而在屏幕上形成图像。然而,为了使图像可见,“屏幕必须放置在一个光线水平远低于物体周围环境的房间中。”“ ^(356){ }^{356} 因此,在基尔赫尔的《光与影的伟大艺术》(罗马,1649 年)中,我们看到这个人坐在一个小房间里欣赏图像,完全没有意识到他必须把自己囚禁在这个“黑暗的房间”里,才能在屏幕上看到图像。
Later, a smaller tent-type camera obscura-a movable prison, so to speak-became popular. It consisted of a small tent mounted on a tripod, with a revolving reflector and lens at its apex. Having positioned himself inside the tent, which provided the necessary darkness, the draftsman would then spend hours meticulously rracing the image projected by the lens. 后来,一种较小的帐篷式暗箱——可以说是一个可移动的监狱——开始流行。它由一个安装在三脚架上的小帐篷组成,顶部有一个旋转的反射镜和镜头。画家在帐篷内定位,帐篷提供了必要的黑暗,然后他会花几个小时仔细描绘镜头投射出的图像。
Early photography continued the trend toward the imprisonment of the subject and the object of representation. During photography’s first decades, exposure times were quite long. The daguerreorype process, for instance, required exposures of four to seven minutes in the sun and from twelve to sixty minutes in diffused light. So, similar to the drawings produced with the help of the camera obscura, which depicted reality as static and immobile, early phistographis represented the world as stable, eternall, unshakable. And when photography ventured to represent living things, they had to be immobilized. Thus, portrair scudios universally employed various clamps to assure the steadiness of the sitter throughout the lengthy time of exposure. Rieminiscent of torture instruments, the iron clamps firmly held the subject in 早期摄影延续了对表现对象和主题的束缚。在摄影的最初几十年,曝光时间相当长。例如,银版摄影过程需要在阳光下曝光四到七分钟,而在散射光下则需要曝光十二到六十分钟。因此,类似于用暗箱制作的绘画,这些作品将现实描绘为静态和不动的,早期的摄影作品将世界表现为稳定、永恒和不可动摇的。当摄影试图表现生物时,它们必须被固定。因此,肖像摄影师普遍使用各种夹具,以确保在漫长的曝光时间内坐着的人保持稳定。让人联想到酷刑器具,铁夹牢牢地固定住了受试者
54. Tbid., 171-172. 54. Tbid., 第 171-172 页。
55. Ibid., 200. 55. 同前所述,200。
56. Ibid. place-a subject who voluntarily became the prisoner of the machine in order to see her own image. ^(57){ }^{57} 56. 同上。一个自愿成为机器囚徒的人,为了看到自己的形象。 ^(57){ }^{57}
Toward the end of the nineteenth cencury, the perrified world of the photographic image was shattered by the dynamic screen of the cinema. In “The Work of Art in the Age of Mechanical Reproduction,” Walter Benjamin expressed his fascination with the new mobility of the wisible: “Our taverns and our metropolitan srreets; our offices and furnished rooms, our railroad stations and our factories appeared to have us locked up hopelessly. When came the film and burst this prison-world asunder by the dynamite of the tenth of a second, so that now, in the midst of its far-flung ruins and debris, we calmly and adventurously go traveling.” ^("ss "){ }^{\text {ss }} 在十九世纪末,摄影图像的恐惧世界被电影的动态屏幕打破。在《机械复制时代的艺术作品》中,瓦尔特·本雅明表达了他对可见性新流动性的着迷:“我们的酒馆和大都市街道;我们的办公室和家具齐全的房间,我们的火车站和工厂似乎将我们锁在绝望之中。当电影出现,以十秒钟的炸药将这个监狱世界撕裂,使我们现在能够在其广袤的废墟和残骸中,平静而冒险地去旅行。”
The cinema screen enabled audiences to take a journey through differenit spaces without leaving their seats; in the words of film historian Anne Friedberg, it created "a mobilized virtual gaze. ^(""59 "){ }^{\text {"59 }} Howewer, the cost of this virtual mobility was a new, institutionalized immobility of the spectator. All around the world large prisons were constructed that could hold hundreds of prisoners-movie houses. The prisoners could neither talk to one another nor move from seat to sear. While they were taken on virtual journeys, their bodies remained still in the darkness of collective cameras obscura. 电影院的屏幕让观众能够在不离开座位的情况下体验不同的空间;正如电影历史学家安妮·弗里德伯格所说,它创造了“一个动员的虚拟视角”。然而,这种虚拟移动的代价是观众的新型制度化的不动性。世界各地建造了大型监狱,能够容纳数百名囚犯——电影院。囚犯们既不能互相交谈,也不能从一个座位移动到另一个座位。当他们被带上虚拟旅程时,他们的身体仍然静止在集体暗房的黑暗中。
The formation of this viewing regime took place in parallel with the shift from what film theorists call “primitive” to “classical” film language. ^(60)An{ }^{60} \mathrm{An} important part of this shift, which took place in the 1910s, was the neww functioning of the virtual space represented on the screen. During the “primitive” period, the space of the film theater and the screen space were clearly separated, much like in theater or vaudeville. Viewers were free to interact, come and go, and maintain a psychological distance from the virtual world of the cinematic narrative. In contrast, classical film addressed each viewer as a separace indiwidual and positioned him inside iss virtual world 这种观看模式的形成与电影理论家所称的“原始”电影语言向“经典”电影语言的转变同时发生。这个转变的重要部分发生在 1910 年代,主要体现在屏幕上虚拟空间的新功能。在“原始”时期,电影剧院的空间与屏幕空间是明显分开的,类似于剧院或杂耍表演。观众可以自由互动,进出,并与电影叙事的虚拟世界保持心理距离。相比之下,经典电影将每位观众视为独立个体,并将他们置于虚拟世界之中。
57. Anesthesiology enderges approximately ar the same cimie. 麻醉学大约在同一时期开始发展。
58. Walter Benjamint, “The Work of Art in the Age of Mechanical Reproduction,” in IMumimatioms, ed. Hannalh Aremurir (New York: Schocken Books, 1969), 238. 58. 瓦尔特·本雅明,《机械复制时代的艺术作品》,收录于《IMumimatioms》,编辑:汉娜·阿伦特(纽约:肖肯出版社,1969 年),第 238 页。
59. Anne Friedberg, Wirisdow Shapping: Cinema and the Postmondern (Berkeley: Universicy of Callifformia Press, 1993), 2. 59. 安妮·弗里德伯格,《威里斯多夫的塑造:电影与后现代》(伯克利:加利福尼亚大学出版社,1993 年),第 2 页。
60. See, for inseance, Dawid Bordwell, Janet Steiger, and Kriscin Thompson, The Classical Hal Myumad Cinema (New, York Columbia University Press, 1985). 60. 例如,参见 Dawid Bordwell、Janet Steiger 和 Kriscin Thompson 的《古典好莱坞电影》(纽约:哥伦比亚大学出版社,1985 年)。
narrative. As noted by a contemporary in 1913, “[spectators] should be pur in the position of being a “knot hole in the fence” at every stage in the play”" If "primitive cinema keeps the spectator looking across a void in a separate space,"62 classical cinema positions the spectator in terms of the best viewpoint of each shot, inside the virtual space. 叙述。正如 1913 年一位当代人所指出的,“观众在每个戏剧阶段都应该像‘围栏上的小孔’一样。”如果“原始电影让观众在一个独立的空间中注视着一个空洞,”那么古典电影则根据每个镜头的最佳视角将观众置于虚拟空间中。
This situation is usually conceptualized in terms of the spectator’s identification with the camera eye. The body of the spectator remains in her seat while her eye is coupled with a mobile canera. However, it is also porssible to conceptualize this differently. We can imagine that the camera does not, in fact, move at all, but rather remains stationary, coinciding with the spectator’s eyes. Instead, it is the virtual space as a whole that changes its position with each shot. Using the contemporary vocabulary of computer graphics, we can say that this virtual space is rotated, scalled, and zoomed always to give the spectator the best viewpoint. As in a striptease, the space slowly disrobes itself, turning, presenting itself from different sides, teasing, stepping forward and retracting, always leaving something covered so that the spectator must wait for the next shot . . . a seductive dance that begins all over with the next scene. All the spectator has to do is remain immobile. 这种情况通常被理解为观众与摄影机视角的认同。观众的身体保持在座位上,而她的视线与移动的摄影机相连。然而,我们也可以用不同的方式来理解这一点。我们可以想象摄影机实际上并不移动,而是保持静止,与观众的眼睛重合。相反,变化的是整个虚拟空间,它在每个镜头中改变位置。使用现代计算机图形学的术语,我们可以说这个虚拟空间被旋转、缩放和变焦,以始终为观众提供最佳的视角。 就像脱衣舞一样,空间缓缓地揭开自己的面纱,旋转着,从不同的角度展示自己,挑逗着,时而向前迈进,时而又后退,总是留下一些东西被遮住,让观众不得不等待下一个镜头……这是一场从下一个场景开始的诱人舞蹈。观众只需静静地待着。
Film theorists have taken this immobility to be the essential feature of the institution of cinema. Anne Friedberg writes: "As everyone from Baudry (who compares cinematic spectation to the prisoners in Plato"s cave) to Musser points out, the cinema relies on the immobility of the spectator, seated in an auditorium. ^(".65 "){ }^{\text {.65 }} Film theoretician Jean-Louis Blaudry, probably more than anyone else, emphasizes immobility as the foundation of cinematic illusion, quoting Plato: “In chis underground chamber they hawe been from childhood, chained by the leg and also by the neck, so that they cannot move and can only see what is in front of them, because che chains will not 电影理论家们认为这种静止是电影机构的核心特征。安妮·弗里德伯格写道:“从鲍德里(他将电影观赏与柏拉图洞穴中的囚犯进行比较)到穆瑟,大家都指出,电影依赖于观众的静止,坐在礼堂里。 ^(".65 "){ }^{\text {.65 }} 电影理论家让-路易·布劳德里,可能比其他任何人都更强调静止是电影幻觉的基础,他引用了柏拉图的话:“在这个地下室里,他们从小就被锁住,腿和脖子都被锁住,以至于无法移动,只能看到面前的东西,因为锁链不允许他们。”
61. Quouer in ibid., 215 . 61. Quouer 在同上,第 215 页。
62. Ibid., 214. 62. 同前所述,214 页。
63. Friedberg, Window Shapping, 134. She refers to Jean-Louis Baudry, “The Mipparateus: Merspsychological Approaches to the Impression of Reality in the Cinema,” in Marmative, Apparathis, Idealgy, ed. Phillp Fosen (New York: Columbia University Press, 1986) and Charles Musser, The Emergence of Cinema: The A merican Screen to 1907 (Wew York: Chartes Srribner and Sons, 1990 ). let them turn their heads.” This immobility and confirmement, according to Baudry, enables the prisoruers/spectators to mistake representations for their perceptions thereby regressing to childhood when the two were indiscinguishable. Rather than a historical accident, the immobility of the spectator, according to Baudry’s psychomalycic explanation, is the essemtial condition of cinematic pleasure. 63. Friedberg, 窗口塑造, 134. 她提到让-路易·博德里在《马尔马提夫,设备,意识形态》中所写的“米帕拉图斯:电影中现实印象的心理学方法”(编辑:菲利普·福森,纽约:哥伦比亚大学出版社,1986 年)以及查尔斯·穆瑟的《电影的出现:美国银幕至 1907 年》(纽约:查尔斯·斯克里布纳和儿子,1990 年)。让他们转动头部。” 根据博德里的观点,这种不动和确认使囚徒/观众误将表现视为他们的感知,从而回归到童年时期,当时两者是不可区分的。博德里的心理分析解释认为,观众的不动性并非历史偶然,而是电影快感的基本条件。
Alberti’s window, Dürer’s perspecrival machines, the camera obscura, photography, cinema-in all of these screen-based apparatuses, the subject has to remain immobile. In fact, as Friedberg perceptiwely points out, the progressive mobilization of the image in modernity was accompanied by the progressive imprisonment of the viewer: "as the ‘mobility’ of the gaze became more "virtual-as techniques were developed to paint (and then to photograph) realistic images, as mobility was implied by changes in lighting (and then cimematography)-the observer became more immobile, passive, ready to receive the constructions of a virtual reality placed in front of his or her unmoving body."6s 阿尔贝蒂的窗户、丢勒的透视机器、暗箱、摄影和电影——在所有这些基于屏幕的装置中,主体必须保持静止。实际上,正如弗里德伯格敏锐地指出的,现代性中图像的逐步动员伴随着观众的逐步束缚:“随着目光的‘移动性’变得更加‘虚拟’——随着技术的发展,绘制(然后摄影)逼真的图像,随着照明(然后电影摄影)的变化暗示了移动性——观察者变得更加静止,被动,准备接受摆在他或她不动的身体面前的虚拟现实构建。”
What happens to this tradition with the arrival of a screen-less representational apparatus-VR? On the one hand, VR constitutes a fundamental break with this tradition. It establishes a radically new type of relationship between the body of the viewer and the image. In contrast to cinema, where the mobile camera moves independentiy of the immobile spectator, now the spectator actually has to move in physical space in order to experience movement in wirtual space. It is as though the camera were mounted on the user’s head. Thus, to look up in virtual space, one has to look up in physical space; to step torward “wirtually” one has to step forward in actuality, and so on. ^(66){ }^{66} The spectator is wo longer chained, immobilized, anesthetized by che apparatus that serves her ready-made images; now she has to work, to speak, in order to see. 随着无屏幕表现设备 VR 的到来,这一传统将会发生怎样的变化?一方面,VR 与这一传统形成了根本性的断裂。它在观众的身体与图像之间建立了一种全新的关系。与电影不同,电影中的移动摄像机是独立于静止观众的,而现在观众必须在物理空间中移动,才能在虚拟空间中体验运动。就好像摄像机安装在用户的头上。因此,要在虚拟空间中向上看,就必须在物理空间中向上看;要“虚拟”地向前走,就必须在现实中向前走,等等。 观众不再被束缚、固定或麻醉于那些为她准备好的图像装置中;现在她必须努力工作、表达自己,才能真正看见。
At the same time, VR imprisons the body to an umprecedented extent. This can clearly be seen in the earliest WR system designed by Sucherland 同时,虚拟现实在前所未有的程度上限制了身体。这一点在苏彻兰设计的最早 WR 系统中表现得尤为明显。
64. Quored in Baudry, “The Apparatus,”'303. 64. 引自鲍德里《设备》,第 303 页。
65. Friedbeng, Wivulow Sboppimg, 28: 65. Friedbeng,Wivulow Sboppimg,第 28 页:
66. A typical VR system adds other ways of moving atound, for instance, the abilliny to move formard in a single direcrion by simply pressimg a bution on a jaystick. To chatuge the direction, homewer, the user still has to change the pasition of hisfher body. 一个典型的虚拟现实系统增加了其他移动方式,例如,用户可以通过简单地按下操纵杆上的按钮向前移动。然而,在改变方向时,用户仍然需要调整身体的位置。
and his colleagues in the 1960 s. According to Howard Rheingold’s history of VR^(2)\mathrm{VR}^{2} "Surherland was the first to propose mounting small computer screens in binocular glasses-far from an easy hardware task in the early 1960 s-and thus immerse the user’s point of wiew inside the computer graphic world. ^(67){ }^{67} Rheingold further wrote: 以及他在 1960 年代的同事们。根据霍华德·雷因戈尔德对 VR^(2)\mathrm{VR}^{2} 的历史,“萨瑟兰是第一个提出在双目眼镜中安装小型计算机屏幕的人——在 1960 年代初,这绝非易事——从而将用户的视角沉浸在计算机图形世界中。 ^(67){ }^{67} 雷因戈尔德进一步写道:
In order to change the appearance of the computer-generated graphics when the user moves, sorne kind of gaze-rracking tool is reeded. Because the direction of the user’s gaze was most economically and accurarely measured at chat time by means of a mechanical apparatus, and because the HMD [head-mounted display 1 itself was so heavy, the users of Suctheriand’s early HMD systems found their head locked inco machinery suspended from the ceiling. The user put his or her head into a merall contraption that was known as che “Swrond of Damocles” display. 68 为了在用户移动时改变计算机生成图形的外观,需要一种注视追踪工具。由于用户的注视方向在聊天时通过机械装置被最经济和准确地测量,而头戴显示器(HMD)本身又非常沉重,Suctheriand 早期 HMD 系统的用户发现他们的头被锁定在悬挂在天花板上的机械装置中。用户将头放入一个被称为“达摩克利斯之剑”的金属装置中。
A pair of tubes connected the display to tracks in the ceiling, “thus making the user a captive of the machine in a physical sense.” ^(69){ }^{69} The user was able to turn around and rotate her head in any direction, but could nor move away from the machine more chan ^("f "){ }^{\text {f }} few steps. Like today’s compurer mouse, the body was tied to the computer. In fact, the body was reduced to nothing less-and nothing more-than a giant mouse, or more precisely, a giant joyscick. Instead of moving a mouse, the user had to turn her own body. Anocher comparison that comes to mind is the appararus built in che late nineteenth century by Etienne-Jules Marey to measure the frequency of the wing movements of aa bird. The bird was connected to the measuring equipment by wires that were long enough to enable it to flap its wings in midair but not fly anywhere. ^(70){ }^{70} 一对管子将显示器连接到天花板上的轨道,“从而在物理上使用户成为机器的囚徒。” ^(69){ }^{69} 用户可以转身并将头部旋转到任何方向,但无法离开机器超过 ^("f "){ }^{\text {f }} 几步。就像今天的计算机鼠标一样,身体被固定在计算机上。实际上,身体被简化为一个巨型鼠标,或者更准确地说,是一个巨型操纵杆。用户不是移动鼠标,而是必须转动自己的身体。另一个让我想到的比较是埃蒂安-朱尔·马雷在十九世纪末建造的设备,用于测量 aa 鸟类翅膀运动的频率。 这只鸟通过足够长的电线与测量设备相连,能够在空中拍打翅膀,但无法飞走。 ^(70){ }^{70}
The paradox of VR, that it requires the viewer to move in order to see an image and at the same time physically ties her to a machine, is interestingly dramatized in a “cybersex” scene in the movie Lawnmower Man (Brett Leonard, 1992). In the scene, the heroes, a man and a woman, are situated in 虚拟现实的悖论在于,它要求观众移动才能看到图像,同时又将她的身体束缚在机器上。这一点在电影《割草机人》(布雷特·莱昂纳德,1992)中的“网络性爱”场景中得到了有趣的表现。在这个场景中,男女主角正处于
67. Rtheingald, Wirtwal Readisy, 104. 67. Rtheingald,Wirtwal Readisy,104。
68. Ibide, 105 . 68. Ibide, 105 页。
69. Hbisid., 109 . 69. Hbisid., 109 页。
wersity of Chicago Press, 1992), 34-35. the same room, each fastened to a separate circular frame that allows the body to rotate 360 degrees in all directions. During “cybersex” the camera curs back and forth between virtual space (i.e., what the heroes see and experience) and physical space. In the virtual world represented by psychedelic computer graphics, their bedies melt and morph together, distregarding all the laws of physics, while in the real world each of them simply rotates wichin his or her own frame. 芝加哥大学出版社,1992 年),34-35。在同一个房间里,每个人的身体都固定在一个独立的圆形框架上,可以在各个方向上旋转 360 度。在“网络性爱”中,摄像头在虚拟空间(即英雄们所看到和体验的)与物理空间之间来回切换。在由迷幻计算机图形呈现的虚拟世界中,他们的身体融化并交融在一起,完全不受物理法则的限制,而在现实世界中,他们每个人只是简单地在自己的框架内旋转。
The paradox reaches its extreme in one of the most long-standing VR projects-the Super Cockpit developed by the U.S. Air Force in the 1980s. ^(71){ }^{71} Instead of using his eyes to follow the terrain outside the plane and the dozens of instrument panels inside the cockpit, the pillor wears a headmounted display that presents both kinds of information in a more efficient way. What follows is a description of the system from Air & Space magazine: 这个悖论在美国空军 1980 年代开发的超级驾驶舱这一长期存在的虚拟现实项目中达到了极致。 ^(71){ }^{71} 驾驶员不再用眼睛跟踪飞机外的地形和驾驶舱内的众多仪表,而是佩戴一个头戴显示器,以更高效的方式呈现这两种信息。接下来是《航空与太空》杂志对该系统的描述:
When he climbed into his F16C, the young fighter jock of 1998 simply plugged in his thelmet and flipped down his wisor to activate hais Super Cockpit system. The vircual world he saw exactly mimicked the world ourside. Salient cerrain features were outlined and rendered in three dimensions by the two tiny cathode ray tubes focused at his personal viewing distance. . . His compass heading was displayed as a large band of numbers on the horizon line, his projected flight path a shimmering highway leading out toward infinity. ^(n){ }^{n} 当他爬进他的 F16C 时,1998 年的年轻战斗机飞行员只需插上头盔,翻下面罩以激活超级驾驶舱系统。他看到的虚拟世界完美地模拟了外面的现实。显著的特征通过两个微小的阴极射线管以三维形式呈现,清晰可见……他的罗盘航向以一大串数字显示在地平线上,而他的预计飞行路径则是一条闪烁的高速公路,通向无尽的远方。 ^(n){ }^{n}
If in most screen-based representations (painting, cinema, wideo) as well as cypical VR applications, the physical and virtual worlds have norhing to do with each other, here the wirtual world is synchronized precisely with the physical one. The pilor positions himself in the virtual world in order to move through the physical one at a supersonic speed with his representational appararus securely fastened to his hody, more securely than ever before in the history of the screen. 在大多数基于屏幕的表现形式(如绘画、电影、视频)以及典型的虚拟现实应用中,物理世界与虚拟世界往往没有关联,而在这里,虚拟世界与物理世界却是精确同步的。飞行员在虚拟世界中定位自己,以便以超音速在物理世界中移动,同时他的表现设备牢牢固定在身体上,比以往任何时候都更加安全。
Representation versus Simulation 表现与仿真
In summary, VR continues the screen’s tradition of viewer immobility by fastening the body to a machine, while at the same time it creates an 总的来说,虚拟现实延续了屏幕让观众保持静止的传统,它通过将身体固定在机器上,同时又创造了一个新的体验
71. Rheingold, Virtual Reality, 201-209. 71. 莱因戈德,《虚拟现实》,第 201-209 页。
72. Quoted in ibid. 201. 72. 引用自同书第 201 页。
unprecedented new condition by requiring the viewer to mowe. We may ask whether this new condition is without historical precedent, or whether it fits within an alternative representational tradition that encourages the mowement of the viewer. 通过要求观众移动而产生的前所未有的新条件。我们可能会问,这种新条件是否没有历史先例,或者它是否符合一种鼓励观众参与的替代表现传统。
I began my discussion of the screen by emphasizing that a screen’s frame separates two spaces that have different scales-the physical and the virtual. Although this condition does not necessarily lead to the immobilization of the spectator, it does discourage any movement on her part: Why mowe when she can’t enter the represented virtual space anyway? This is well dramatized in Alice in Wonderland when Alice struggles to become just the right size in order to enter the other world. 我在讨论屏幕时强调,屏幕的框架将物理空间和虚拟空间这两种不同尺度的空间分开。虽然这种情况不一定会导致观众静止不动,但确实会抑制她的任何移动:既然她无法进入所呈现的虚拟空间,为什么还要移动呢?在《爱丽丝梦游仙境》中,爱丽丝为了进入另一个世界而努力调整自己的大小,这一情节得到了很好的戏剧化表现。
The alternative tradition of which WR is a part can be found whenewer the scale of a representation is the same as the scale of our human world so that the two spaces are continuous. This is the tradition of simulation rather than that of representation bound to a screen. The simulation tradition aims to blemd wirtual and physical spaces rather than to separate them. Therefore, the two spaces have the same scale; their boundary is de-emphasized (rather than being marked by a rectangular frame, as in the representation tradition); the spectator is free to move around the physical space. WR 所处的替代传统可以在表示尺度与我们人类世界尺度相同的情况下找到,这样两个空间是连续的。这是模拟的传统,而非局限于屏幕的表现传统。模拟传统旨在融合虚拟与物理空间,而不是将它们分开。因此,这两个空间具有相同的尺度;它们的边界被弱化(而不是像表现传统那样用矩形框标记);观众可以自由地在物理空间中移动。
To analyze further the different logic of the two traditions, we may compare their typical representatives-frescoes and mosaics, on the one hand, and Remaissance painting, on the other. The former create an illusionary space that starts behind the surface of an image. Importantly, frescoes and mosaics (as well as wall paintings) are inseparable from architecture. In other words, they cannot not be moved anywhere. In contrast, the modern painting, which first makes its appearance during the Renaissance, is essentially mobile. Separate from a wall, it can be transported anywhere. (It is tempting to connect this new mobility of representation with the tendency of capitalism to make all signs as mobile as possible.) 为了更深入地分析这两种传统的不同逻辑,我们可以比较它们的典型代表——壁画和马赛克,以及文艺复兴时期的绘画。前者创造了一种从图像表面延伸出的幻觉空间。值得注意的是,壁画和马赛克(以及墙面画)与建筑是密不可分的,换句话说,它们无法被移动到其他地方。相对而言,现代绘画首次出现在文艺复兴时期,本质上是可移动的。与墙面分开后,它可以被运输到任何地方。(将这种新的表现形式的流动性与资本主义使所有符号尽可能流动的倾向联系起来是很有吸引力的。)
But, at the same time, an interesting reversal takes place. Interaction with a fresco or a mosaic, which itself cannot be moved, does not assume imunobility on the part f the spectator, while the mobile Renaissance painting does presuppose such immobility. It is as though the imprisonment of the spectator is the price for the new mobility of the image. This reversal is consistent with the different logic of the representation and simulation traditions. The fact that the fresco and mosaic are “hardwired” to their architectural setting allows the artisr to create a continuity between virtuall and physical space. In contrast, a painting can be put in an arbitrary setting, and therefore, such continuity can no longer be guaranteed. Responding to this new condition, a painting presents a virtual space that is clearly distinct from the physical space where the painting and spectator are located. At the same time, its imprisons the spectator through a perspective model or other techniques so that she and the painting form one system. Therefore, if in the simulation tradition, the spectator exists in a single coherent space-the physical space and the wirtual space that continues it-in the representational tradition, the spectator has a double identity. She simultaneously exists in physical space and in the space of representation. This split of the subject is the tradeoff for the new mobility of the image as well as for the newly available possibility to represent any arbitrary space, rather than having to simulate the physical space where an image is located. 但是,与此同时,一个有趣的逆转发生了。与壁画或马赛克的互动虽然无法移动,但并不意味着观众必须保持不动,而移动的文艺复兴绘画则假设观众必须保持不动。似乎观众的被囚禁是图像新移动性的代价。这种逆转与表现和模拟传统的不同逻辑是一致的。壁画和马赛克与其建筑环境的“硬连线”使艺术家能够在虚拟空间和物理空间之间创造一种连续性。相比之下,绘画可以放置在任意环境中,因此这种连续性就无法得到保证。 针对这种新情况,一幅画呈现出一个与画作和观众所处的物理空间明显不同的虚拟空间。同时,它通过透视模型或其他技术将观众囚禁,使她与画作形成一个整体。因此,在模拟传统中,观众存在于一个统一的空间——物理空间和延续它的虚拟空间——而在表现传统中,观众则具有双重身份。她同时存在于物理空间和表现空间中。 这个主题的分裂是图像新移动性与能够表示任意空间之间的权衡,而不再需要模拟图像所处的物理空间。
While the representational tradition came to dominate post-Renaissance culture, the simulation tradition did not disappear. In fact, the nimeteenth century, with its obsession with naturalism, pushed simulation to the extreme with the wax museum and the dioramas of natural history museums. Anorher example of the simulation cradition is sculpture on a human scale, for instance, Auguste Rodin’s “The Burghers of Calais.”’ Wre think of such sculptures as part of a post-Renaissance humanism that puts the human at the center of the universe, when in fact they are aliens, black holes uniting our world with another universe, a perrified universe of marble or stone that exists in parallel to our own. 尽管表现主义传统在后文艺复兴文化中占据主导地位,但模拟传统并没有消失。事实上,十九世纪因其对自然主义的痴迷,将模拟推向了极端,出现了蜡像馆和自然历史博物馆的立体模型。模拟传统的另一个例子是人类尺度的雕塑,例如奥古斯特·罗丹的《加莱的市民》。我们通常将这些雕塑视为后文艺复兴人文主义的一部分,认为人类是宇宙的中心,然而它们实际上是外星物体,像黑洞一样将我们的世界与另一个宇宙连接在一起,这个宇宙是一个与我们平行存在的、由大理石或石头构成的恐怖世界。
VR continues the tradition of simulation. However, it introduces one important difference. Previously, the simulation depicted a fake space continuous with and extended from the normal space. For instance, it walll painting created a pseudo landscape that appeared to begin at the wall. In VR, either there is no connection between the two spaces (e.g., I am in a physical room whille the wirtual space is an undlerwater landscape) or, conversely, the two complerely coincide (e.g., the Super Cockpit project). In either case, the actual physical reality is disregarded, dismissed, abandoned. VR 延续了模拟的传统,但引入了一个重要的区别。过去,模拟展示了一个与正常空间相连并延伸的虚假空间。例如,墙上的画作创造了一个看似从墙壁开始的伪景观。而在 VR 中,两个空间之间要么没有任何联系(例如,我身处一个物理房间,而虚拟空间是一个水下景观),要么两者完全重合(例如,超级驾驶舱项目)。在这两种情况下,实际的物理现实都被忽视、拒绝或抛弃。
In this respect, the nineteenth-centrury panorama can be thought of as a transitional form between classical simulations (wall paintings, human-size sculpture, diorama) and VR. Like VR, the panorama creates a 360 -degree space. Viewers are situated in the center of this space, and they are encouraged to move around the central viewing area in order to see different parts 在这方面,十九世纪的全景可以被视为经典模拟(如壁画、人形雕塑和立体模型)与虚拟现实之间的过渡形式。与虚拟现实类似,全景创造了一个 360 度的空间。观众位于这个空间的中心,鼓励他们在中央观赏区内移动,以便欣赏不同的部分。
of the panorama. ^(73){ }^{73} But in contrast to wall paintings and mossaics chat, after all, acr as decorations of a real space, the physical space of action, now this physical space is subordinate to the virtual space. In other words, the central viewing area is conceived as a conimuation of fake space, sather than wice wersa, as before-and this is why it is usually empty. It is empty so that we can pretend that it continues the bartlefield, or the view of Paris, or whatever else the panorama represents. ^(74){ }^{74} From here we are one step away from VR, where physical space is rocally disregarded, and all “'real”’ actions take place in wirtual space. The screen disappeared because whar was behind it simply took over. 全景的。 ^(73){ }^{73} 但与壁画和马赛克装饰相比,作为真实空间的装饰,行动的物理空间现在服从于虚拟空间。换句话说,中央观赏区域被构思为假空间的延续,而不是像以前那样反过来——这就是为什么它通常是空的。它是空的,以便我们可以假装它延续了战场、巴黎的景观或全景所代表的其他任何东西。 ^(74){ }^{74} 从这里我们离虚拟现实只有一步之遥,物理空间被完全忽视,所有“真实”的行动都发生在虚拟空间中。屏幕消失了,因为它后面的东西简单地接管了。
And what about the immobilization of the body in VR that connects in to the screen tradicion? Dramatic as it is, this immobilizarion probably represents the last act in the long history of the body’s imprisonment. All around us are the signs of increasing mobility and the miniaturization of communication devices-mobile telephones and electronic organizers, pagers and laptops, phones and watches that offer WWeb surfing, Gameboys, and similar handheld game units. Eventually, the VR appararus may be reduced to a chip implanted in the retina and connected by wireless transmission to the Net. From that moment on, we will carry our prisonis with us-nor in order to blissfully confuse representations and penceptrions (as in cinema), but racher always to “be in touch,” always connected, always “plugged-in.” The retina and the screen will merge. 那么,关于虚拟现实中身体的固定与屏幕传统的联系呢?尽管这显得很戏剧化,但这种固定可能象征着身体被囚禁漫长历史的最后一幕。我们周围充满了流动性增强和通信设备小型化的迹象——移动电话、电子日程本、寻呼机、笔记本电脑、手机和手表,它们都能上网、玩游戏,还有类似的掌上游戏机。最终,虚拟现实设备可能会简化为一个植入视网膜的芯片,通过无线传输连接到互联网。 从那一刻起,我们将把自己的监狱带在身边——不是为了愉快地混淆表现和感知(就像在电影中那样),而是为了“保持联系”,始终保持连接,始终“插入”。视网膜和屏幕将会融合。
This futuristic scenario may never become a reality. For now, we clearly live in the sociery of the screen. Screens are everywhere-the screens of airline agents, data-entry clerks, secrenaries, engineers, doctors, and pilots; the screens of ATM machines, supermarket checkours, automobile dashboards, 这个未来的场景可能永远不会实现。现在,我们显然生活在一个屏幕主导的社会中。屏幕无处不在——航空公司代理、数据录入员、秘书、工程师、医生和飞行员的屏幕;自动取款机、超市收银台和汽车仪表盘的屏幕。
73. Here I disagree with Friedberg, who writes, “Phantasmagorias, panoramas, dioramasdevices that conicealed their machinery-were dependent on the relative immobility of their spectators” (23). 73. 在这里我不同意弗里德伯格的看法,他写道:“幻影、全景和立体画——这些隐藏其机械装置的设备——依赖于观众的相对静止”(23)。
74. In some mineseenthecentury panoramas, the cencral area was occupied by the simulation of a vehicle consistent with the subject of the panorama, such as a part of a ship. We can say that in this case the virtual space of the simulation completely rakes over the physical space; that is, physical space has ao identity of its own-nor even such minimal negarive identity as empriness. It completely serves the simalation. and, of course, the screens af computers. Rather than disappearing, the screen threatens to take over our offices and homes. Both computer and relevision monitors are gerting bigger and flatter; eventually, they will become wall-sized. Architects such as Rem Koolhas design Biade Runner-like buildings whose façardes hawe been transformed intor giant screens. ^(75){ }^{75} 在一些世纪全景的矿井中,中央区域被与全景主题相符的车辆模拟所占据,例如船的一部分。我们可以说,在这种情况下,模拟的虚拟空间完全占据了物理空间;也就是说,物理空间没有自己的身份——甚至没有像空虚这样的最小负面身份。它完全服务于模拟,当然,还有计算机屏幕。屏幕并没有消失,而是威胁要占据我们的办公室和家。计算机和电视显示器正在变得越来越大和扁平;最终,它们将变成墙面大小。像雷姆·库哈斯这样的建筑师设计了类似《银翼杀手》的建筑,其外立面已被转变为巨型屏幕。
Dynamic, real-time, and interactive, a screen is still a screen. Interactivity, simulation, and telepresence: As was the case centuries ago, we are still looking at a flat, rectangular surface, existing in the space of our body and acting as a window into another space. We still have not left the era of the screen. 动态、实时和互动,屏幕依然是屏幕。互动、模拟和远程呈现:就像几个世纪前一样,我们仍然在注视着一个平坦的矩形表面,它存在于我们身体的空间中,充当通往另一个空间的窗口。我们依然没有走出屏幕的时代。
75. I am referring here to Rem Koolhaas’s unrealized project for a news building for ZKM in Karlsruhe, Germany. See Rem Koolhaas and Bruce Mau, S, M,L,XL,NewM, L, X L, \mathbb{N e w} York: Monacelli Press, 1995). 75. 我在这里提到的是 Rem Koolhaas 为德国卡尔斯鲁厄的 ZKM 设计的未实现新闻大楼项目。请参见 Rem Koolhaas 和 Bruce Mau 的著作《S》, M,L,XL,NewM, L, X L, \mathbb{N e w} 纽约: Monacelli Press, 1995)。
The Operations 运营管理
Just as there is no “innocent eye,” there is no “pure computer.” A traditional artist perceives the world through the filters of already existing cultural codes, languages, and representational schemes. Similarly, a new media designer or user approaches the computer chrough a number of cultural filters, some of which I discussed in the preceding chapter. The human-computer interfface models the world in distrinct ways; it also imposes its own logic on digital data. Existing cultural forms such as the printed word and cinema bring their own powerful conventions of organizing information. These forms further interact with the conventions of the human-computer interface to create what I called “cultural interfaces”-new sets of conventions for organizing cultural data. Finally, constructs such as the screen contribute an additional layer of conventions. 就像没有“无辜的眼睛”一样,也没有“纯粹的计算机”。传统艺术家通过已经存在的文化代码、语言和表现方式的过滤器来感知世界。同样,新的媒体设计师或用户也通过多种文化过滤器来接触计算机,其中一些我在前一章中提到过。人机界面以不同的方式构建世界,同时也对数字数据施加自己的逻辑。现有的文化形式,如印刷文字和电影,带来了强大的信息组织惯例。这些形式与人机界面的惯例相互作用,创造了我所称之为“文化界面”的新惯例——组织文化数据的新惯例集合。 最后,像屏幕这样的构造为我们增添了一层额外的规范。
The metaphor of a series of fillers assumes that at each stage, from barebones digital data to particular media objects, creative possibilities are being increasingly restricted. It is important, thenefore, to note that each of these stages can also be seen as progressively more enabling; that is, although the programmer who would directly deal with binary values stored in memory would be as “close to the machine” as possible, it would also take forever to get the computer to do anything. Indeed, the history of software is one of increasing abstraction. By increasingly removing the programmer and the user from the machine, software allows them to accomplish more faster. From machine language, programmers moved to Assembler, and from there to high-level languages such as COBOL, FORTRAN, and C , as well as very high-level languages designed for programming in a particular area, such as Macromedia Director’s LINGO and HTML. The use of computers to author media deweloped along similar lines. If the few artists working with computers in the 1960 sand 1970s had to write their own programs in high-level computer llanguages, beginning with the Macintosh, most artists, designers and occasional users came to use menu-based software applications-image editors, paint and layout programs, Web editors, and so on. This evolucion of software toward higher levels of abstraction is fully comparible with the general trajectory governing the computer’s development and use: automation. 一系列填充物的隐喻表明,在每个阶段,从基本的数字数据到特定的媒体对象,创造的可能性正逐渐受到限制。因此,值得注意的是,这些阶段也可以被视为逐渐更具赋能性;也就是说,尽管直接处理存储在内存中的二进制值的程序员与机器的距离最小,但让计算机完成任何任务仍然需要很长时间。实际上,软件的发展史就是一个不断抽象化的过程。通过逐步将程序员和用户与机器隔离,软件使他们能够更快地完成更多的工作。 从机器语言开始,程序员转向汇编语言,随后又转向 COBOL、FORTRAN 和 C 等高级语言,以及为特定领域编程而设计的非常高级语言,如 Macromedia Director 的 LINGO 和 HTML。计算机在媒体创作中的应用也沿着类似的轨迹发展。如果在 1960 年代和 1970 年代与计算机合作的少数艺术家需要用高级计算机语言编写自己的程序,那么从 Macintosh 开始,大多数艺术家、设计师和偶尔的用户则开始使用基于菜单的软件应用程序,如图像编辑器、绘图和排版程序、网页编辑器等。 软件向更高抽象层次的演变与计算机的发展和使用的总体趋势完全一致:自动化。
In this chapter, I will take the next step in describing the language of new media. I started by analyzing the properties of computer dara (chapter 1), and then looked at the human-computer interface (chapter 2). Continuing this bottom-up movement, this chapter takes up the layer of technology that runs on top of the interface-application software. Software programs enable new media designers and artists to create new media objects-and at the same 在这一章中,我将继续描述新媒体的语言。我首先分析了计算机数据的特性(第一章),接着研究了人机界面(第二章)。在这种自下而上的思路下,本章将探讨在界面之上运行的技术层面——应用软件。软件程序使新媒体设计师和艺术家能够创造新媒体作品——同时
cime, they act as yet another filter which shapes cheir imagination of what is possible to do with a computer. Similarly, sofware employed by end users to access these objects, such as Web browsers, image viewers, or media players, shape their understanding of what new media are. For example, digital media players such as Windows 98 Media Player or RealPlayer emulate the incerfaces of linear-media machines such as VCRs. They provide such commands as play, stop, eject, rewind, and fast forward. In this way, they make new media simulate old media, all che while hiding new properties such as random access. 这些软件作为另一种过滤器,塑造了人们对计算机可能做什么的想象。同样,最终用户用来访问这些对象的软件,比如网页浏览器、图像查看器或媒体播放器,也影响了他们对新媒体的理解。例如,像 Windows 98 媒体播放器或 RealPlayer 这样的数字媒体播放器模拟了录像机等线性媒体设备的界面。它们提供播放、停止、弹出、倒带和快进等命令。通过这种方式,它们使新媒体模拟旧媒体,同时隐藏了随机访问等新特性。
Rarther than analyzing particular software programs, I will address more general rechniques, or commands, common to many of them. Regardless of whether a news media designer is working writh quantitative data, text, images, videa, 3-D space, or combinations of them, she employs the same techniques-copy, cut, paste, search, composite, transform, filter. The existence of such techniques, which are not media-specific, is another consequence of media’s status as computer data. I will call these typical techniques of working with computer miedia operations. This chapter will discuss three examples of operations-selection, compositing, and teleaction. 与其分析特定的软件程序,我更想讨论一些更为通用的技术或命令,这些技术在许多程序中都是常见的。无论新闻媒体设计师是在处理定量数据、文本、图像、视频、三维空间,还是它们的组合,她都使用相同的技术——复制、剪切、粘贴、搜索、合成、变换和过滤。这些技术的存在并不局限于某种特定的媒体,这是媒体作为计算机数据的一个重要特征。我将这些典型的计算机媒体操作称为操作。本章将讨论三种操作的例子——选择、合成和远程操作。
While operations are embedded in soft ware, they are not tied to it. They are employed not only within the computer but also in the social world outside it. They are trot only ways of working with computer data but also general ways of working, ways of thinking, and ways of existing in a computer age. 尽管操作嵌入在软件中,但并不局限于软件。它们不仅在计算机内部使用,也在外部的社会环境中发挥作用。它们不仅是处理计算机数据的方法,更是一般的工作方式、思维方式,以及在计算机时代生存的方式。
The communication berween the larger social world and software use and design is a two-wayy process. As we work with software and use the operarions embedded in it, these operations become part of how we understand ourselves, others, and the world. Strategies of working with computer data become our general cognitive strategies. At che same time, the design of software and the humant-computer incerface reflects a larger social logic, ideology, and imaginary of the contemporary society. So if we find particular operations dominaring software programs, we may also expect to find them at work in che culture at large. In discussing the three opperations of selecting, complosititing, and telleaction in chis chapter, I will illustrate chis general thesis with particular examples. Other examples of operations embedded in software and hardware and found ar work in contemporary culture at large are sanpling and morphaing." 更大社会世界与软件使用和设计之间的沟通是一个双向的过程。当我们使用软件并运用其中的操作时,这些操作便成为我们理解自己、他人和世界的一部分。与计算机数据的工作策略逐渐演变为我们的一般认知策略。同时,软件的设计和人机界面反映了当代社会更广泛的社会逻辑、意识形态和想象。因此,如果我们发现某些操作主导了软件程序,我们也可以预期在更广泛的文化中看到它们的运作。在本章中,我将通过具体例子来说明选择、组合和反馈这三种操作的相关论点。 嵌入软件和硬件中的其他操作示例,在当代文化中普遍存在的有采样和形态变换。"
As I have already noted, one difference between an industrial society and an information society is that in the latter, both work and leisure often involve the use of the same computer interfaces. This new, closer relationship berween work and leisure is complemented by a closer relationship berween authors and readers (or, more generally, berween producers of cultural objects and their users). This does not mean that new media completely collapse the difference between producers and users, or that every new media text exemplifies Roland Barthes" concept of the “readerly text.” Rather, as we shiff from an industrial society to an information society, from old media to new media, the overlap berween producers and users becomes significantly larger. This holds true for the software the cwo groups use, their respective skills and expertise, the structure of typical media objects, and the operations they perfiarm on computer data. 正如我之前提到的,工业社会与信息社会之间的一个区别在于,在信息社会中,工作和休闲往往使用相同的计算机界面。这种工作与休闲之间的新关系,与作者与读者(或更广泛地说,文化产品的生产者与用户之间)的关系也变得更加紧密。这并不意味着新媒体完全消除了生产者与用户之间的界限,或者每个新媒体文本都体现了罗兰·巴特所说的“读者文本”概念。相反,随着我们从工业社会转向信息社会,从旧媒体转向新媒体,生产者与用户之间的重叠显著增加。 这适用于 cwo 小组使用的软件、他们的技能和专业知识、典型媒体对象的结构,以及他们在计算机数据上进行的操作。
While some software products are aimed at either professional producers or end users, other software is used by both groups: Web browsers and search engines, word processors, media-editing applications such as Photoshop (the latter routinely employed in postproduction of Hollywood feature films) or Dreamweaver. Furcher, differences in functionality and pricing between professional and amateur software are quite small (a few hundred dolliars or less), compared to the real gap berween equipment and formats used by professionals and amateurs before new media. For instance, differences between 35 mm and 8 mm film equipment and cost of production, or berween professional video (formats such as D-1 and BetaSP; editing decks, switchers, Digital Video Effects (DWE), and other editing hardware) and amateur wideo (VHS) are in the hundreds of thousands of dollars. Similarly, the gap in skills between professionals and amareurs has also become smaller. For instance, although employing Java or DHTML for Web design in the late 1990s was the domain of professionals, many Web users were also able to create basic Web pages using such programs as FrontPage, HomePage, or Word. 虽然一些软件产品主要面向专业制作人或最终用户,但还有一些软件同时被这两类人群使用,比如网页浏览器、搜索引擎、文字处理软件、以及像 Photoshop(后者通常用于好莱坞电影的后期制作)或 Dreamweaver 这样的媒体编辑应用程序。此外,专业软件和业余软件在功能和价格上的差异相对较小(通常几百美元或更少),与专业人士和业余爱好者在新媒体出现之前所使用的设备和格式之间的真实差距相比。 例如,35 毫米和 8 毫米胶卷设备及其生产成本之间的差异,或专业视频(如 D-1 和 BetaSP 格式;编辑设备、切换器、数字视频特效(DWE)和其他编辑硬件)与业余视频(VHS)之间的差距,金额高达数十万美元。同样,专业人士与业余爱好者之间的技能差距也在逐渐缩小。例如,尽管在 1990 年代末,使用 Java 或 DHTML 进行网页设计主要是专业人士的工作,但许多网页用户也能使用 FrontPage、HomePage 或 Word 等程序创建基本网页。
At the same time, nemedia do not change the nature of the professional-amateur rellationship. The gap becomes much smaller but it still exists. And in will always exist, because it is systematically maintained by 同时,媒体并没有改变专业与业余之间的关系。这种差距虽然变小了,但依然存在,并且将永远存在,因为这种关系是系统性地维持的。
the subject of Vivian Sobchack, ed., Meta-Morpbing: Visual Trainfformation and tbe Culture of Quick-Change (Minneapolis: University of Minesora Press, 1999). 维维安·索布查克主编的《元变形:视觉转化与快速变化的文化》(明尼阿波利斯:明尼苏达大学出版社,1999 年)。
professional producers themselves in order to survive. With old media, such as photography, film, and video, this gap involved three key areas-technology, skills, and aesthetics. ^(2){ }^{2} With new media, a new area has emerged. As “professional” technology becomes accessible to amateurs, new media professionals create new standards, formats, and design expectations to maintain their status. The continuous introduction of new Web design “features” along with the techniques to create them that followed the public debur of HTML around 1993-rollover buttons and pull-down menus, DHTML and XML, Javascript scripts and Java applers-can in part be explained as a strategy employed by professionals to keep themselves ahead of ordinary users. 专业制作人为了生存而努力。对于旧媒体,如摄影、电影和视频,这一差距主要体现在技术、技能和美学三个关键领域。 ^(2){ }^{2} 随着新媒体的出现,一个新的领域也随之而来。随着“专业”技术变得对业余爱好者可及,新媒体专业人士创造了新的标准、格式和设计期望,以维持他们的地位。自 1993 年 HTML 公开发布以来,新的网页设计“功能”不断涌现,以及随之而来的创建这些功能的技术——如翻转按钮、下拉菜单、DHTML 和 XML、Javascript 脚本和 Java 应用程序——在某种程度上可以被视为专业人士用来保持自己领先于普通用户的策略。
On the level of new media products, the owerlap berween producers and users can be illustrated by computer games. Game companies often release so-called “level editors,” special software that allows players to create their own game enwironments for the game they purchased. Additional software that allows users to modify games is released by third parties or written by game fans themselves. This phenomenon is referred to as “game parching.” As described by Anne-Marie Schleiner, “game patches (or game add-ons, mods, levels, maps, or wads) refer to the alterations of preexisting game source code in terms of graphics, game characters, architecture, sound and game play. Game parching in the 1990 s has evolved into a kind of popular hacker art form with numerous shareware editors awailable on the Intermet for modifying most games.” ^(3){ }^{3} 在新媒体产品层面,制作人和用户之间的交集可以通过电脑游戏来说明。游戏公司通常会发布所谓的“关卡编辑器”,这是一种特殊的软件,允许玩家为他们购买的游戏创建自己的游戏环境。允许用户修改游戏的额外软件通常由第三方发布,或者由游戏爱好者自己编写。这个现象被称为“游戏补丁”。正如安妮-玛丽·施莱纳所描述的,“游戏补丁(或游戏附加内容、模组、关卡、地图或包)是指对现有游戏源代码在图形、角色、建筑、声音和游戏玩法等方面的修改。 1990 年代的游戏修改已经发展成为一种流行的黑客艺术形式,互联网上有许多共享软件编辑器可以用来修改大多数游戏。” ^(3){ }^{3}
Every commercial game is also expected to feature an extensive “optioms.” area allowing the player to customize warious aspects of the game. Thus, the player becomes somewhat of a game designer, although her creativity involves selecting combinations of different options rather than making something from scratch. I will discuss the concept of creativicy as selection in more detail in the “Menus, Filters, Plug-ins” section. 每个商业游戏都应该有一个广泛的“选项”区域,让玩家能够自定义游戏的各个方面。因此,玩家在某种程度上成为了游戏设计师,尽管她的创造力主要体现在选择不同选项的组合,而不是从零开始创造。我将在“菜单、过滤器、插件”部分更详细地讨论选择作为创造力的概念。
Although some operations are the domain of new media professionals, and others, the domain of end users, the two groups also employ some of the same operations, including copy, cut and paste, sorr, search, filter, transcode, 尽管某些操作属于新媒体专业人士的范畴,而另一些则属于最终用户,但这两个群体也会使用一些相同的操作,包括复制、剪切、粘贴、排序、搜索、过滤和转码
2. See myy article " “Real’ Wars: Esthetics and Professionalism in Computer Animation,” Degigge Issuer 6, no. I (Fall 1991): 18-25. 2. 请阅读我的文章“‘真实’战争:计算机动画中的美学与专业精神”,发表于《Degigge》第 6 期,第 I 期(1991 年秋季):18-25。
and rip. This chapter will discuss three examples of operations. “Selection” is an operation employed both by professional designers and end users. “Compositing” is used exclusively by designers. The third operation, “teleaction,” is an example of an operation typically used by users. 本章将讨论三种操作的例子。“选择”是一种专业设计师和最终用户都使用的操作。“合成”则是专门由设计师使用的。第三种操作“远程操作”是用户通常使用的一种操作示例。
Although this chapter focuses on software operations, the concept of an operation can be also employed to think about other technollogically-based culcural practices. We can connect it to other more familiar terms such as “procedure,” “practice,” and “method.” At the same time, it would be a mistake to reduce the concept of an operation to a “tool” or “medium.” In fact, one of the assumptions underlying this book is that these traditional concepts do not work very well in relation to new media, and thus we need new concepts like “interface” and “operation.” On the one hand operations are usually in part automated in a way in which craditional tools ane not. On the other hand, like computer algorithrms, they can be inscribed as a series of steps; that is, they exist as concepts before being materialized in hardware and software. In fact, most new media operations, from morphing to texture mapping, from searching and matching to hyperlinking, begin as algorichms published in compucer science papers; evencually, these algorithms become commands in standard software applications. Thus, for instance, when the user applies a particular Photoshop filter to an i.mage, the main Photoshop programs invoke a separate program that corresponds to this filter. The program reads in the pixel values, performs some actions on them, and writes modified values to the screen. 尽管本章主要讨论软件操作,但操作的概念也可以用来思考其他基于技术的文化实践。我们可以将其与“程序”、“实践”和“方法”等更为熟悉的术语联系起来。同时,将操作的概念简化为“工具”或“媒介”是一个误区。实际上,本书的一个基本假设是,这些传统概念在新媒体的背景下并不太有效,因此我们需要像“界面”和“操作”这样的新概念。一方面,操作通常在某种程度上是自动化的,而传统工具则不是。 另一方面,像计算机算法一样,它们可以被描述为一系列步骤;也就是说,它们在硬件和软件实现之前就已经作为概念存在。实际上,大多数新媒体操作,从变形到纹理映射,从搜索和匹配到超链接,最初都是作为算法发布在计算机科学论文中的;最终,这些算法会转化为标准软件应用中的命令。因此,例如,当用户对图像应用特定的 Photoshop 滤镜时,主要的 Photoshop 程序会调用一个与该滤镜相对应的独立程序。该程序读取像素值,对其进行一些处理,并将修改后的值显示在屏幕上。
Thus operations should be seen as another case of a more general principlie of new media-transcoding. Encoded in algorithms and implemented as sofrwane commands, operations exist independently of the media data to which they can be applied. The separation of algorithms and data in programming becomes the separation of operations and media data. 因此,操作应被视为新媒体转码这一更一般原则的一个案例。操作被编码为算法,并以软件命令的形式实现,独立于可以应用的媒体数据。编程中算法与数据的分离,实际上就是操作与媒体数据的分离。
As an example of the operation in orther areas of culture, consider the architecrural practice of Peter Eisenman. His projects use different operations provided by CAD programs as the basis of the design of a building’s exterior andior interior form. Eisenman systematically urilizes the full range of computer operations ayailable-extrusion, twisting, extension, displacement, morphing, warping, shifting, scaling, rotation, and so on. ^(4){ }^{4} 作为其他文化领域操作的一个例子,可以考虑彼得·艾森曼的建筑实践。他的项目以 CAD 程序提供的各种操作为基础,设计建筑的外部和内部形式。艾森曼系统地利用计算机操作的全部范围,包括挤出、扭曲、扩展、位移、变形、扭曲、移动、缩放、旋转等。
4. Petter Eisenman, Diagram Diamier (Nem York: Uaiwerse Publishing, 19991, 238-239. 4. 彼得·艾森曼,《图表钻石》(纽约:怀尔维斯出版社,1991 年,238-239 页)。
Another example is provided by clorhing design by Issey Miyake. Each of his designs is the result of a particular conceptual procedure translated into a technological process. ^(5){ }^{5} For instance ^("J "){ }^{\text {J }} tust Before (Spring/Summer 1998 collection) is a gigantic roll of identical dresses with suggested lines of demarcation already incorporated into the fabric. An individual diness can be cur our from the roll in a variety of possible ways. Dunes (Spring/Summer 1998 collection) is based on the operation of shrinking. A model is cuit two times larger than its final size; next, patches and pieces of tape are firted in key places; finally, it is shrunk down to size by dipping it into a special solution. This sequence of operations creates a particular wrinkled texture except in those places protected by patches and tapes. 另一个例子是三宅一生的服装设计。他的每个设计都是特定概念程序转化为技术过程的结果。 ^(5){ }^{5} 例如 ^("J "){ }^{\text {J }} tust Before(1998 年春夏系列)是一卷巨大的相同连衣裙,布料中已经融入了建议的分界线。可以从这卷布中以多种方式裁剪出单独的裙子。Dunes(1998 年春夏系列)则基于收缩的原理。一个模型的尺寸是最终尺寸的两倍;接着,在关键位置贴上补丁和胶带;最后,通过将其浸入特殊溶液中将其缩小到合适的尺寸。 这个操作序列会产生一种特定的皱纹纹理,只有那些被补丁和胶带保护的地方不会出现皱纹。
Dumes exemplifies and important feature of operations: They can be combined together in a sequence. The designer can manipulate the resulting script, removing and adding new operations. This script exists separately from the data to which it can be applied. Thus, the script of Danes consists of cutting rhe model, applying parches and tapes to key areas, and shrinking. It can be applied to different designs and fabrics. New media software designers and users have even more flexibility. New filters can be “plugged inco” the program, extending the range of operations available. The script can be edited using special scripting linguages. It can also be saved and later applied to a different object. Desigmers and users can automatically apply the script to a mumber of objects and even instruct the computer automatically to invoke the scripe at a particular time or if a particular condition occurs. An example of the former is backup or disk defragmenter programs often designared to start at a particular time at night. An example of the later is filtering e-mail messages in e-mail programs such as Eudora or Microsoft Outlook. While retrieving new e-mail messages from the server, the program can mowe e-mail messages into a particular folder (or delete them, or raise their priority, etc.) if the message header or address contains a particular string. Dumes 展示了操作的一个重要特征:它们可以按顺序组合在一起。设计师可以对生成的脚本进行操作,添加或移除新的操作。这个脚本与可以应用的数据是独立的。因此,Danes 的脚本包括切割模型、在关键区域应用补丁和胶带,以及缩小。它可以应用于不同的设计和面料。新的媒体软件设计师和用户拥有更大的灵活性。新的过滤器可以“插入”程序,扩展可用操作的范围。脚本可以使用特定的脚本语言进行编辑,也可以保存并在之后应用于不同的对象。 设计师和用户可以自动将脚本应用于多个对象,甚至可以指示计算机在特定时间或特定条件下自动调用脚本。一个例子是备份或磁盘碎片整理程序,通常会在夜间的特定时间启动。另一个例子是在电子邮件程序中过滤电子邮件消息,如 Eudora 或 Microsoft Outlook。在从服务器获取新电子邮件时,程序可以将电子邮件移动到特定文件夹(或删除它们,或提高它们的优先级等),如果消息头或地址中包含特定字符串。
The Logic of Selection 选择的逻辑分析
Viewpoint Datalabs International is selling thousands of 3-D geometric models widely used by compurer animators and designers. Its catalog describes the models as follows: "VP4370: Man+ Extra Low Resolution. VP4369: Man, Low Resolution. VP4752: Man, Muscular in Shorts and Tennis Shoe. VP5200. Man, w/Beard, Boxer Shorts . . “6 Adobe Photoshop 5.0 comes with more than one hundred filters that allow the user to modify an image in numerous wways; After Efferts 4.0, the standard for compositing moving images, is shipped with eighty effects plug-ins; thousands more are available from third parries. ^(3){ }^{3} Macromedia Director 7 comes with an extensive library of “behaviors”-ready-to-use pieces of computer code. ^(8){ }^{8} Softimagel3D (v3.8), the leading 3-D modeling and animation software, is shipped with over four hundred textures that can be applied to 3-D objects. ^(9){ }^{9} QuickTime 4 from Apple, a format for digital video, comes with fifteen built-in filters and thiitteen built-in wideo transitions. ^(10){ }^{10} The Geocities Web site; which pioneered the concept of hosting users” Web sites for free in exchange for placing ad banners on users’ pages, gives users access to a Viewpoint Datalabs International 正在销售数千个广泛用于计算机动画师和设计师的 3D 几何模型。其目录对模型的描述如下:“VP4370:人+ 超低分辨率。VP4369:人,低分辨率。VP4752:人,穿短裤和网球鞋的肌肉男。VP5200:人,留胡子,穿拳击短裤……Adobe Photoshop 5.0 附带超过一百个滤镜,允许用户以多种方式修改图像;After Effects 4.0,作为合成动态图像的标准,附带八十个效果插件;还有成千上万的插件可从第三方获取。 ^(3){ }^{3} Macromedia Director 7 附带一个广泛的“行为”库——现成可用的计算机代码片段。 ^(8){ }^{8} Softimage 3D (v3.8),领先的 3D 建模和动画软件,附带超过四百种可应用于 3D 对象的纹理。 ^(9){ }^{9} 苹果的 QuickTime 4 是一种数字视频格式,内置了十五个滤镜和十三个视频转场。 ^(10){ }^{10} Geocities 网站;它开创了为用户免费托管网站的概念,用户通过在其页面上放置广告横幅来换取这一服务,从而获得访问权限
collection of over forty thousand clip art images for customizing their sites. ^("it "){ }^{\text {it }} Index Stock Imagery offers 375,000 stock photos available for use in Web banner ads. ^(12){ }^{12} Microsoft Word 97 Web Page Wizard allows the user to create a simple. Web by selecting from eight predetermined styles described by such terms as “Elegant,” “Festive,” and “Professional.” Mictosoft Char 2.1 asks the user to specify her awatar (a character or graphic icon representing a user in a wirtual world) by choosing among twelve built-in cartoon characters. During the online session, the user can further customize the selected character by interpolating between eight walues that represent eight fundamental emotions as defined by Microsoft programmers. 为定制网站而收集的超过四万张剪贴画图像。 ^("it "){ }^{\text {it }} Index Stock Imagery 提供 375,000 张可用于网页横幅广告的库存照片。 ^(12){ }^{12} Microsoft Word 97 网页向导允许用户通过选择八种预设样式来创建简单网页,这些样式用“优雅”、“节日”和“专业”等术语描述。Mictosoft Char 2.1 要求用户选择她的头像(在虚拟世界中代表用户的角色或图标),可以从十二个内置卡通角色中选择。在在线会议期间,用户可以通过在八种代表微软程序员定义的基本情感之间插值,进一步自定义所选角色。
These examples illustrate a mew logic of computer culture. New media objects are rarely created completely from scratch; usually they are assembled from ready-made parts. Pur differently, in computer culture, authentic creation has been replaced by selection from a menu. In the process of creating a new media object, the designer selects from libraries of 3-D models and rexture maps, sounds and behaviors, background images and buttons, filters, and transitions. Every authoring and editing software comes with such Iibraries. In addition, both software manufacturers and third parties sell separate collections that work as “plug-ins”; that is, they appear as additional commands and ready-to-use media elements under the software’s menus. The Web provides a further source of plug-ins and media elements, with numerous colllections available for free. 这些例子展示了一种新的计算机文化逻辑。新媒体对象很少是完全从零开始创建的;通常它们是由现成的部分组装而成。换句话说,在计算机文化中,真正的创造已被从菜单中选择所取代。在创建新媒体对象的过程中,设计师会从 3D 模型、纹理图、声音、行为、背景图像、按钮、滤镜和过渡效果的库中进行选择。每个创作和编辑软件都附带这样的库。此外,软件制造商和第三方还出售作为“插件”的独立集合;也就是说,它们作为额外的命令和可直接使用的媒体元素出现在软件的菜单中。 网络为插件和媒体元素提供了更多来源,许多集合可以免费获取。
New media users are similarly asked to select from predefined menus of choices when using software to create documents or access warious Intermet services. Here are a few examples: selecting a predefined style when creating a Web page in Microsoft Word or similar program, selecting one of the “AutoLaycurs” when creathing a slide in PowerPoint, selecting a predetermined avatar upon entering a multi-user wirtual world such as Palace, selecting a predetermined viewpoint when navigating a VRML world. 新媒体用户在使用软件创建文档或访问各种互联网服务时,通常需要从预设的选项菜单中进行选择。以下是一些例子:在 Microsoft Word 或类似程序中创建网页时选择预设样式,在 PowerPoint 中创建幻灯片时选择“自动布局”选项之一,进入像 Palace 这样的多用户虚拟世界时选择预设头像,在浏览 VRML 世界时选择预设视角。
All in all, selecting from a library or menu of predefined ellements or choices is a key operation for both professional producers of new media and end users. This operation makes the production process more officient for 总的来说,从预定义的元素或选项库中进行选择是新媒体专业制作人和最终用户的一项关键操作。这一过程使得制作更加高效。
11. hatp://geocities fyathoo.com.
12. hatc:/www.turneupheat.com. professionals, and it makes end users feel that they ane not just consumers but “authors” creating a new media object or experience. What are the historical origins of this new cultural logic? How can we describe theoretically the particular dynamics of standardization and invention that comes with it? Is the model of authorship put forward specific to new media or can we already find it at work in old media? 12. hatc:/www.turneupheat.com. 专业人士让最终用户感到,他们不仅是消费者,而是“作者”,正在创造新的媒体对象或体验。这种新的文化逻辑的历史起源是什么?我们如何从理论上描述随之而来的标准化与创新的特定动态?提出的作者模型是新媒体特有的,还是我们在旧媒体中也能找到它的身影?
Ernst Gombrich and Roland Barthes, among others, have critiqued the romantic ideal of the arrist creating totally from scratch, pulling images directly from his imagination, or inventing new ways to see the world all on his own. ^(13){ }^{13} According to Gombrich, the realist artist can only represent nature by relying on already established “representational schemes”; the history of illusion in art involves slow and subtle modifications of these schemes over many generations of artists. In his famous essay “The Death of the Author,” Barthes offers an even more radical criticism of the idea of the author as solitary inwentor alone responsible for the work’s content. As Barthes puts it, “The Text is a tissue of quotations dramn from the innumerable centers of culture.” ^(14){ }^{14} Even though a modern artist may only be reproducing, or, at hest, combining preexisting texts, idioms, and schemas in new ways, the actual material process of art making, newertheless, supports the romantic ideal. An artist operates like God creating the Uniwerse-she starts with an empty canvas or a blank page. Gradually filling in the details, she brings a new world into existence. 恩斯特·贡布里希和罗兰·巴特等人批评了艺术家完全从零开始创作的浪漫理想,认为艺术家直接从想象中提取图像,或独自发明新的看待世界的方式。贡布里希指出,现实主义艺术家只能依赖已经建立的“表现方案”来表现自然;艺术中幻觉的历史是这些方案在许多代艺术家中缓慢而微妙的演变。在他著名的文章《作者之死》中,巴特对作者作为孤独的发明者,独自负责作品内容的观念提出了更为激进的批评。正如巴特所说:“文本是从无数文化中心提取的引用的织物。”“尽管现代艺术家可能只是再现,或者在最好的情况下,以新的方式结合已有的文本、习语和模式,但艺术创作的实际过程仍然支持浪漫理想。艺术家就像上帝创造宇宙一样——她从一块空白的画布或一页空白的纸开始。随着细节的逐渐填充,她创造了一个全新的世界。”
Such a process, manual and painstakingly slow, was appropriate for the age of pre-industrial artisan culture. In the twentieth century, as the rest of "the culture moved to mass production and automation, literally becoming a insist its artisan , insist on its artisan model. Only in the 1910 s when some artists began to asindustrial method of product from already existing cultural “parts” did the industrial method of production enter che realm of art. Photomontage became the most “pure” expression of this new method. By the early 1920s, photomontage practitioners had already created (or rather, constructed) 这样的过程,手动且缓慢,适合前工业手工艺文化的时代。在二十世纪,随着“文化”转向大规模生产和自动化,实际上变成了坚持手工艺模型。只有在 1910 年代,当一些艺术家开始利用现有文化“部分”作为工业生产的方法时,工业生产才进入了艺术领域。照片拼贴成为这种新方法最“纯粹”的表达。到 1920 年代初,照片拼贴的从业者们已经创造(或更确切地说,构建)了。
14. Barches, “The Death of the Auchor.” 142. 14. 巴切斯,《奥克霍尔之死》。142.
}
some of the most remarkable images of modern art such as Cut with the CakeKnife (Hannah Höch, 1919), Metropolisr (Paul Citroën, 1923), The Eletrififcction of the Whole Comntry (Gustav Klutsis, 1920), and Tatlin at Home (Raoul Hausmann, 1920), to mention just a few examples. Although photomontage became an established practice of Dadaists, Surrealists, and Constructivists in the 1920 s , and Pop artists in the 1960s, the creation from scratch, as exemplified by painting and drawing, newertheless remained the main operation of modern art. 现代艺术中一些最引人注目的作品,如《用蛋糕刀切割》(汉娜·霍赫,1919 年)、《大都会》(保罗·西特伦,1923 年)、《整个国家的电气化》(古斯塔夫·克鲁茨,1920 年)和《塔特林在家》(拉乌尔·豪斯曼,1920 年),仅举几例。尽管拼贴画在 1920 年代已成为达达主义者、超现实主义者和构成主义者以及 1960 年代流行艺术家的常见实践,但从零开始的创作,如绘画和素描,仍然是现代艺术的主要形式。
In contrast, electronic art from its very beginning was based on a new principle: modification of an already existing sigual. The first electronic instrument designed in 1920 by the Russian scientist and musician Lev Theremin contained a generator producing a sine wave; the performer simply modified its frequency and amplitude. ^("Is "){ }^{\text {Is }} In the 1960 s, video artists began to build video synthesizers based on the same principle. The artist was no longer a romantic genius generating a new world purely out of his imagination; he became a rechnician tuming a knob here, pressing a switch there-an accessory to the machine. 相比之下,电子艺术从一开始就基于一个新原则:对已有信号的修改。1920 年,俄罗斯科学家和音乐家列夫·泰尔曼设计的第一台电子乐器包含一个产生正弦波的发电机;表演者只需简单地调整其频率和振幅。 ^("Is "){ }^{\text {Is }} 在 1960 年代,视频艺术家开始基于相同的原则构建视频合成器。艺术家不再是一个仅凭想象力创造新世界的浪漫天才;他变成了一个技术人员,在这里调节旋钮,那里按下开关——机器的附属品。
Substitute a simple sine wave with a more complex signal (sounds, rhythms, rnelodies), add a whole bank of signal generators, and you have arrived at the modern music synthesizer, the first instrument that embodies the logic of all new media-selection from a menu of choices. 用更复杂的信号(如声音、节奏和旋律)替代简单的正弦波,增加一整套信号发生器,这样你就得到了现代音乐合成器,它是第一个体现所有新媒体逻辑的乐器——可以从菜单中选择。
The first music synthesizers appeared in the 1950s, followed by video synthesizers in the 1960 s, DVE in the late 1970s-the bank of effects used by video editors-and computer software in the eighties such as the 1984 MacDraw, which came with a repertoire of basic shapes. The process of arr making has finally caughe up with modern times. It has become synchronized wirh the rest of modern society, where everything from objects to people’s identities is assembled from ready-made parts. Whether assembling an outfir, decorating an apartment, choosing dishes from a restaurant menu, or choosing which interest group to join, the modern subject proceeds through life by selecting from numerous menus and catalogs of items. With electronic and digital media, art making similarly entails choosing from 第一台音乐合成器出现在 1950 年代,随后在 1960 年代出现了视频合成器,1970 年代末出现了 DVE——视频编辑者使用的特效库——以及 1980 年代的计算机软件,如 1984 年的 MacDraw,它提供了一系列基本形状。创作过程终于与现代时代接轨。它与现代社会的其他部分同步,在这里,从物体到人们的身份都是由现成的部分组装而成。无论是搭配服装、装饰公寓、从餐厅菜单中选择菜肴,还是选择加入哪个利益团体,现代人都通过从众多菜单和物品目录中进行选择来度过生活。通过电子和数字媒体,艺术创作同样需要选择。
$995), 19. ready-made elements-textures and icons supplied by a paint programs, 3D models that come with a 3-D modeling program, melodies and rhythms buill into a music synthesis program. $995),19. 由绘图软件提供的现成元素、纹理和图标,随 3D 建模软件附带的 3D 模型,以及内置于音乐合成软件中的旋律和节奏。
While previously the grear text of culture from which the artist created her own unique “tissue of quorations” was bubbling and shimmering somewhere below consciousness, now it has become externalized (and grearly reduced in the process)-2-D objects, 3-D models, texrures, transitions, effects awailable as son as the artist turns on che computer. The World Wide Web takes this process to the next level: it encourages the creation of texts that consist entirely of pointers to other texts that are allieady on the Web. One does not have to add any original writing; it is enough to select from what already exists. Pur differently, now anybody can become a creator by simply providing a new menu, that is, by paking a mew selection from the total corpus available. 虽然之前艺术家从中创造自己独特的“引用组织”的文化伟大文本在潜意识中涌动和闪烁,但现在它已经外化(并在这个过程中大大简化)为 2D 对象、3D 模型、纹理、过渡和效果,只要艺术家打开电脑就能使用。万维网将这一过程提升到了一个新的层次:它鼓励创建完全由指向其他文本的链接组成的文本,这些文本已经在网上。人们不必添加任何原创内容;只需从现有的内容中进行选择即可。换句话说,现在任何人都可以通过简单地提供一个新的菜单,从可用的总语料库中进行新的选择,成为创作者。
The same logic applies to branching-type interactive new media objects. In a branching-type interactive program, the user, upon reaching a particular object, selects which branch to follow next by clicking a button, clicking on part of an image, or choosing from a menu. The wisual result of making a choice is that either a whole screen or its part(s) change. A typical interactive program of the 1980 s and early 1990 s was self-contained, that is, it ran on a computer that was not networked. Designers of self-contained programs could, therefore, expect undivided artention from a user, and, accordingly, it was safe to change the whole screen after a user had made a selection. The effect was similar to turning pages in a book. The book metaphor was promoted by the first popular hypermedia authoring softrare-Apple’s HyperCard (1987); a good example of its use can be found in Myst (Broderbund, 1993). Myst presents the player with still images that completely fill the screen. When the player clicks on the right or left parts of an image, it is replaced by another image. In the second half of the 1990s, as most interactive documents migrated to the Web where it is much easier to move from one site to another, it became important to give all pages of the site a common identity and also visually to display the page’s position in relation to the site’s branching-tree structure. Consequently, with the help of technologies such as HTML frames, Dynamic HTMI, and Flash, interactive designers escablished a different convention. Now, parts of the screen, which typically contain the company logo, top-level menus, and the prage’s path, remain constant while other parts change dynamically. (Microsoft and Macromedia sites 相同的逻辑适用于分支型互动新媒体对象。在分支型互动程序中,用户在到达特定对象时,可以通过点击按钮、点击图像的一部分或从菜单中选择来决定接下来要跟随哪个分支。做出选择后,屏幕的整体或部分内容会发生变化。1980 年代和 1990 年代初期的典型互动程序是自包含的,也就是说,它在没有网络连接的计算机上运行。因此,自包含程序的设计师可以期待用户的全神贯注,因此在用户做出选择后,安全地改变整个屏幕是可行的。这种效果类似于翻书页。 书籍隐喻是由第一位流行的超媒体创作软件——苹果的 HyperCard(1987 年)推广的;其使用的一个好例子可以在《神秘岛》(Broderbund,1993 年)中找到。《神秘岛》向玩家展示了完全填满屏幕的静态图像。当玩家点击图像的左侧或右侧部分时,图像会被另一幅图像替换。在 1990 年代后半期,随着大多数互动文档迁移到网络上,用户更容易在不同网站之间切换,因此为网站的所有页面赋予共同的身份,并在视觉上显示页面在网站分支树结构中的位置变得尤为重要。 因此,在 HTML 框架、动态 HTMI 和 Flash 等技术的帮助下,互动设计师建立了一种新的设计规范。现在,屏幕的某些部分,如公司徽标、主菜单和页面路径,保持不变,而其他部分则会动态变化。(微软和 Macromedia 的网站)
provide good examples of this new convention.) )^(16))^{16} Regardless of whether making a selection leads the user to a whole new screen or only changes part of it, the user still navigates through a branching structure comsisting of predefined objects. Although more complex types of interactivity can be created by a computer program that controls and modifies the media object at runtime, the majority of interactive media uses fixed branching-tree structures. 提供这个新规范的良好示例。) )^(16))^{16} 无论选择是否让用户进入一个全新的界面,还是仅仅改变其中的一部分,用户仍然是在一个由预定义对象组成的分支结构中进行导航。尽管可以通过计算机程序在运行时控制和修改媒体对象来创建更复杂的交互类型,但大多数交互媒体仍然使用固定的分支树结构。
It is oftea claimed that the user of aa branching interactive program becomes its coauthor: By choosing a unique path through the elements of a work, she supposedly creates a new work. But it is also possible to see this process in a different way. If a complete work is the sum of all possible parhs through its elements, then the user following a particular path accesses only a part of this whole. In other words, the user is activating only a part of the total work that already exists. Just as with the example of Web pages that consist of nothing but links to orther pages, here the user does not add new objects to a corpus, but only selects a subset. This is a new type of authorship that corresponds neither to the premodern (before Romanticism) idea of minor modification to the tradition nor to the modern (nineteenth century and first half of the twencieth century) idea of a creator-genius revolting against it. It does, however, fir perfectly with the logic of advanced industrial and post-industrial societies, where almost every practical act involves choosing from some menu, catalog, or datahase. In fact, as I have already noted, new media is the best available expression of the logic of identity in these societies-choosing values from a number of predefined menus. 人们常常声称,使用 aa 分支交互程序的用户成为其共同作者:通过选择作品元素中的独特路径,她似乎创造了一部新作品。然而,这个过程也可以从另一个角度来看。如果一部完整的作品是通过其元素的所有可能路径的总和,那么遵循特定路径的用户仅仅访问了这个整体的一部分。换句话说,用户只是在激活已经存在的作品的一部分。就像那些仅由链接到其他页面组成的网页一样,在这里用户并没有向语料库中添加新对象,而只是选择了一个子集。 这是一种新的著作权形式,它既不同于前现代(浪漫主义之前)对传统的微小修改,也不同于现代(十九世纪和二十世纪上半叶)反抗传统的创造者天才的观念。然而,这种形式与先进工业和后工业社会的逻辑完全一致,在这些社会中,几乎每一个实际行为都涉及从某个菜单、目录或数据库中进行选择。实际上,正如我之前提到的,新媒体是这些社会中身份逻辑的最佳体现——从多个预定义的菜单中选择价值观。
How can a modern subject escape from this logic? In a society saturated with brands and labels, people respond by adopting a minimalist aesthetic and a hard-to-identify clothing style. Writing about an empry loft as an expression of a minimalist ideal, atchitecture critic Herbert Muschamp points out that people “reject exposing the subjectivity when one piece of stuff is preferred to another.” The opposition between an individualized inner world and an objective, shared, neutral world outside becomes reversed: 现代人如何逃避这种逻辑?在一个充满品牌和标签的社会中,人们通过采纳极简主义的美学和难以界定的穿衣风格来回应。建筑评论家赫伯特·穆斯昌普在谈到一个空旷的阁楼作为极简主义理想的表现时指出,人们“拒绝暴露主观性,当一件物品被偏爱于另一件时。”个体化的内心世界与外部的客观、共享、中立世界之间的对立关系变得颠倒。
The private lixing space has taken on the guise of objectivicy: neurral, walue-free, as if this were a found space, not an impeccably designed one. The world outside, 私密的生活空间看似客观:中立且无价值,仿佛这是一个被发现的空间,而非一个设计得无可挑剔的空间。外面的世界,
16. http://www.raicresofic.com; http://www.macromedia.com. meanwhile, has become subjecrified, rendered into a changing collage of personal whims and fancies. This is to be expected in a culture dominated by the distribution system. That systen, exists, after all, not to make things but to sell them, to appeal to individual impulses, tastes, desires. As a resule, tioe public realm has become a collective repository of dreams and designs from which the self requires refuge. ^(17){ }^{17} 16. http://www.raicresofic.com; http://www.macromedia.com。与此同时,已经变得主题化,呈现出个人的任性和幻想的变化拼贴。这在一个由分销系统主导的文化中是可以预见的。毕竟,这个系统的存在不是为了创造物品,而是为了销售它们,迎合个人的冲动、品味和欲望。因此,公共领域已成为一个集体梦境和设计的储存库,自我需要在其中寻找避难所。 ^(17){ }^{17}
How can one accomplish a similar escape in new media? It can only be accomplished by refusing all options and customization, and, ultimately, by refusing all forms of interactivity. Paradoxically, by following an interactive path, one does not construct a unique self but instead adopts already preestablished identicies. Similarly, choosing walues from a menu or customizing one’s desktop or an application automatically makes one participate in the “clanging collage of personal whims and fancies” mapped out and coded into software by the companies. Thus, short of using the command-line interface of UNIX, which can be thought of an equivalent of the minimalist loft in the realm of computing, I would prefer using Microsoff windows exactly the way it was installed at the factory instead of customizing it in the hope of expressing my “unique identity.” 如何在新媒体中实现类似的逃避?这只能通过拒绝所有选项和个性化设置来实现,最终通过拒绝所有形式的互动来达成。矛盾的是,遵循互动路径并不会构建出独特的自我,而是会采用已经预设的身份。同样,从菜单中选择价值观或自定义桌面或应用程序,都会使人自动参与到公司所设计和编码的“个人偏好与幻想的喧闹拼贴”中。 因此,除了使用 UNIX 的命令行界面(可以看作是计算领域中的极简主义风格)之外,我更倾向于以出厂设置的方式使用微软 Windows,而不是为了表达我的“独特身份”而进行自定义。”
"Postmodernism" and Photoshop 后现代主义与 Photoshop
As I moted in this chapter’s introduction, computer operations encode existing cultural norms in their design. “The logic of selection” is a good example of this. What was a set of social and economic practices and conventions is now encoded in the software itself. The result is a new form of control, soft but powerful. Although software does not directly prevent its users from creating from scratch, its design on ewery level makes it “natural” to follow a different logic-that of selection. 正如我在本章引言中提到的,计算机操作在设计中融入了现有的文化规范。“选择的逻辑”就是一个很好的例子。曾经是一系列社会和经济实践及惯例的内容,如今已被编码在软件中。结果形成了一种新的控制方式,既温和又强大。虽然软件并不直接阻止用户从头开始创造,但其在各个层面的设计使得遵循另一种逻辑——选择的逻辑——变得“自然而然”。
Although computer softwane “naturalizes” the model of auchorship as selection from libraries of predefined objects, we can already find this model at work in old media, such as magic lantern slides shows. ^(18){ }^{18} As film historian Charles Musser points out, in conutrast to modern cinema where authorship 尽管计算机软件将创作模型“自然化”为从预定义对象库中进行选择,但我们在旧媒体中,例如魔术灯片放映,已经可以看到这一模型的运作。正如电影历史学家查尔斯·穆瑟所指出的,与现代电影相比,创作
17. Herbert Muschamp, “Blueprint: The Stoonk of the Familiar;”’ New York Times Mazazine 13 December 1998,66. 17. 赫伯特·穆斯昌普,“蓝图:熟悉的斯通克;”《纽约时报》杂志,1998 年 12 月 13 日,第 66 页。
18. Musser, The Emergexace of Cinemas: 18. Musser,电影的紧迫性:
excenids from preproduction to postproduction but does not cover exhibition (i.e., the thearrical presentation of a film is completely standardized and does nor involve making creative decisions), in magic lantern slide shows the exhibition was a highly creative acc. The magic lantern exhibitioner was, in facr, an artist who skillfully arranged a presentration of slides bought from distributors. This is a perfect example of aurhorship as selection: An author purs togecher an object from elements that she herself did not create. The creative energy of the aurhor goes into the selection and sequencing of elements rather chan into original design. 从前期制作到后期制作的过程,但不包括展览(即,电影的剧场放映是完全标准化的,不涉及创造性决策)。在魔术灯幻灯片放映中,展览则是一个高度创造性的过程。魔术灯放映者实际上是一位艺术家,他巧妙地安排了从分销商那里购买的幻灯片展示。这是作者作为选择的完美例子:作者将一个对象从她自己没有创造的元素中组合在一起。作者的创造性能量体现在元素的选择和排序上,而不是原始设计中。
Although nor all modern media arts follow this authorship model, the technological llogic of analog media strongly supports it. Stored on industrially manufactured materials such as film stock or magnetic rape, media elements can be more easily isolated, copied, and assembled in new combinations. In addition, warious media manipulation machines, such as the tape recorder and film slicer, make the operations of selection and combination easier to perform. In parallill, we witness the development of archives of various media that enable the aurthor to draw on already existing media elements tather than always having to record new elements themselwes. For instamce, in the 1930s Gernian photojournalist Dr. Orto Bettmann started what later became known as “the Betrmann Archive”; at the time of its acquivition by Bill Gates’s Corbis Corporation in 1995, it contained sixteen million photographs, including some of the most frequently used images of the rwentierh century. Similar archives have been created for film and audio media. Using “stock” phorographs, movie clips, and audio recordings became the standard practice of modern media production. 尽管并非所有现代媒体艺术都遵循这种作者模型,但模拟媒体的技术逻辑强烈支持这一点。存储在工业制造的材料上,如胶卷或磁带,媒体元素可以更容易地被隔离、复制和重新组合。此外,各种媒体操作设备,如录音机和胶卷切割机,使得选择和组合的操作变得更加简单。同时,我们也见证了各种媒体档案的发展,使得作者能够利用已有的媒体元素,而不必总是录制新的内容。例如,在 1930 年代,德国摄影记者 Dr. 奥尔托·贝特曼创办了后来被称为“贝特曼档案”的机构;在 1995 年被比尔·盖茨的科比斯公司收购时,该档案馆拥有 1600 万张照片,其中包括 20 世纪一些最常用的图像。类似的档案也为电影和音频媒体建立。使用“库存”照片、电影片段和音频录音已成为现代媒体制作的标准做法。
To summarize: The pracrice of purting rogether a media object from already existing commercially distributed media elements existed with old media, but new media technology further standardized it and made it much easier to perform. What before involved scissors and glue now involves simply clicking on “cut” and “paste.” And, by encoding the operations of selection and combination into the wery interfaces of authoring and editing softwate, new media “legitimizes” them. Pulling elements from databases and libraries becomes the default; creating them from scratch becomes the exception. The Web acts as a perfect materialization of this logic. It is one gigantic library of graphics, photographs, video, audio, design layouts, software code, and texts; and every element is free because it can be saved to the user’s computer with a single mouse click. 总结:将现有的商业媒体元素组合成一个媒体对象的做法在旧媒体中就已存在,但新媒体技术进一步标准化了这一过程,使其变得更加简单。过去需要使用剪刀和胶水,现在只需点击“剪切”和“粘贴”。通过将选择和组合的操作融入创作和编辑软件的界面中,新媒体为这些操作赋予了“合法性”。从数据库和图书馆中提取元素成为常态,而从零开始创建元素则变得不常见。网络完美地体现了这一逻辑。 这是一个庞大的图书馆,包含图形、照片、视频、音频、设计布局、软件代码和文本;所有元素都是免费的,因为用户只需点击一下鼠标就可以将其保存到计算机上。
It is not accidental that the development of GUI, which legitimized a “cut and paste” logic, as well as media manipulation software such as Photoshop, which popularized a plug-in archirecture, took place during the 1980s-the same decade when contemporary culture became “postmodern.” In evoking this term, I follow Fredric Jammeson’s usage of postmodernism as "a periodizing concept whose function is to correlate the emergence of new formal features in culture with the emergence of a new type of social life and a new economic order. ^(""1 "){ }^{\text {"1 }} As became apparent by the early 1980 s , culture, for critics such as Jameson, no longer tried to “make it new.” Rather, endless recycling and quoting of past media content, artistic scyles, and forms became the new “international style” and the new cultural logic of modern society. Rather than assembling more media recordings of reality, culture is now busy reworking, recombining, and analyzing already accumulated media material. Invoking the metaphor of Plato’s cave, Jameson writes that postmodern culcural production "can no llonger look direcrly out of its eyes at the real word but must, as in Plato’s cave, trace its mental images of the world on its confining walls. ^(n 20){ }^{n 20} In my view, this new cultural condition found its perfect reflection in the emerging computer software of the 1980 s that privileged selection from ready-made media elements over creating them from scratch. And to a large extent it is this software that in fact made postmodernism possible. The shift of all cultural production first to electronic tools such as switchers and DVEs (1980s) and then to computer-based tools (1990s) greatly eased the practice of relying on old media content to create new productions. It also made the media universe much more self-referential because when all media objects are designed, stored, and distributed using a single machine-the computer-it becomes much easier to borrow elements from existing objects. Here again, the Web is the perfect expression of this logic, since new Web pages are routinely created by copying and modifying existing Web pages. This applies boch to home users creating their own home pages and to professional Web, hypermedia, and game development companies. 图形用户界面(GUI)的发展使“剪切和粘贴”逻辑合法化,以及像 Photoshop 这样的媒体处理软件普及了插件架构,这一切并非偶然,而是在 1980 年代发生的——正是当代文化变得“后现代”的同一个十年。在提到这个术语时,我遵循弗雷德里克·詹姆森对后现代主义的定义,认为它是“一个时期概念,其功能是将文化中新形式特征的出现与一种新型社会生活和新经济秩序的出现相关联。” ^(""1 "){ }^{\text {"1 }} 到 1980 年代初期,詹姆森等批评家认为,文化不再试图“让它焕然一新”。然而,无休止地回收和引用过去的媒体内容、艺术风格和形式,已成为新的“国际风格”和现代社会的新文化逻辑。与其说是组装更多的现实媒体记录,不如说文化现在忙于重新加工、重新组合和分析已经积累的媒体材料。借用柏拉图洞穴的隐喻,詹明信指出,后现代文化生产“再也无法直接用眼睛看向真实的世界,而必须像在柏拉图的洞穴中一样,在其限制的墙壁上描绘对世界的心理图像。 ^(n 20){ }^{n 20} 在我看来,这种新的文化状态在 1980 年代新兴的计算机软件中得到了完美的体现,这些软件更倾向于从现成的媒体元素中进行选择,而不是从零开始创造它们。 在很大程度上,正是这款软件使后现代主义成为可能。文化生产首先转向电子工具,如切换器和数字视频编辑器(1980 年代),然后又转向基于计算机的工具(1990 年代),这大大简化了依赖旧媒体内容来创造新作品的过程。这也使得媒体宇宙变得更加自我指涉,因为当所有媒体对象都是通过一台计算机设计、存储和分发时,从现有对象中借用元素变得更加容易。在这里,网络再次完美地体现了这一逻辑,因为新的网页通常是通过复制和修改现有网页来创建的。 这适用于家庭用户创建个人主页,也适用于专业的网络、超媒体和游戏开发公司。
19. Fredric Jameson, “Postrnodernism and Consumer Saciecy,” in Pastmoderaism and its Discomrens, ed. E. Ann Kaplan (Londion and New York: Verso, 1988): 15. 19. 弗雷德里克·詹姆逊,《后现代主义与消费社会》,收录于 E. 安·卡普兰编辑的《后现代主义及其困扰》,伦敦和纽约:Verso,1988 年,第 15 页。
20. Jameson, “Postmodernism and Consumer Society”, 20. 20. 詹姆森,《后现代主义与消费社会》,第 20 页。
From Object to Signal 从对象转变为信号
Selecting ready-made elements to become part of the content of a new media object is only one aspect of the “logic of selection.” While working on the object, the designer also typicallly selects and applies various filters and “effects.” All these filters, whether manipulating image appearance, creating a transition between mowing images, or applying a filter to a piece of music, involve the same principle: the algorithmic modificarion of an existing media object or its parts. Since computer media consist of samples that are represented in a computer as numbers, a computer program can access every sample in turn and modify its value according to some algorithm. Most image filters work in this way. For instance, to add noise to an image, a program such as Photoshop readls in the image file pixel by pixel, adds a randomly generated number to the value of each pixel, and writes out a new image file. Programs can also work on more than one media object at once. For instance, to blend two images together, a program reads in values of corresponding pixels from the two images; it then calculates a new pixel walue based on the percentages of existing pixel values; this process is repeared for all the pixels. 选择现成的元素作为新媒体对象内容的一部分,仅仅是“选择逻辑”的一个方面。在制作对象的过程中,设计师通常还会选择并应用各种滤镜和“效果”。这些滤镜,无论是调整图像外观、在移动图像之间创建过渡,还是对音乐片段应用滤镜,都遵循相同的原理:对现有媒体对象或其部分进行算法修改。由于计算机媒体由以数字形式表示的样本构成,计算机程序可以逐个访问每个样本,并根据某种算法修改其值。大多数图像滤镜都是这样工作的。 例如,要给图像添加噪声,像 Photoshop 这样的程序会逐个读取图像文件的像素,为每个像素的值添加一个随机生成的数字,然后输出一个新的图像文件。程序还可以同时处理多个媒体对象。例如,要将两幅图像混合在一起,程序会从两幅图像中读取对应像素的值,然后根据现有像素值的百分比计算新的像素值;这个过程会对所有像素重复进行。
Although we can find their precursors in old media (for instance, band colorization of silent film), filter operations really come into their own with electronic media technologies. All electronic media technologies of the nineteenth and twentieth centuries are based on modifying a signal by passing it through various filters. These include technologies for real-time communication such as the telephone, broadcasting rechnologies used for mass discributiom of media products such as radio and television, and technologies to synthesize media such as video and audio synthesizers that originate with the instrument designed by Theremin in 1920. 尽管我们可以在旧媒体中找到它们的前身(例如,默片的乐队着色),但滤波操作在电子媒体技术中真正发挥了重要作用。19 世纪和 20 世纪的所有电子媒体技术都是通过各种滤波器来修改信号。这些技术包括实时通信技术,如电话,以及用于大规模传播媒体产品的广播技术,如广播和电视,还有合成媒体的技术,如视频和音频合成器,这些技术源于 1920 年特雷门设计的乐器。
In retrospect, the shift from a material object to a signal accomplished by electronic technologies represents a fundamental conceptual step towards compurer media. In contrast to a permanent imprint in some material, a signall can be modified in real time by passing it through a filter or filters. Moreover, in contrast to manual modifications of a material object, an electronic filter can modify the signal all at once. Finally, and most important, all machines for electronic media synthesis, recording, transmission, and reception inchude controls for signal modification. As a result, an electronic signal does not have a singular identity-a particular state qualitatively different from all other possible states. Consider, for example, the loudness control of a ra- dio receiver or the brightness controll of an analog telewision set. They do not have any privileged values. In contrast to a material object, the electronic signal is essentially mutable. 回顾来看,从物质对象转变为电子技术所实现的信号,代表了向计算机媒体迈出的一个基本概念步骤。与某种材料中的永久印记不同,信号可以通过过滤器实时进行修改。此外,与对物质对象的手动修改相比,电子过滤器能够一次性修改信号。最后,也是最重要的,所有用于电子媒体合成、录音、传输和接收的设备都具备信号修改的控制功能。因此,电子信号并没有单一的身份——它是一种与所有其他可能状态在质上不同的特定状态。 例如,考虑收音机的音量控制或模拟电视的亮度控制。这些控制没有特定的优先值。与物质对象相比,电子信号本质上是可变的。
This mutability of electronic media is just one step away from the “variability” of new media. As altready discussed, a new media object can exist in mumerous versions. For instance, in the case of a digital image, we can change its contrast and color, blur or sharpen it, turn it into a 3-D shape, use its values to control sound, and so on. But, to a significant extent, an electronic signal is already characterized by similar variability because it can exist in numerous states. For example, in the case of a sine wave, we can modify its amplitude or frequency; each modification produces a new version of the original signal without affecting its structure. Therefore, in essence, television and radio signals are already new media. Pur differently, in the progression from material object to electronic signal to computer media, the first shift is more radical than the second. All that happens when we move from analog electronics to digital computers is that the range of variations is greatly expanded. This happens because, first, modern digital computers separate hardware and software, and, second, because an object is now represented as numbers, that is, it has become computer data that can be modified by software. In short, a media object becomes “soff”-with all the implications contained in this metaphor. 电子媒体的可变性与新媒体的“变异性”仅一步之遥。如前所述,一个新媒体对象可以有多种版本。例如,在数字图像的情况下,我们可以调整其对比度和颜色,模糊或锐化图像,将其转化为三维形状,或利用其数值来控制声音等等。然而,电子信号在很大程度上已经具备类似的可变性,因为它可以处于多种状态。例如,在正弦波的情况下,我们可以修改其幅度或频率;每次修改都会生成一个新版本的原始信号,而不改变其结构。因此,从本质上讲,电视和广播信号已经属于新媒体。 从不同的角度来看,在从物质对象到电子信号再到计算机媒体的过程中,第一次转变比第二次更为根本。当我们从模拟电子设备转向数字计算机时,实际上只是扩展了变化的范围。这是因为,首先,现代数字计算机将硬件和软件分开;其次,物体现在以数字形式表示,也就是说,它已成为可以被软件修改的计算机数据。简而言之,媒体对象变得“软化”——这个隐喻蕴含了丰富的意义。
The experimental filmmaker Hollis Frampton, whose reputation rests on his remarkable structural films and who, toward the end of his life, came to be interested in computer media, seemed already to understand this fundamental importance of the shift from material object to electronic signal. ^(21){ }^{21} He wrote in one of his essays: 实验电影制作人霍利斯·弗兰普顿以其卓越的结构电影而闻名,临终前对计算机媒体产生了兴趣,他似乎已经理解了从物质对象转向电子信号的根本重要性。 ^(21){ }^{21} 他在一篇文章中写道:
Since the New Stone Age, all the arts have tended, through accident or design, toward a certain fixity in their object. If Fomanticism deferred stabilizing the artifact, it nonetheless placed its trust, finally, in a specialized dream of statiss: the “assembly line” of the Industrial Revolution was at first understood as responsive to copious imaginations. 自新石器时代以来,所有艺术都通过偶然或设计,趋向于某种对象的固定性。虽然形式主义推迟了对工艺品的稳定化,但最终它还是将信任寄托在一种专业的静态梦想上:工业革命的“流水线”最初被视为对丰富想象的回应。
21. Peter Lumenfeld discusses the relevance of Frampton to new media in his Sraf of Grid (Cambridge, Mass.: MIT Press, 2000). 21. 彼得·卢门费尔德在他的《网格草图》中探讨了弗兰普顿与新媒体的相关性(剑桥,马萨诸塞州:麻省理工学院出版社,2000 年)。
If the welevision assembly line has by now run tion (halfa billion people can watch ia wedding as consequential as mine or yours) it has also confuted isself in its own malleability: 如果电视组装线现在已经运作(五亿人可以观看像我或你这样重要的婚礼),那么它也在自身的可塑性中自我否定:
We’re all familiar with the paramererers of expression: Hue, Saturation, Brightness, Conutrast. For the adventurous, there remain the twin deities Vertical Hold and Horizontal Hold . . . and, for chose aspiring to the pinnacles, Fine Tuning. ^(22){ }^{22} 我们都熟悉表达的参数:色相、饱和度、亮度和对比度。对于喜欢冒险的人,还有两个神祇:垂直保持和水平保持……而对于那些渴望达到巅峰的人来说,还有微调。
With new media, “malleability” becomes “wariability”; that is, while the analog television set allowed the wiewer to modify the signall in just a few dimensions such as brightness and hue, new media technologies give the user much more control. A new media objecr can be modified in numerous dimensions, and these modifications can be expressed numerically. For instance, the user of a Web browser can instruct the browser ta skip alll multimedia elements; tell it to enlarge fant size while displaying a page, or - completely substitute the original font with a different one. The user can also reshape the browiser window to any size and proportion as well as change the spatial and color resolution of the display itself. Further, a designer can specify that different versions of the same Web site will be displayed depending upon the bandwidth of rthe user’s connection and the resolution of her display. For instance, a user accessing the site via a high-speed connection and a high resolution screen will get a rich multimedia version, while the user accessing the same site via the small LCD display of a handheld electronic device will receive just a few lines of text. More radically, a number of completely different interfaces can be constructed from the same data, from a database to a virtual environment. In short, the new media object is something that can exist in numerous wersions and numerous incarnations. 随着新媒体的发展,“可塑性”变成了“可变性”。也就是说,虽然模拟电视机只允许观众在亮度和色调等几个维度上调整信号,但新媒体技术赋予用户更多的控制权。新媒体对象可以在多个维度上进行修改,这些修改可以用数字来表示。例如,网页浏览器的用户可以指示浏览器跳过所有多媒体元素;可以要求它在显示页面时放大字体大小,或者完全用不同的字体替换原始字体。用户还可以将浏览器窗口调整为任意大小和比例,并改变显示本身的空间和颜色分辨率。 此外,设计师可以根据用户的连接带宽和显示器分辨率,指定显示同一网站的不同版本。例如,通过高速连接和高分辨率屏幕访问该网站的用户将获得丰富的多媒体版本,而通过手持电子设备的小型 LCD 显示屏访问同一网站的用户则只会看到几行文本。更进一步,可以从相同的数据构建出完全不同的界面,从数据库到虚拟环境。简而言之,新媒体对象可以以多种版本和多种形式存在。
To conclude this disciussion of the operation of selection, I would like to invoke a particular cultural figure, a new kind of author for whom this operation is key-the DJ\mathbb{D J} who creates music in real-time by mixing existing music tracks and who is dependent on various electronic hardware devices. In the 1990 s, the DJ acquired new cultural prestige, becoming a required presence at art openings and book release parties, in hip restaurants and horels, 为了总结关于选择操作的讨论,我想提到一个特定的文化人物,一种新的作者类型,对他们来说,这一操作至关重要—— DJ\mathbb{D J} ,他们通过实时混合现有的音乐曲目来创作音乐,并依赖于各种电子设备。在 1990 年代,DJ 获得了新的文化声望,成为艺术开幕式、书籍发布派对、时尚餐厅和酒店中不可或缺的存在。
22. Hollis Frampron, “The Whishering Awap of the State of che Art,” in Circter of Counfiwion (Rochester: Visual Studies Workshop), 169. in the pages of Art Fortum and Wired. The rise of this figure can be directly correlated to the rise of computer culture. The DJD J best demonstrates its new logic: selection and combination of preexistent elements. The DI also demonstrates the true potential of this logic to create new artistic forms. Finally, the example of the DJ also makes it clear that selection is not an end in and of icself. The essence of the DJ’s art is the ability to mix selected elements in rich and sophisticated ways. In contrast to the “cut and paste” metaphor of modern GUI that suggests that selected elements can be simply, almost mechanically, combined, the practice of live electronic music demonstrates that true art lies in the “mix.” 22. 霍利斯·弗兰普龙,《国家艺术状态的低语》,收录于《混乱的圈子》(罗切斯特:视觉研究工作坊),第 169 页。在《艺术论坛》和《连线》的页面上。这个人物的崛起与计算机文化的兴起密切相关。 DJD J 最好地展示了其新的逻辑:选择和组合现有元素。DJ 也展示了这种逻辑创造新艺术形式的真正潜力。最后,DJ 的例子清楚地表明,选择本身并不是目的。DJ 艺术的本质在于以丰富而复杂的方式混合选定的元素。 与现代图形用户界面的“剪切和粘贴”隐喻形成对比,后者暗示所选元素可以简单、几乎机械地组合,而现场电子音乐的实践则表明,真正的艺术在于“混合”。”
Compositing 组合处理
From Image Streams to Modular Media 从图像流到模块化媒体内容
The mowie Wiag the Dog (Barry Levinson, 1997) contains a sceme in which a Washington spin doctor and a Hollywood producer are editing fake news footage designed to win public suppart for a nonexistent war. The footage shows a girll, a cat in her arms, running through a destroyed willage. If a few decades earlier crearing such a shor would have requined staging and them filming the whole thing on location, computer tools make it possible today to create it in real time. Now the only live element is the girl, played by a professional actress. The actress is wideotaped against a blue screen. The other two elements in the shot, the destroyed village and the cat, come from a database of stock footage. Scanning through the database, the producers try different wersions of these elements; a computer updates the composite scene in real time. 电影《威尔士狗的故事》(巴里·莱文森,1997 年)中有一个场景,华盛顿的公关顾问和好莱坞制片人正在编辑假新闻镜头,目的是为了赢得公众对一场虚构战争的支持。镜头中,一个女孩怀抱着一只猫,正在一个被毁坏的村庄中奔跑。几十年前,制作这样的短片需要搭建场景并在现场拍摄,而现在计算机工具使得实时创作成为可能。现在唯一的实景元素是女孩,由一位专业女演员扮演。女演员在蓝色背景前录制,镜头中的其他两个元素——被毁坏的村庄和猫——则来自一个库存镜头数据库。 制作人在数据库中浏览,尝试这些元素的不同版本;计算机实时更新合成场景。
The logic of this shot is typical of the new media production process, megardless of whether the object under construction is a video or film shot, as in Wag the Dog; a 2-D still image; a sound track; a 3-D virtual environment; a computer game scene; or a sound track. In the course of production, some elements are created specifically for the project; others are selected from databases of stock material. Once all the elements are ready, they are composited together into a single object, that is, they are fitted together and adjusted in such a way that their separate idencities become invisible. The fact that they come from diverse sources and were created by different people an different times is hidden. The result is a single seamless image, sound, space, or scene. 这张图像的逻辑是新媒体制作过程的典型,无论构建的对象是视频或电影镜头(如《操控大选》)、二维静态图像、音轨、三维虚拟环境、计算机游戏场景,还是音轨。在制作过程中,一些元素是专门为项目创建的,而其他元素则是从库存材料数据库中挑选的。当所有元素准备就绪后,它们会被合成成一个单一的对象,也就是说,它们被组合在一起并调整,使得它们各自的身份变得不可见。它们来自不同的来源,由不同的人在不同的时间创建的事实被隐藏了。最终的结果是一个无缝的图像、声音、空间或场景。
As used in the field of new media, the term “digital compasiting” has a particular ard well-detined meaning It reters to the proces of combining a 在新媒体领域,“数字合成”一词有着特定且明确的含义,指的是将多个元素结合在一起的过程
quence with the help of special compositing software such as After Effects (Adobe), Compositor (AliaslWavefront), or Cineon (Kodak). Compositing was formally defined in a paper published in 1984 by two scientists working for Lucasfilm, who make a significant analogy between compositing and computer programming: 使用特殊的合成软件,如 After Effects(Adobe)、Compositor(Alias|Wavefront)或 Cineon(Kodak),进行合成。合成的概念在 1984 年由两位为卢卡斯影业工作的科学家在一篇论文中正式提出,他们在合成与计算机编程之间做了重要的类比:
Experience has taught us to break downt large bodies of source code into separate modules in order to save compillation time. An error in one rourine farces onty the recompilation of its module and the relatively quick reloading of the entire program. Similarly, small errors in coloration or design in one abject should not force “recompilation”’ of the encire image. 经验告诉我们,应将大型源代码拆分为独立的模块,以节省编译时间。一个例程中的错误只会导致该模块的重新编译,并且整个程序可以相对快速地重新加载。同样,一个对象中的小错误,无论是颜色还是设计,都不应强迫“重新编译”整个图像。
Separating the image into elements that can be independently rendered saves enormous time. Each element has an associated matte, coverage information that designates the shape of the element. The compositing of those elements makes use of the mattes to accumulate the final image. ^(23){ }^{23} 将图像分离成可以独立渲染的元素可以节省大量时间。每个元素都有一个相关的遮罩,覆盖信息指明了元素的形状。这些元素的合成利用遮罩来生成最终图像。 ^(23){ }^{23}
Most often, the composited sequence simulates a traditional film shot; that is, it looks like something that took place in real physical space and was filmed by a real film camera. To achieve this effect, all elements comprising the finished composite-for example, footage shot on location, referred to in the industry as a “live plate”; footage of actors shot in front of a blue screen; and 3-D computer-gemerated elements-are aligned in perspective, and modified so that they hawe the same contrast and color saturation. To simulate depth of field, some elements are blurred while others ane sharpened. Once all elements are assembled, a virtual-camera move through the simulated space may be added to increase its “reality effect.” Finally, artifacts such as film grain or video noise can be added. In summarry, digital compositing can be broken down into three conceptual steps: 最常见的情况是,合成序列模拟传统电影镜头;也就是说,它看起来像是在真实的物理空间中发生的事情,并由真实的电影摄像机拍摄。为了实现这种效果,构成最终合成的所有元素——例如,现场拍摄的镜头(行业称为“实景片”)、在蓝幕前拍摄的演员镜头,以及 3D 计算机生成的元素——都在透视上对齐,并经过调整,使它们具有相同的对比度和色彩饱和度。为了模拟景深,一些元素会被模糊处理,而另一些则会被锐化。一旦所有元素组装完成,可以添加一个虚拟摄像机在模拟空间中的移动,以增强其“现实效果”。最后,还可以添加诸如胶卷颗粒或视频噪声等伪影。总的来说,数字合成可以分为三个主要步骤:
Construction of a seamless 3-D virtual space from different elements. 利用不同元素构建一个无缝的三维虚拟空间。
Simulation of a camera move chrough this space (optional). 在这个空间中进行相机移动的模拟(可选)。
Simulation of the artifacts of a particular media (optional). 特定媒体的文物模拟(可选项)。
If 3-D computer animation is used to create a virtual space from scratch, compositing typically relies on existing film or video footage. Therefore I need to explain why I claim the result of a composite is a virtual space. Let us consider two different examples of compositing. A compositor may use a number of moving and still images to create a totally new 3-D space and then generate a camera mowe through it. For example, in Cliffhanger (Renny Harlin, 1993), a shot of the main hero, played by Sylwester Stallone, which was filmed in the studio against a blue screen, was composited with the shot of a mountain landscape. The resulting shot shows Stallone high in the mountains hanging over an abyss. In other cases, new elements will be added (or semowed from) a live action sequeace without changing either its perspective or the camera mowe. For example, a 3-D computer-generated creature can be added to a live action shot of an ourdoor location, as in the many dinosaur shots in Jurassic Parke (Sreven Spielberg, special effects by Industrial Light and Magic, 1993). In the first example, it is immediately clear that the composited shot represents somerhing that never took place in reality. In other words, the result of the composite is a virtual space. In the second example, it may appear at first that the existing physical space is preserved. However, here as well, the final result is a virtual world that does not really exist. Put differently, what exists is simply a field of grass, without dinosaurs. 如果使用 3D 计算机动画从零开始创建一个虚拟空间,合成通常依赖于现有的电影或视频素材。因此,我需要解释为什么我认为合成的结果是一个虚拟空间。我们可以考虑两个不同的合成示例。合成师可以利用多个动态和静态图像来创造一个全新的 3D 空间,然后生成一个相机在其中移动。例如,在《悬崖上的野餐》(雷尼·哈林,1993)中,主角西尔维斯特·史泰龙在蓝幕前拍摄的镜头与山景镜头进行了合成。最终的镜头展示了史泰龙高高在山上,悬挂在深渊之上。 在其他情况下,新元素将被添加到实景序列中(或从中移除),而不改变其视角或相机的移动。例如,一个 3D 计算机生成的生物可以被添加到户外场景的实景镜头中,就像《侏罗纪公园》(斯蒂文·斯皮尔伯格,特效由工业光魔制作,1993)中的许多恐龙镜头一样。在第一个例子中,合成镜头显然代表了一个在现实中从未发生的事物。换句话说,合成的结果是一个虚拟空间。在第二个例子中,起初可能看起来现有的物理空间得到了保留。然而,最终的结果同样是一个实际上并不存在的虚拟世界。 换句话说,眼前的只是一片草地,没有恐龙。
Digital compasiting is routinely used to put together TV commercials and music wideos, computer game scenes, shots in feature films, and most other mowing images in computer culcure. Throughout the 1990 s , Hollywood directors increasingly came to rely on compositing to assemble larger and larger parts of a film. In 1999 George Lucas released Star Wars: Episode 1 (1999); according to Lucas, 95 percent of the film was assembled on a compater. As I will discuss below, digital compositing as a technique to create moving images goes back to video keying and oprical printing in cinema; but what before was a rather special operation now becomes the norm for creating moving imagery. Digital compositing also grearly expanded the range of this technique, allowing control of the transparency of individual layers and the combination of a potentially unlimited number of layers. For instance, a typical special effects shot from a Hollywood film may consist of a few hundred, or even thousands, of layers. Although in some situations, a few layers can be combined in real time automatically (wirtual sets technology), compositing, in general, is a time-consuming and difficult operation. This is one aspect of the before-mentioned scene from Wag the Dog that is misrepresented; to create the composite shown in chis scene would require many hours. 数字合成技术通常用于制作电视广告、音乐视频、电脑游戏场景、电影镜头以及计算机文化中的大多数动态图像。在 1990 年代,好莱坞导演越来越依赖合成技术来组装电影的越来越大部分。1999 年,乔治·卢卡斯发布了《星球大战:第一集》(1999);根据卢卡斯的说法,95%的电影是在计算机上完成的。正如我将在下面讨论的那样,数字合成作为创建动态图像的一种技术可以追溯到视频键控和电影中的光学打印;而以前这是一种相对特殊的操作,现在已成为创建动态图像的常态。 数字合成大大扩展了这一技术的应用范围,使得可以控制单个层的透明度,并组合潜在的无限数量的层。例如,一部好莱坞电影中的典型特效镜头可能由几百层甚至几千层组成。虽然在某些情况下,少数层可以实时自动组合(虚拟场景技术),但总体来说,合成是一项耗时且复杂的操作。这是之前提到的《摇摆狗》场景中被误解的一个方面;要创建该场景中展示的合成效果,可能需要耗费数小时。
Digital compositing exemplifies a more general operation of computer culture-assembling together a number of elements to create a single seamless object. Thus we can distinguish between compositing in the wider sense (che general operation) and compositing in a narrow sense (assembling mowie image elements to create a photorealistic shot). The latter meaning corresponds to the accepted usage of the term “compositing.” For me, compositing in a narrow sense is a particular case of a more general operationa typical operation in assembling any new media object. 数字合成展示了计算机文化的一种更普遍的操作——将多个元素组合成一个无缝的整体。因此,我们可以区分广义的合成(一般操作)和狭义的合成(将电影图像元素组合以创建逼真的镜头)。后者的含义与“合成”一词的常用定义相符。对我而言,狭义的合成是更普遍操作的一个特例——在组装任何新媒体对象时的典型操作。
As a general operation, compositing is a counterpart of selection. Since a typical new media object is pat together from elements chat come from different sources, these elements need to be coordinated and adjusted to fit togerther. Although the logic of these two operations-selection and compositing-may suggest that they allways follow one another (first selection, then compositing), in practice their rellationship is more interactive. Once an object is partially assembled, new elements may need to be added; existing elements may need to be reworked. This interactivity is made possible by the modular organization of a new media object on different scales. Throughout the production process, ellements retain their separate identities and, therefore, can be easily modified, substituted, or deleted. When the object is complete, it can be “ourput” as a single “stream” in which separace elements are no longer accessible. An example of an operation which “collapses” elements into a single stream is the “flatten image” command in Adobe Photoshop 5.0. Another example is recording a digitally composited moving image sequence on film, which was a typical procedure in Hollywrood film production in the 1980s and 1990 s. 作为一种常规操作,合成与选择相辅相成。由于典型的新媒体对象是由来自不同来源的元素拼接而成,这些元素需要协调和调整以便能够结合在一起。尽管选择和合成这两种操作的逻辑可能暗示它们总是依次进行(先选择,再合成),但在实际操作中,它们之间的关系更为互动。一旦一个对象部分组装完成,可能需要添加新的元素,现有的元素也可能需要重新加工。这种互动性得益于新媒体对象在不同层面上的模块化组织。 在整个制作过程中,元素保持各自的独立性,因此可以轻松地进行修改、替换或删除。当对象完成时,它可以作为一个单一的“流”进行“输出”,此时分离的元素将不再可访问。一个将元素“合并”成单一流的操作示例是 Adobe Photoshop 5.0 中的“扁平化图像”命令。另一个示例是在胶卷上录制数字合成的动态图像序列,这在 1980 年代和 1990 年代的好莱坞电影制作中是一个常见的程序。
Alternatively, the completed object may retain the modular structure when it is distributed. For instance, in many computer games the player can interactively control characters, moving them in space. In some games, the user moves 2-D images of characters, called “sprites,” over the background inmage; in others, everything is represented as a 3-D object, including characters. In either case, the elements ane adjusted during production to form a single wholle, stylistically, spatially, and semantically; while playing the game the user can move the elements within the programmed limirs. 另外,完成的对象在分发时可能仍然保持模块化结构。例如,在许多电脑游戏中,玩家可以互动地控制角色并在空间中移动它们。在某些游戏中,用户会在背景图像上移动角色的二维图像,称为“精灵”;而在其他游戏中,所有内容,包括角色,都是以三维对象的形式呈现。在这两种情况下,元素在制作过程中会被调整,以形成一个在风格、空间和语义上统一的整体;在游戏过程中,用户可以在编程限制内移动这些元素。
In general, a 3-D conputer grapbics representation is mare “progressive” than a 2-D inadge because it allows rrue indedendence of elements; ass such, it may gradually 一般来说,3D 计算机图形的表现比 2D 图像更具“渐进性”,因为它允许元素之间真正的独立性;因此,它可能会逐渐发展
replace image streanns suach as phatographs, 2-D drawings, films, wideo. In other words, a 3-D computer graphics representation is more modular than a 2-D still image or a 2-D moving image stream. This modularity makes it easier for a designer to modify the scene at any time. It also gives the scene additional functionality. For instance, the user may “control” the chararter, mowing him or her around the 3-D space. Scene elements can be also reused in later productions. Finally, modularity also alliows for the more efficient storage and transmission of a media object. To transmit a video clip over a network, for example, all pixels that make up this clip have to be sent over, whereas to transmit a 3-D scene requires onlly sending the coordinates of the objects in it. This is how on-line wirtual worlds, on-line computer games, and networked military simulators work: First, copies of all objects making up a world are downloaded to a user’s computer, after this, the server has only to keep sending their new 3-D coordinates. 替换图像流,例如照片、二维图纸、电影和视频。换句话说,三维计算机图形的表现形式比二维静态图像或二维动态图像流更具模块化。这种模块化使设计师能够随时修改场景,并为场景提供额外的功能。例如,用户可以“控制”角色,在三维空间中移动他或她。场景中的元素也可以在后续制作中重复使用。最后,模块化还允许更高效地存储和传输媒体对象。例如,要通过网络传输视频剪辑,必须发送构成该剪辑的所有像素,而传输三维场景只需发送其中对象的坐标。 这就是在线虚拟世界、网络游戏和军事模拟器的运作方式:首先,所有构成世界的物体副本会被下载到用户的电脑上,之后,服务器只需不断更新它们的新三维坐标。
If the general trajuctory of contuter culture is from 2-D images towartds 3-D conputer grapbice representations, digital compositing represents an intermediary bistorical step between the two. A composited space consiscing of a number of moving-image layers is more modular than a single shot of a physical space. The layers can be repositioned against each other and adjustred separately. Such a representation, however, is not as modular as a crue 3-D wirtual space because each of the layers retains its own perspective. When and where moving image “streams” will be replaced completely by 3-D computergenerated scenes will depend not anly on cultural acceptance of the computer scene"s look but also on economics. A 3-D scene is much more functional than a film or wideo shot of the same scene, but, if it is to contain a similar level of detail, it may be much more expensive to generate. 如果反文化的总体发展轨迹是从二维图像向三维计算机图形表示转变,那么数字合成就是两者之间的一个重要历史步骤。由多个动态影像层组成的合成空间比单一的物理空间镜头更具模块化。这些层可以相互重新定位并单独调整。然而,这种表示方式并不像真正的三维虚拟空间那样模块化,因为每一层都保留了自己的视角。动态影像“流”何时何地会完全被三维计算机生成的场景所取代,不仅取决于文化对计算机场景外观的接受程度,还与经济因素密切相关。 3D 场景的功能性远超同一场景的电影或视频拍摄,但如果要保持相似的细节水平,生成成本可能会更高。
The general evolution of all media types toward increased modulariry, and the particular evolution of the moving image in the same direction, can be traced through the history of popular-media file formats. QuickTime developers early on specified that a single QuickTime movie may consist of a number of separate tracks, just as a still Photoshop image consists of a number of layers. QuickTime 4 format (1999) included eleven different track types, including video track, sound track, text track, and sprite track (graphic objects which can be moved independently of video). ^(24){ }^{24} By placing 所有媒体类型向更高的模块化演变的总体趋势,以及动态图像在同一方向上的特定演变,可以通过流行媒体文件格式的历史追溯。QuickTime 的开发者早期就规定,一个 QuickTime 电影可以由多个独立的轨道组成,就像静态的 Photoshop 图像由多个图层构成一样。QuickTime 4 格式(1999 年)包含了十一种不同的轨道类型,包括视频轨道、音频轨道、文本轨道和精灵轨道(可以独立于视频移动的图形对象)。 ^(24){ }^{24} 通过放置
different media on different tracks that can be edited and exported independently, QuickTime encourages designers to thinik in modular terms. In auldition, a movie may contain a number of video tracks that can act as hayers in a digital composite. By using alpha channels (masks saved with wideo tracks) and different modes of track interaction (such as partial transparency), the QuickTime user can create complex compositing effects within a single QuickTime movie, withour having to resort to any special compositing software. In effect, QuickTime architects embedded the practice of digital compositing in the media format itself. What prewiously required special soffware can now be dome simply by using the features of the QuickTime format itself. 不同媒体可以在不同轨道上独立编辑和导出,QuickTime 鼓励设计师以模块化的方式进行思考。此外,一部电影可能包含多个视频轨道,这些轨道可以作为数字合成中的层。通过使用 alpha 通道(与视频轨道一起保存的遮罩)和不同的轨道交互模式(如部分透明度),QuickTime 用户可以在单个 QuickTime 电影中创建复杂的合成效果,而无需依赖任何特殊的合成软件。实际上,QuickTime 的设计者将数字合成的实践嵌入到媒体格式中。以前需要特殊软件的操作,现在只需利用 QuickTime 格式本身的功能即可完成。
Another example of a media format evolving towards more and more data modularity is MPEG. ^(25){ }^{25} The early version of the format, MPEG-1 (1992), was diefined as “the standard for storage and retrieval of moving pictures and audio on strorage media.” The format specified a compression scheme for video and/or audio data conceptualized in a traditional way. In contrast, MPEG-7 (to be approved in 2001) is defined as “the content representation standard for mulitimedia information search, filtering, management and processing.” It is based on a different concept of media composition that consists of a number of media objects of various types, from video and audio to 3-D models and facial expressions, and information on how these objects are combined. MPEG-7 provides an abstract language to describe such a scene. The evolution of MPEG, thus, allows us to trace the conceptual evolution in how we understand new media-from a traditional “stream” to a modular composition, more similar in iss logic to a structural computer program than a traditional image or film. 另一个媒体格式向越来越多的数据模块化发展的例子是 MPEG。早期版本的 MPEG-1(1992 年)被定义为“存储和检索动态影像及音频的标准”。该格式规定了一种传统概念下的视频和/或音频数据压缩方案。相比之下,MPEG-7(预计在 2001 年获得批准)被定义为“多媒体信息的内容表示标准,用于搜索、过滤、管理和处理”。它基于一种不同的媒体组成概念,包含多种类型的媒体对象,从视频和音频到 3D 模型和面部表情,并提供关于这些对象如何组合的信息。 MPEG-7 提供了一种抽象语言,用于描述这样的场景。因此,MPEG 的发展使我们能够追踪对新媒体理解的概念演变——从传统的“流”到模块化的组合,这种组合在逻辑上更接近于结构化计算机程序,而非传统的图像或电影。
The Resistance to Montage 对蒙太奇的反抗
The connection berween the aestherics of postmodernism and the operation of selection also applies to compositing. Together, these two operations simultaneously reflect and enable the postmodern practice of pastiche and quotation. They work in tandem: One operation is used to select elements and styles from the “database of culture”; anocher is used to assemble them 后现代主义的美学与选择操作之间的联系同样适用于合成。这两种操作同时反映并促进了后现代的拼贴和引用实践。它们相辅相成:一种操作用于从“文化数据库”中选择元素和风格,另一种则用于将这些元素和风格组合在一起。
into new objects. Thus, along with selection, compositing is the key operation of postmodern, or computer-based, authorship. 进入新的对象。因此,除了选择,合成是后现代或计算机创作的关键操作。
At the same time, we should think of the aesthetic and the technological as aligned but ultimately separate layers, to use the metaphor of digital technology itself. The logic of the postmodern aesthetics of the 1980 sand the logic of the computer-based compositing of the 1990s are not the same. In the postmodern aestherics of the eighties, historical references and media quotes are maintained as distinct elements; boundaries between elements are well defined (the examples are David Salle’s paintings, Barbara Kruger’s montages, and various music videos). Interestingly, this aesthetic corresponds to the electronic and early digital tools of the period, such as video switchers, keyers, DVE, and computer graphics cards with limited color resolution. These tools enabled hard-edge “copy and paste” operations bur not smooth, multilayer composites. (A lot can be made of the fact that one of the key postmodern artists of the 1980s, Richard Prince, who became well known for his “appropriation” photographs, was operating one of the earliest computer-based photo editing systems in the late 1970s as paitt of his commercial job before he started making “appropriation” photographs.) Compositing in the 1990s supports a different aesthetic characterized by smoothness and continuity. Elements are now blended together, and boundaries erased rather than emphasized. This aesthetic of continuity can best be observed in television spots and special effects sequences of feature films that were actually pur together through digital compositing (i.e., compositing in the narrow, techinical sense). For instance, the computer-generated dinosaurs in Juraussic Parth are made to blend perfectly with the landscape, just as the live actors, 3-D wirtual actors, and computer-rendered ship are made to blend together in Titanic (James Cameron, special effects by Digital Domain, 1997). Bur the aesthetics of continuity can also be found in other areas of new media. Computer-generated morphs allow for a continuous transition between two images-an effect which before would be accomplished through a dissolve or cut. ^(26){ }^{26} Many computer games also obey the aesthetics of continuity in that, in cinematic terms, they are single-takes. They 同时,我们应该将美学和技术视为相互关联但又各自独立的层面,借用数字技术本身的隐喻。1980 年代的后现代美学逻辑与 1990 年代的计算机合成逻辑并不相同。在八十年代的后现代美学中,历史引用和媒体片段被视为独立的元素;元素之间的界限非常清晰(例如大卫·萨尔的画作、芭芭拉·克鲁格的蒙太奇以及各种音乐视频)。有趣的是,这种美学与当时的电子和早期数字工具相契合,如视频切换器、键控器、DVE 和色彩分辨率有限的计算机图形卡。 这些工具使得硬边缘的“复制和粘贴”操作成为可能,但无法实现平滑的多层复合效果。(值得一提的是,1980 年代的一位重要后现代艺术家理查德·普林斯因其“挪用”照片而广为人知,他在 1970 年代末期作为商业工作的一部分,使用了最早的计算机照片编辑系统。)1990 年代的合成技术支持了一种不同的美学,强调平滑和连续性。元素现在被融合在一起,边界被抹去而不是被强调。这种连续性的美学在电视广告和特效序列中表现得尤为明显,这些实际上是通过数字合成制作的。在狭义的技术意义上进行合成。例如,侏罗纪公园中的计算机生成恐龙与景观完美融合,就像《泰坦尼克号》(詹姆斯·卡梅隆,特效由数字领域制作,1997)中的真人演员、3D 虚拟演员和计算机渲染的船只一样完美融合。然而,连续性的美学也可以在新媒体的其他领域中找到。计算机生成的变形允许两个图像之间的连续过渡——这种效果在以前是通过溶解或切换来实现的。 ^(26){ }^{26} 许多计算机游戏也遵循连续性的美学,因为在电影术语中,它们是单镜头拍摄。他们的
26. For an excellent theotetical analysis of morphing, see Vivian Sobchack, “At the Still Point of the Turning World”: Mera-Morphing and Meta-Stasis " in Sobchack, ed., Meta-Mordibing. have no curs. From beginning to end, chey present a single concinuous trajectory through a 3-D space. This is particularly true of first-person shopters such as Quake. The lack of montage in these games fits in with che firstpersom point of view they employ. These games simulate the continuity of a human experience, guaranteed by the laws of physics. While modern telecommunication, from the telegraph, telephone, and television to telepresence and the World Wide Web allowed us to suspend these laws, molowing almost instantly from one virtual location to another with the toggle of a switch or press of a button, in read life we scill obey physics: In order to move from one point to another, we have to pass through every point in between. 26. 关于变形的优秀理论分析,请参见维维安·索布查克的《在旋转世界的静止点》:Mera-Morphing 和 Meta-Stasis,收录于索布查克编辑的《Meta-Mordibing》中。没有剪辑。从头到尾,这些游戏呈现出一条贯穿三维空间的连续轨迹,尤其是在第一人称射击游戏中,如《雷神之锤》。这些游戏缺乏蒙太奇,与它们所采用的第一人称视角相一致,模拟了人类体验的连续性,这种连续性由物理法则所保证。 尽管现代电信技术,如电报、电话、电视、远程呈现和万维网,让我们能够几乎瞬间从一个虚拟位置移动到另一个位置,只需切换开关或按下按钮,但在现实生活中,我们仍然要遵循物理规律:要从一个点移动到另一个点,我们必须经过每一个中间点。
All these examples-smooth composites, morphing, uniinterrupted navigation in games-have one thing in common: where old media relied on montaage, newy media substitutes the aestherics of continuity. A film cut is replaced by a digital morph or digital composite. Similarly, the instant changes in time and space characteristic of modern narrative, borth in literature and cinema, are replaced by the continuous noninterrupted first-person narrative of games and VR. Computer multimedia also does not use any montage. The desire to correlate different senses, or, to use new medial lingo, different media tracks, which preoccupied many artists throughout the twentieth cencury including Kandinsky, Skriabin, Eisenstein, and Godard, to mention just a few, is foneigm to multimedia. Instead, it follows the principle of simple addition. Elements in different media are placed next to each other without any attempt to establish contrast, complementarity, or dissonance berween them. This is best illustrated by Web sites of the 1990s that typically contain JPEG images, QuickTime clips, audio files, and orher media elements, side by side. 所有这些例子——平滑的复合体、变形以及游戏中的不间断导航——有一个共同点:旧媒体依赖于蒙太奇,而新媒体则取代了连续性的美学。电影剪辑被数字变形或数字复合所替代。同样,现代叙事中时间和空间的瞬时变化,无论是在文学还是电影中,都被游戏和虚拟现实中的连续第一人称叙事所取代。计算机多媒体同样不使用任何蒙太奇。许多艺术家在整个二十世纪,包括康定斯基、斯克里亚宾、爱森斯坦和戈达尔等人,曾关注的将不同感官关联的愿望,或者用新媒体术语来说,就是不同的媒体轨道,这在多媒体中是陌生的。 相反,它遵循简单加法的原则。不同媒介中的元素被并排放置,而没有试图在它们之间建立对比、互补或不和谐。这一点在 1990 年代的网站上得到了很好的体现,这些网站通常包含 JPEG 图像、QuickTime 视频、音频文件和其他媒体元素,彼此并排展示。
We can also find strong anti-montage tendencies in the modern GUI. In the middle of the 1980 s Apple published guidelines for interface design for all Macintosh application software. According to these guidelines, an interface should communicate the same messages chrough more chan one sense. For instance, an alert box appearing on the screen should be accompanied by a souind. This alignment of different senses can be compared to the naturalistic use of different media in traditional film language-a practice attacked by Eisenstein and other montage filmmakers. Another example of the anti-montage tendency in GUI is the peaceful coexistence of multiple information objects on the computer screen, exemplified by a number of simultaneously opened windows. Just as with media elements in a Web, the user 我们还可以在现代图形用户界面中发现明显的反蒙太奇倾向。在 1980 年代中期,苹果公司发布了针对所有 Macintosh 应用软件的界面设计指南。根据这些指南,界面应该通过多种感官传达相同的信息。例如,屏幕上出现的警报框应该伴随声音。这种不同感官的协调可以与传统电影语言中不同媒介的自然使用相提并论——这一做法曾受到爱森斯坦和其他蒙太奇电影制作人的批评。另一个反映图形用户界面中反蒙太奇倾向的例子是计算机屏幕上多个信息对象的和谐共存,例如多个同时打开的窗口。就像网页中的媒体元素一样,用户
can add more and more windows without establishing any conceptual tension between them. 可以不断添加更多窗口,而无需在它们之间产生任何概念上的冲突。
The aesthetics of continuity cannot be fully deduced from compositing technology, although in many cases it would nor be possible without it. Similarly, the montage aesthetics that dominates much of modern art and media should not be thought of simply as the result of available tools; since these tools, with their possibilities and limitations, have also contributed to its development. For instance, a film camera enables one to shoot film footage of a certain limited length; to create a longer film, the separare pieces hawe to be put together. This is typical in editing where the pieces are trimmed and then glued together. Not surprisingly, modern film language is builr on discontinuities: short shots replace one another; point of view changes from shot to shot. The Russian montage school pushes such discontinuities to the extreme, but, with very few exceprions, such as Andy Warhol’s early films and Wavelengts by Michael Snow, all film schools are based on them. 连续性的美学并不能完全依赖于合成技术,尽管在许多情况下,没有它就无法实现。同样,主导现代艺术和媒体的蒙太奇美学也不应仅仅被视为可用工具的结果;因为这些工具的可能性和局限性同样对其发展起到了重要作用。例如,电影摄影机可以拍摄一定长度的胶卷;要制作更长的电影,就必须将分开的片段拼接在一起。这在剪辑中是常见的,片段经过修剪后再粘合在一起。不出所料,现代电影语言建立在不连续性之上:短镜头相互替换,视角在镜头之间不断变化。 俄罗斯蒙太奇学派将这种不连续性推向了极致,但除了极少数例外,比如安迪·沃霍尔的早期电影和迈克尔·斯诺的《波长》,其他所有电影学校都是以此为基础的。
In computer culture, montage is no longer the dominant aesthetic, as it was throughout the twentieth century from the avant-garde of the 1920s up until the postmodernism of the 1980s. Digital compositing, in which different spaces are combined into a single seamless virtual space, is a good example of the alternative aesthetics of continuity; moreover, compositing in general can be understood as a counterpart to moneage aesthetics. Montage aims to create wisual, stylistic, semantic, and emotional dissonance berween different elements. In contrast, compositing aims to blend them into a seamless whole, a single gestalt. Since I have already evoked the DJ as someone who exemplifies “authoring by selection”. I will use this figure once again as an example of how the anti-montage aesthetics of continuity cuts across culture and is not limited to the creatitn of computer-generated still and moving images and spaces. The DJ’s art is measured by his ability to go from one track to another seamlessly. A great DJ is thus a compositor and anti-montage artist par excellence. He is able to create a perfect temporal transition from very different musical layers; and he can do this in real time, in front of a dancing crowd. 在计算机文化中,蒙太奇不再是主导的美学,正如它在 20 世纪从 20 年代的先锋派到 80 年代的后现代主义期间那样。数字合成将不同的空间融合成一个无缝的虚拟空间,是连续性替代美学的一个很好的例子;此外,合成通常可以被视为蒙太奇美学的对立面。蒙太奇旨在创造不同元素之间的视觉、风格、语义和情感的不和谐,而合成则旨在将它们融合成一个无缝的整体,一个单一的格式。因为我已经提到 DJ 作为一个通过选择进行“创作”的典范。 我将再次用这个例子来说明反蒙太奇美学如何跨越文化,并不仅限于计算机生成的静态和动态图像及空间。DJ 的艺术在于他能无缝地从一首曲目切换到另一首曲目的能力。因此,一个优秀的 DJ 既是合成师,也是反蒙太奇艺术家。他能够在截然不同的音乐层次之间创造完美的时间过渡,并且可以在实时中做到这一点,面对此起彼伏的舞动人群。
In discussing selection from a menu, I pointed out that this operation is typical of both new media and culcure at large. Similarly, the operation of compositing is not limited to new media. Consider, for instance, the frequent use of one or more layers of semi-transparent materials in contemporary packaging and architecture. The result is a visual composite, since a viewer can see both what is in front and what is behind the layer. It is in- teresting that one architectural project that expliciely refers to computer culture-The Digital House (Hariri and Hatiri, project, 1988)-systematically employs such semitransparent layers throughour. ^(27){ }^{27} If in the famous glass house of Mies van der Rohe, the inhabitant looks our at nature through glass walls, the more complex plan of “The Digital House” creates the possibility of seeing throught a number of interior spaces at once. Thus the inhabitant of the house is constantly faced with complex wisual composites. 在讨论菜单选择时,我指出这一操作既是新媒体的典型特征,也是文化的一个重要方面。同样,合成操作并不局限于新媒体。例如,当代包装和建筑中常常使用一层或多层半透明材料,形成了视觉复合体,因为观众可以同时看到前面的内容和后面的层。有趣的是,一个明确提到计算机文化的建筑项目——数字之家(哈里里和哈提里,1988 年)——在整个过程中系统地使用了这种半透明层。 如果在米斯·范·德·罗的著名玻璃屋中,居民透过玻璃墙欣赏自然,那么“数字房屋”的复杂设计则使得居民能够同时看到多个内部空间。因此,居民不断面对复杂的视觉组合。
Having discussed compositing as a general operation of new media and as a counterpart of selection, I will now focus on a more particular case-compositing in the natrow sense, that is, the creation of a single moving image sequence from a number of separate sequences, and (optionally) stills, using special compositing software. Today, digital compositing is responsible for an increasing number of moving images-all special effects in cinema, compurer games, virtual worlds, most television visuals, and even television news. Mest often, the moving image constructed through compositing presents a fake 3-D world. I say “fake” because, regardless of whether a compositor creates a totally new 3-D space from different elements (Clifhangers, for example), or only adds elements to live action footage (Jurassic Park, for example), the resulting moving image shows something that does not exist in reality. Digital compositing thus belongs together with other simulation techniques. These are the techniques used to create fake realities and thus, ultimately, to deceive the wiewer-fashion and makeup, realist painting, dioramas, military decoys, and VR. Why has digital compositing acquired such prominence? If we are to create an archeology that will connect digital compositing with previous techniques of visual simularion, where should we locate the esseential historical breaks? Or, to ask the question differently: What is the historical logic driving the evolution of these techniques? Shall we expect computer culture gradually to abandon pure lensbased imaging (still photography, film, video), replacing it instead with composited images and ultimately with 3-D computer-generated simulations? 在讨论了合成作为新媒体的一种普遍操作以及选择的对立面后,我将重点关注一个更具体的案例——狭义上的合成。也就是说,使用特殊的合成软件从多个独立的序列和(可选的)静态图像中创建一个单一的动态图像序列。如今,数字合成负责越来越多的动态图像——包括电影中的所有特效、电脑游戏、虚拟世界、大多数电视视觉效果,甚至电视新闻。通过合成构建的动态图像通常呈现出一个虚假的三维世界。 我之所以说“假”,是因为无论合成师是从不同元素(例如 Clifhangers)创建一个全新的 3D 空间,还是仅仅在实景镜头(例如侏罗纪公园)中添加元素,最终生成的动态图像展示的都是现实中不存在的东西。因此,数字合成与其他模拟技术密切相关。这些技术用于创造虚假的现实,从而最终欺骗观众——例如时尚与化妆、现实主义绘画、立体模型、军事诱饵和虚拟现实。为什么数字合成会如此突出?如果我们要建立一种考古学,将数字合成与之前的视觉模拟技术联系起来,我们应该在哪里找到重要的历史断裂? 或者,换个角度问这个问题:推动这些技术演变的历史逻辑是什么?我们是否可以期待计算机文化逐渐放弃纯粹的镜头成像(如静态摄影、电影、视频),而用合成图像取而代之,最终转向三维计算机生成的模拟?
Archeology of Compositing: Cinema 电影的组合考古学
I will start my archeology of compositing with Potemkin’s willages. According to the historical myth, at the end of the eighteenth century, Russian ruler 我将从波将金的假象开始我的合成考古学。根据历史传说,在十八世纪末,俄罗斯的统治者
Catherine the Great decided to travel around Russia to observe firsthand how the peasants lived. The first minister and Catherine’s lover, Potemkin, ordered the construction of special fake villages along her projected route. Each village consisted of a row of pretty facades. The facades faced the road; at the same time, to conceal their artifice, they were positioned at a considerable distance. Since Carherine never left ther carriage, she returned from her journey convinced that all peasants lived in happiness and prosperity. 凯瑟琳大帝决定周游俄罗斯,亲自观察农民的生活。她的情人兼首相波将金命令在她的行程沿途建造一些特殊的假村庄。每个村庄都有一排漂亮的外立面,面向道路;为了掩盖这些外立面的虚假,它们被放置在相当远的地方。由于凯瑟琳从未离开过她的马车,她在旅行结束时坚信所有农民都生活在幸福和繁荣之中。
This extraordinary arrangement can be seen as a metaphor for life in the Soviet Union where I grew up in the 1970s. There, the experience of all citizens was split between the ugly reality of their lives and the official shining facades of ideological pretense. However, the split took place not only on a metaphorical but also on a literal level, particularly in Moscow-the showcase Communist city. When prestigious foreign guests visited Moscow, they, like Catherine the Great, were taken around in limousines that always followed a few special routes. Along these routes, every building was fresthly painted, shop windows displayed consumer goods, and drunks were absent, having been picked up by the militia early in the morning. The monochrome, rusty, half-broken, amorphous Sovier reality was carefully hidden from the view of the passengers. 这种非凡的安排可以看作是我在 1970 年代成长的苏联生活的隐喻。在那里,所有公民的经历在生活的丑陋现实与官方光鲜的意识形态假象之间分裂。然而,这种分裂不仅仅是隐喻上的,也在字面上存在,尤其是在莫斯科——这个展示共产主义的城市。当有声望的外国客人访问莫斯科时,他们像叶卡捷琳娜大帝一样,乘坐豪华轿车沿着几条特定的路线游览。在这些路线沿途,每栋建筑都被重新粉刷,商店橱窗展示着消费品,而醉汉们则不见踪影,因为他们在清晨就被警察带走了。 单色、锈蚀、半破损且无定形的苏维埃现实被小心地隐藏在乘客的视线之外。
In turning selected streets into facades, Sowiet rulers adopted the eighteench-century technique of creating a fake reality. But, the twentieth century brought with it a much more effectiwe technology for creating fake realities-cinema. By replacing the window of a carriage or car with a screen showing projected images, cinema opened up new possibilities for simulation. 在将选定的街道改造成外立面时,苏维埃统治者采用了十八世纪创造假现实的技术。然而,二十世纪带来了更为有效的假现实创造技术——电影。通过用显示投影图像的屏幕替代马车或汽车的窗户,电影为模拟开辟了新的可能性。
Fictional cinema as we know ir, is based upon lying to the viewer. A perfect example is the construction of a cinematic space. Traditional fiction film transports us into a space-a room, a house, a ciry. Usually, none of these exists in reality. What exists are a few fragments carefully constructed in a studio. Out of these disjointed fragnents, a film synthesizes the illusion of a coherent space. 我们所熟知的虚构电影实际上是建立在对观众的虚假叙述之上的。一个很好的例子就是电影空间的构建。传统的虚构电影将我们带入一个空间——一个房间、一座房子或一座城市。通常,这些在现实中并不存在。实际上,存在的只是一些在摄影棚中精心制作的片段。通过这些不连贯的片段,电影创造了一个连贯空间的幻觉。
The developront of techniques to accomplish this synthesis coincides wish the sthift in American cinema berween approximately 1907 and 1917 from a so-called primitive to classical film style. Before the classical period, the space of film theater and the screen space were clearly separared, much like in theater or vaudeville. Viewers were free to interact, come and go, and maintain a psychological distance from the cinematic narrative. Corre- spondingly, the early cinema’s system of tepresentation was presentational. Actrors played to the audience, and the stryle was strictiy frontal. ^(28){ }^{28} The composition of shots also emphasized frontality. 实现这种合成技术的发展与 1907 年至 1917 年间美国电影从所谓的原始风格转向经典电影风格的转变相吻合。在经典时期之前,电影剧院的空间和银幕空间是明显分开的,类似于剧院或杂耍表演。观众可以自由互动,进出,并与电影叙事保持心理距离。因此,早期电影的表现系统是以呈现为主。演员面向观众表演,风格也非常正面。镜头的构图同样强调了这一点。
In contrast, as I discussed earl lier, classical Hollywood film positions each wiewer inside the fictional space of the narrative. The viewer is asked to identify with the characters and to experience the story from their points of view. Accordingly, the space no longer acts as a theatrical backdrop. Instead, through mew compositional principles, staging, set design, deep focus cinematography, lighting, and camera movement, the viewer is situated at the optimum viewpoint of each shot. The viewer is “present” inside a space that does not really exist. 相比之下,正如我之前提到的,经典好莱坞电影将每位观众置于叙事的虚构空间中。观众被要求与角色产生共鸣,并从他们的视角体验故事。因此,这个空间不再仅仅是戏剧的背景。相反,通过新的构图原则、舞台设计、深焦摄影、灯光和镜头运动,观众被置于每个镜头的最佳视角。观众“存在”于一个实际上并不存在的空间中。
In general, Hollywood cinema has always been careful to hide the artifcial nature of its space, bur there is one exception: the reair-screen projection shots introduced in the 1930s. A typical shor shows actors sitting inside a starionary vehicle; a film of a moving landscape is projected on the screen behind the car’s windows. The artificiality of rear-screen projection shots stands in striking concrast to the smooth fabric of Holly wood cinematic style in general. 一般来说,好莱坞电影一直小心地隐藏其空间的人工特性,但有一个例外:1930 年代引入的后屏投影镜头。典型的镜头展示了演员坐在一辆静止的车辆内;一幅移动风景的影片在汽车窗户后面的屏幕上投影。后屏投影镜头的人工特性与好莱坞电影风格的流畅质感形成了鲜明的对比。
The synthesis of a coherent space out of distinct fragments is only one example of how fictional cinema fakes reality. A film in general is comprised of separate image sequences. These sequences can come from different physical locations. Two consecutive shots of what looks like one room may correspond to two locations inside one studio. They can also correspond to locations in Mascow and Berlin, or Berlin and New York. The viewer will never know. 从不同片段合成一个连贯的空间只是虚构电影伪造现实的一个例子。一般来说,一部电影由独立的图像序列组成,这些序列可能来自不同的物理位置。看似同一个房间的两个连续镜头,实际上可能是同一个摄影棚内的两个不同位置,也可能是莫斯科和柏林,或者柏林和纽约。观众永远无法得知真相。
This is the key advantage of cinema over older fake-teality technologies, be they eighteenth-century Potemkin willages or nineteenth-century panoramas and dioramas. Before cinema, simulation was limited to the construction of a fake space inside a real space visible to the viewer. Examples include theater decorations and military decoys. In the nineteenth century, panorama offered a small improvement: By enclosing a viewer within a 360 degroe view, the area of fake space was expanded. Louis-Jacques Daguerre introduced another innovation by hawing viewers move from one set to another in his London dioramia. As described by the historian Paul Johnson, its 这是电影相较于早期假现实技术的主要优势,无论是十八世纪的波将金村,还是十九世纪的全景画和立体画。在电影出现之前,模拟仅限于在可见的真实空间中构建一个假空间。比如剧院的装饰和军事诱饵。在十九世纪,全景画有所改进:通过将观众置于 360 度的视野中,假空间的范围得以扩大。路易-雅克·达盖尔通过让观众在他的伦敦立体画中从一个场景移动到另一个场景,引入了另一项创新。正如历史学家保罗·约翰逊所描述的那样,
28. On the presentational system of early cinema, see Musser, The Emergence of Cinema, 3. 关于早期电影的表现系统,请参见穆瑟的《电影的出现》第 3 页。
"amphitheater, seating 200 , pivoted through 73 -degree arc, from one ‘picture’ to another. Each picture was seen through a 2,800 -square-foot-window."29 But already in the eighteenth century, Potemkin had pushed this technique to its limit: He created a giant facade-a diorama stretching for hundreds of miles-along which the viewer (Carherine the Great) passed. In contrast, in cinema a viewer remains stationary: what moves is the film itself. 露天剧场可容纳 200 个座位,观众通过 73 度的弧度从一个‘画面’切换到另一个‘画面’。每个画面通过 2800 平方英尺的窗户观看。然而,早在 18 世纪,波将金就已将这种技术发挥到极致:他创造了一个巨大的外立面——一幅延绵数百英里的立体画,观众(叶卡捷琳娜大帝)在其上经过。与此不同的是,在电影中,观众是静止的,移动的是影片本身。
Therefore if the older simulation technologies were limited by the materiality of a viewer"s body, existing in a particular point in space and time, film overcomes this sparial and temporal limitation. It achieves this by substituting recorded images for unmediated human sight and by editing these images togerher. Through editing, images that could have been shot in different geographic locarions or at different times create the illusion of a contiguous space and time. 因此,如果早期的模拟技术受到观众身体的物质限制,局限于特定的时间和空间,那么电影就克服了这种空间和时间的限制。它通过用录制的图像替代直接的人类视觉,并将这些图像进行编辑来实现这一点。通过编辑,来自不同地理位置或不同时间拍摄的图像能够创造出连续的空间和时间的错觉。
Editing, or montage, is the key twentieth-century technology for creating fake realities. Theoreticians of cinema have distinguished between many kinds of montage, but for the purpose of sketching an archeology of the technologies of simulation that led to digital compositing I will distinguish between two basic techniques. The first technique is temporal montage: Separate realities form consecutive moments in time. The second technique is montage within a shot. It is the opposite of the first: separate realities form contingent parts of a single image. The first technique of temporal montage is much more common; this is what we usually mean by “montage” in film. It defines the cinematic language as we know it. In concrast, montage within a shot is used more rarely throughout film history. An example of this technique is the dream sequence in The Life of an American Fireman by Edward Porter in 1903 , in which an image of a dream appears ower a man’s sleeping head. Other examples include split screems that "beginning in 1908 , show the different interllocutors of a telephone conversation; the superimpasition of images and multiple screens by avant-garde filmmakers in the 1920 s (for instance, the superimposed images in Vertov’s Man with a Mowie Camerat and the three-part screen in Gance Abel’s 1927 Napoléon); rear-screen projection shots; and deep focus and special compositional strategies used to juxtapose 编辑或剪辑是创造虚假现实的关键技术,尤其是在二十世纪。电影理论家们区分了多种剪辑方式,但为了探讨导致数字合成的模拟技术的演变,我将介绍两种基本技术。第一种是时间剪辑:不同的现实在时间上连续出现。第二种是在一个镜头内的剪辑,正好与第一种相反:不同的现实构成了单一图像的各个部分。时间剪辑更为常见,这就是我们通常所说的电影中的“剪辑”,它定义了我们熟知的电影语言。而在一个镜头内的剪辑在电影历史上则相对少见。 这个技巧的一个例子是爱德华·波特在 1903 年创作的《美国消防员的生活》中的梦境序列,梦的影像出现在一个男人的睡眠头顶上。其他例子包括自 1908 年起的分屏,展示电话对话中的不同发言者;20 世纪 20 年代先锋电影制片人使用的图像叠加和多屏幕(例如,维尔托夫的《拿着手摇摄影机的人》和甘斯·阿贝尔 1927 年的《拿破仑》中的三部分屏幕);后屏投影镜头;以及用于对比的深焦和特殊构图策略
29. Paul Johason, The Bistliaf elde Maders World Sociath 1815-1830 (London: Orion House, 1992)_(4)1561992)_{4} 156. close and faraway scenes (for instance, a character looking through a window, as in Citizen Kane, Ivan the Terrible, and Rear Window. )^(30))^{30} 29. 保罗·约翰逊,《比斯特利亚夫的马德尔斯世界社会 1815-1830》(伦敦:猎户座出版社, 1992)_(4)1561992)_{4} 156 。近景与远景场景(例如,角色透过窗户观看的情景,如《公民凯恩》、《伊凡雷帝》和《后窗》。 )^(30))^{30}
In a fiction film, temporal montage serves a number of functions. As I have already pointed outs, it creates a sense of presence in a wirtual space. It is also urilized to change the meaning of individual shots (recall Kuleshov’s effect) or, more precisely, to construct a meaning from separate pieces of profilmic reality. However, the use of temporal montage extends beyond the construction of an artistic fiction. Montage also becomes a key technology for ideological manipulation, through its employment in propaganda films, documentaries, news, commercials, and so on. The pioneer of the ideological montage is, once again, Vertov. In 1923 Vertov analyzed how he put together episodes of his news program Kino-Pravda (“Cinema-Truth”) from shots filmed in different locations and at different times. Here is one example of his montage: “the bodies of the people’s heroes are being lowered into the graves (filmed in Astrakhan in 1918); the graves are being covered with earth (Kronshtad, 1921); gun salute (Petrograd, 1920); eternal memory, people take off their hats (Moscow, 1922)”. Here is another example: “montage of the greetings by the crowd and montage of the greetings by the machines to the comrade Lenin, filmed at different times.” ^(34){ }^{34} As theorized by Wertoy, film can overcome its indexical nature through montage, by presenting a viewer with objects that newer existed in reality. 在一部虚构电影中,时间蒙太奇有多种功能。正如我之前提到的,它在虚拟空间中创造了一种存在感。它还被用来改变单个镜头的意义(可以参考库莱肖夫效应),或者更准确地说,从独立的前电影现实片段中构建出意义。然而,时间蒙太奇的使用不仅限于艺术虚构的构建。蒙太奇还成为意识形态操控的重要技术,广泛应用于宣传片、纪录片、新闻、广告等领域。意识形态蒙太奇的先驱再次是维尔托夫。 1923 年,维尔托夫分析了他如何将不同地点和时间拍摄的镜头组合成他的新闻节目《电影真理》(Kino-Pravda)。以下是一个蒙太奇的例子:“人民英雄的遗体被安葬(1918 年在阿斯特拉罕拍摄);坟墓被土覆盖(1921 年在克朗施塔特);鸣枪致敬(1920 年在彼得格勒);永恒的记忆,人们脱帽致敬(1922 年在莫斯科)。”另一个例子是:“人群的问候蒙太奇和机器对列宁同志的问候蒙太奇,分别在不同时间拍摄。” ^(34){ }^{34} 正如维尔托伊所理论的,电影可以通过蒙太奇克服其指示性特征,向观众展示在现实中从未存在的物体。
Archeology of Compositing. Video 组合考古学视频
Outside cinema, montage withim a shot becomes a standard technique of modern photography and design (the photomontages of Alexander Rodchenko, El Lissitzky, Hannah Höch, John Heartfield, and countless other lesser-known twentieth-century designers). However, in the realm of the moving image, temporal montage dominates. Temporal montage is cinema’s main operation for creating fake realities. 在户外电影院,镜头中的蒙太奇已成为现代摄影和设计的标准技术(如亚历山大·罗德琴科、埃尔·利西茨基、汉娜·霍赫、约翰·哈特菲尔德以及许多不太知名的二十世纪设计师的照片蒙太奇)。然而,在动态影像领域,时间蒙太奇则占据主导地位。时间蒙太奇是电影创造虚假现实的主要方式。
After World War II, a gradual shift takes place from film-based to electronic image recording and editing. This shift brings with it a new 第二次世界大战后,图像录制和编辑逐渐从胶卷转向电子形式。这一转变带来了新的变化。
of Film 41 . 电影 41 的来源信息。
31. Dziga Yertoy, “Kinoki: Perevoror” (Kinoki: A revolution), LEF 3 (1923): 140. 31. Dziga Yertoy, “Kinoki: Perevoror” (Kinoki: 一场革命), LEF 3 (1923): 140.
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technique-keying. One of the most basic techniques used today in any video and television production, keying refers to combining two different image sources. Any area of uniform color in one video image can be cut out and substituted with another source. Significantly, this new source can be a live video camera positioned somewhere, a prerecorded tape, or computergemerated graphics. The possibilities for creating fake realities are multiplied once again. 键控技术。作为当今视频和电视制作中最基本的技术之一,键控是指将两个不同的图像源结合在一起。在一个视频图像中,任何均匀颜色的区域都可以被剪切并替换为另一个图像源。值得注意的是,这个新源可以是某个地方的实时摄像机、预录的录像带或计算机生成的图形。这再次大大增加了创造虚假现实的可能性。
When electronic keying became part of standard television practice in the 1970s, the construction not only of still but also moving images finally began routinely to telly on montage within a shot. In fact, rear projection and other special effects shors, which had occupied a marginal place in classical film, became the norm: the weacherman in front of weather map, announcer in front of news toonage, singer in front of animation in a music video. 当电子键控在 1970 年代成为标准电视实践的一部分时,静态和动态图像的制作终于开始在镜头中常规地进行剪辑。实际上,后期投影和其他特效镜头,这些在经典电影中处于边缘地位的技术,逐渐成为常态:气象员在天气图前,播音员在新闻动画前,歌手在音乐视频中的动画前。
An image created through keying presents a hybrid reality, composed of two different spaces. Television normally relates these spaces semantically but not wisually. To take a typical example, we may be shown an image of an announcer sitting in a studio; behind her, in a cutout, we see news footage of a city street. The two spaces are connected through their meanings (the announcer discusses events shown in the cutout), but visually they are disjointed, as they share neither the same scale nor the same perspective. If classical cinematic montage creates the illusion of a coherent space and hides its work, electronic montage openly presents the wiewer with an apparent wisual clash of different spaces. 通过键控技术创建的图像展现了一种混合现实,由两个不同的空间构成。电视通常在语义上将这些空间联系在一起,但在视觉上却不一致。举个例子,我们可能会看到一个播音员坐在演播室里;在她身后,剪切中显示的是城市街道的新闻画面。这两个空间通过意义相连(播音员讨论剪切中展示的事件),但在视觉上却是分离的,因为它们既没有相同的比例,也没有相同的视角。如果经典的电影蒙太奇创造了一个连贯空间的错觉并隐藏了其制作过程,那么电子蒙太奇则向观众直观地展示了不同空间之间的明显视觉冲突。
What will happen if the two spaces seamlessly merge? This operation forms the basis of the remarkable video Steps directed by Polish-born filmmaker Zbigniew Rybczynski in 1987. Steps is shot on videotape and uses keying; it also utilizes film footage and makes inadvertent reference to wirtual reality. In this way, Rybczynski connects three generations of fakereality technologies: analog, electronic, and digital. He also reminds us that it was the 1920 s Soviet filmmakers who first fully realized the possibilitities of montage, possibilities chat continue to be expanded by electronic and digit al media. 如果两个空间无缝合并,会发生什么?这个操作构成了波兰导演兹比格涅夫·里布钦斯基在 1987 年执导的精彩视频《步骤》的基础。《步骤》是用录像带拍摄的,采用了键控技术,同时也使用了电影镜头,并无意中提到了虚拟现实。通过这种方式,里布钦斯基将三代假现实技术连接在一起:模拟、电子和数字。他还提醒我们,正是 1920 年代的苏联电影制片人首次充分实现了蒙太奇的可能性,而这些可能性至今仍在电子和数字媒体中不断扩展。
In the video, a group of American tourists is invited into a sopphisticated video studio to participate in a kind of virtual reality/time machine experiment. The group is positioned in front of a blue screen. Next, the tourists find themselves literally inside the famous Odessa steps sequence from Sergei Eisenstein’s Potemkin (1925). Rybczynski skillfully keys the shots of the people in the studio into the shots from Potembin, creating a single coherent space. At the same time, he emphasizes the artificiality of this space by contrasting the color video images of the courists with Eisenstein’s originitil grainy black-and-white footage. The tourists walk up and down the steps, snap pictures of the attacking soldiers, play with a baby in a crib. Gradually, the two realities begin to interact and mix: Some Americans fall down the steps after being shor by soldizas from Eisenstein’s sequenceren a tourist drops an apple that is picked up by a soldier. 在视频中,一群美国游客被邀请进入一个复杂的视频工作室,参与一种虚拟现实和时间机器的实验。这个小组站在蓝色屏幕前。接着,游客们发现自己实际上置身于谢尔盖·爱森斯坦的《战舰波将金号》(1925)中著名的敖德萨阶梯场景。里布钦斯基巧妙地将工作室中人们的镜头与《波将金号》中的镜头结合在一起,创造出一个统一的空间。同时,他通过将游客的彩色视频图像与爱森斯坦原始的颗粒感黑白镜头进行对比,强调了这个空间的人工性。游客们在阶梯上走来走去,拍摄攻击士兵的照片,和摇篮里的婴儿玩耍。 逐渐地,这两个现实开始相互作用和交融:一些美国人在被艾森斯坦序列中的士兵射击后跌下台阶,而一名游客掉落的苹果被一名士兵捡起。
The Odessa steps sequence, altready a famous example of cinematic monrage, becomes just one element in a new ironic remix by Rybczynski. The original shors, already edited by Eisenstein, are now edited again with video images of the tourists, using both temporal montage and montage within a shot, the latter done through wideo keying. A “flm look” is juxtaposed with a “video look,” color is juxtaposed with black and white, the “presentness” of video is juxtaposed with the “always already” of film. 俄德萨阶梯序列,已成为电影蒙太奇的经典例子,现被 Rybczynski 以讽刺的方式重新混合。原本由爱森斯坦编辑的镜头,如今与游客的视频画面再次编辑,运用了时间蒙太奇和镜头内蒙太奇,后者通过视频键控实现。“电影的视觉效果”与“视频的视觉效果”相对比,色彩与黑白相对比,视频的“即时性”与电影的“永恒性”相对比。
In Steps, Eisenstein’s sequence becomes a generator for numerous kinds of juxtapositions, superimpositions, mixes and remixes. But Rybczynski treats this sequence not only as a single element of his own montage but also as a singular, physically existing space. In other words, the Odessa steps sequence is read as a single shot corresponding to a real space, a space that could be visited like any other tourist atraction. 在《阶梯》中,爱森斯坦的序列成为了多种对比、叠加、混合和重混的源泉。然而,里布钦斯基不仅将这个序列视为他自己蒙太奇中的一个元素,还将其视为一个独特的、真实存在的空间。换句话说,敖德萨阶梯序列被解读为一个对应于真实空间的单一镜头,这个空间可以像其他旅游景点一样被参观。
Along with Rybczynski, another filmmaker who systematically experimented with the possibilities of electronic montage within a shot is Jean-Luc Godard. While in the 1960 s, Godard was actively exploring new possibilities of temporal montage such as jump cut, in later video works such as Scépnario dut film “Passion” (1982) and Histoive(s) dit cinénaz (1989-) he developed a unique aescherics of continuity that relies on electronically mixing a number of images togerher within a single shor. If Rybczynski’s aesthetics is based on the operation of video keying, Godard’s aesthetics similarly nelies on a single opetation available to any videoeditor-mixing. Godard uses the electronic mixer to create very slow cross-dissolves between images, crossdissolves that seem never to resolve in a singular image, ultimately becoming the film itself. In Histoire(s) duc cinema, Godard mixes together two, three, or more images; images gradually fade in and our, but never disappear completely, staying on the screen for a few minutes at a time. This technique can be interpreted as the representation of ideas or mental images floating around in our minds, coming in and out of mental focus. Another 除了里布钦斯基,另一位系统性实验电子蒙太奇可能性的电影制作人是让-吕克·戈达尔。在 1960 年代,戈达尔积极探索时间蒙太奇的新可能性,比如跳切。而在后来的视频作品中,如电影《激情》(1982)和《历史(们)》(1989-),他发展出一种独特的连续性美学,依赖于在单个镜头中电子混合多个图像。如果里布钦斯基的美学基于视频键控的操作,那么戈达尔的美学同样依赖于任何视频编辑者都能使用的单一操作——混合。 哥达尔使用电子混音器在图像之间创造出非常缓慢的交叉溶解,这些交叉溶解似乎从未在单一图像中得到解决,最终成为电影本身。在《电影的历史》中,哥达尔将两幅、三幅或更多图像混合在一起;这些图像逐渐淡入和淡出,但从未完全消失,常常在屏幕上停留几分钟。这种技巧可以被理解为思想或心理图像在我们脑海中漂浮的表现,时而清晰,时而模糊。另一个选择
variation of the same technique used by Godard is to move from one immage to another by oscillating between the two. The images flicker back and forth over and ower, until the second image finally replaces the first. This technique can be also interpreted as an attempt to represent the mind’s movement from one concept, mental image, or memory to another-the attempt, in other wonds, to represent what, according to Locke and other associationist philosophers, is the basis of our mental life-forming associations. 戈达尔使用的同样技术的变体是通过在两个图像之间摆动来实现从一个图像到另一个图像的转换。这些图像不断闪烁,直到第二个图像最终取代第一个。这种技术也可以被理解为试图表现思维从一个概念、心理图像或记忆转移到另一个的过程——换句话说,试图表现根据洛克和其他联想主义哲学家所说的,我们心理生活的基础,即形成联想。
Godard wrote: "There are no more simple images. . . . The whole world is too much for an image. You meed several of them, a chain of images…"32 Accordingly, Godard always uses multiple images, images cross-dissolved together, coming together and separating. The electronic mixing that replaces both temporal montage and montage within the shot becomes for Godard an appropriate technique to wisualize this “vague and complicated system that the whole world is continually entering and watching.” ^("33 "){ }^{\text {33 }} 哥达尔写道:“再也没有简单的图像了……整个世界对一个图像来说太过庞大。你需要多个图像,一连串的图像……”因此,哥达尔总是使用多个图像,图像交叉溶解在一起,既聚合又分离。电子混合取代了时间蒙太奇和镜头内的蒙太奇,成为哥达尔可视化这个“模糊而复杂的系统”的一种合适技术,这个系统是整个世界不断进入和观看的。
Digital Compositing 数字合成技术
The next generation in simulation technologies is digital compositing. On first glance, computers do not bring any conceptually new techaiques for creating fake realities. They simply expand the possibilities of joining together different images within one shot. Rather than keying together images from two video sources, we can now composite an unlimited number of image layers. A shot may consist of dozens, hundreds, or thousands of image layers. These image may all have different origins-film shot on location (“live plates”), computer-generated sets or wirtual actors, digital matte paintings, archival footage, and so on. Following the success of Terminator 2 and Jurvassic Park, most Hollywood films began to utilize digital compositing to create a least some of their shots. 下一代模拟技术是数字合成。乍一看,计算机并没有带来任何概念上新的技术来创造虚假现实,而是扩展了在一个镜头中将不同图像结合的可能性。我们现在可以合成无限数量的图像层,而不仅仅是将来自两个视频源的图像进行合成。一个镜头可能由数十、数百甚至数千个图像层组成,这些图像可能来自不同的来源——现场拍摄的电影(“实景片段”)、计算机生成的场景或虚拟演员、数字底画、档案录像等等。在《终结者 2》和《侏罗纪公园》取得成功后,大多数好莱坞电影开始利用数字合成技术来制作至少一些镜头。
Thus historically, a digitally composed image, like an electronically keyed image, can be seen as a continuation of montage within a shot. But while electronic keying creaces disjointed spaces that remind us of the avantgarde collages of Rodchenko or Moholy-Nagy from the 1920s, digital com- 因此,从历史的角度来看,数字合成图像就像电子键控图像,可以视为镜头内蒙太奇的延续。然而,电子键控创造了让我们联想到 20 世纪 20 年代罗德琴科或莫霍利-纳吉的先锋派拼贴的分离空间,而数字合成-
32. Jean-Luc Godard, 5or ~Inage, ed. Raymond Bellour (New York: Musemm of Modern Art, 1992), 171. 32. 让-吕克·戈达尔,《5or ~Inage》,编者:雷蒙德·贝卢尔(纽约:现代艺术博物馆,1992 年),第 171 页。
33. Ibid. posing brings back the nineteenth-century techniques of creating smooch “combination prints” like those of Henry Peach Robinsom and Oscar G. Reijlander. 33. 同上。摆姿势重新唤起了十九世纪的“组合印刷”技术,类似于亨利·皮奇·罗宾逊和奥斯卡·G·雷兰德的作品。
Bur this historical continuity is deceptive. Digital compositing does represent a qualitatively new step in the history of visual simulation because it allows the creation of movimg images of nonexistent worlds. Computergenerated characters can move within real landscapes; conversely, real actors can move and act within synthetic environments. In contrast to nineteenthcentury “combination prints,” which emulated academic painting, digital composites simulate the established language of cinema and tellevision. Regardless of the particular combination of live-action elements and computergenerated elements that make up the composited shot, the camera can pan, zoom, and dolly through it. Interactions berween the elements of a virtual world over time (for instance, the dinosaur attacking the car), along with the ability to look at this world from different wiewpoints, become the guatantee of its authenticity. 但是,这种历史的连续性是具有误导性的。数字合成确实在视觉模拟的历史上迈出了质的飞跃,因为它使得创造不存在的世界的动态影像成为可能。计算机生成的角色可以在真实的风景中活动;而真实的演员则可以在合成的环境中移动和表演。与十九世纪的“组合印刷”模仿学术绘画不同,数字合成模拟了电影和电视的既定语言。无论合成镜头中现场元素和计算机生成元素的具体组合如何,摄像机都可以在其中进行平移、缩放和移动。 虚拟世界中元素之间的互动(例如,恐龙攻击汽车)随着时间的推移,以及从不同视角观察这个世界的能力,确保了其真实性。
The new ability to create a virtual world that moves-and that can be moved through-comes at a price. Although compositing fake newsfootage takes place in real time in Wag the Dog, aligning numerous elements to create a convincing composite is, in reality, a time-consuming task. For instance, the forty-second sequence in Titanic in which the camera flies over the computer-generated ship, populated by computer-generated characters, took many months to produce and its toral cost was $1.1\$ 1.1 million. ^(34){ }^{34} In contrast, although images of such complexity are out of reach for video keying, it is possible to combine three image sources in real-time. (This tradeoff between image-construction time and its complexity is similar to another trade-off I have already noted-that between image-construction time and its functionality; that is, images created with 3-D computer graphics are more functional than image streams recorded by film or wideo cameras, bur in most cases, they are much more time-consuming to generate.) 创建一个可以移动的虚拟世界的新能力是有代价的。尽管在《狗咬狗》中,合成假新闻画面是实时进行的,但将多个元素对齐以创建一个令人信服的合成实际上是一个耗时的任务。例如,《泰坦尼克号》中镜头飞过计算机生成的船只,船上有计算机生成的角色的四十秒序列,制作花费了数月时间,总成本达 $1.1\$ 1.1 百万。 ^(34){ }^{34} 相比之下,尽管如此复杂的图像对于视频键控来说难以实现,但可以实时结合三个图像源。 这种图像构建时间与复杂性之间的权衡,类似于我之前提到的图像构建时间与功能性之间的权衡。也就是说,使用三维计算机图形创建的图像比通过胶卷或视频摄像机录制的图像更具功能性,但在大多数情况下,生成这些图像所需的时间要长得多。)
If a compositor restricts the composite to just a few images, as wass done with electronic keying, compositing can also be created in real time. The 如果合成器将合成限制为少数几幅图像,就像电子键控那样,合成也可以实时进行。
34. See Paule Parisi, “Lunch on the Deck of the Tiranic,” Wired 6.02 (February 1998) (hute:/hwwwired.comswitredarchivel 6.02 lcameron.htm) ). 34. 参见保罗·帕里西的文章《在泰坦尼克号甲板上的午餐》,刊登于《连线》杂志第 6.02 期(1998 年 2 月)(hute:/hwwwired.comswitredarchivel 6.02 lcameron.htm)。
resulting alllusion of a seamless space is stronger than what was possible with electronic keying. An example of real-time compositing is Virtual Sets technology, which was first introduced in the early 1990 s and siace then has been making its way into television studios around the world. This techmology alllows compositing video-image and computer-generated 3-D elements on the fly. (Actually, because the generation of computer elements is computation-intensive, the final image transmitted to the audience may be seconds behind the original image picked up by tellewision camera.) A cypical application of Virtual Sers involves composing an image of an actor over a computer-generated ser… The computer reads the position of the video camera and uses this information to render the imaige of the set in proper perspective. The illusion is made more convincing by generating shadows and/or reflections of the actor and integrating them into the composite. Because of the relatively low resolution of analog television, the resulting effect is quite convincing. A particularly interesting application of Virtual Sets is the replacement and insertion of arena-tied advertising messages during live TV broadcasts of sports and entertainment events. Computer-synthesized advertising messages can be inserted into the playing field or other empty areas of the arena in the proper perspective, as though they were actually present in physical reality. ^(35){ }^{35} 无缝空间的最终效果比电子键控所能实现的更为强大。实时合成的一个例子是虚拟场景技术,该技术在 1990 年代初首次推出,随后逐渐进入全球的电视演播室。这项技术允许实时合成视频图像和计算机生成的 3D 元素。(实际上,由于计算机元素的生成需要大量计算,最终传输给观众的图像可能会比电视摄像机捕捉到的原始图像延迟几秒钟。)虚拟场景的一个典型应用是将演员的图像合成到计算机生成的场景中……计算机会读取摄像机的位置,并利用这些信息以正确的透视效果渲染场景的图像。通过生成演员的阴影和/或反射并将其整合到合成中,使得这种幻觉更加真实。由于模拟电视的分辨率相对较低,最终效果显得相当可信。虚拟场景的一个特别有趣的应用是在体育和娱乐活动的直播电视中替换和插入与场馆相关的广告信息。 计算机合成的广告信息可以以正确的透视效果插入到比赛场地或竞技场的其他空白区域,就像它们真实存在于物理世界中一样。 ^(35){ }^{35}
Digital compositing represents a fundamental break with previous techniques for wisual deception in another way. Throughout the history of representation, artists and designers have focused on the problem of creating a convincing illusion within a single image, whether a painting, film frame, or a wiew seen by Catherine the Great through the window of her carriage. Set making, ane-point perspective, chiaroscuro, trick photography, and other cinematography techniques were all developed to solve this problern. Film montage introduced a new paradigm - creating an effect of presence in a wirtual world by joining different images over time. Temporal montage became the dominant paradigm for the visual simulation of nonexistent spaces. 数字合成在另一个方面标志着与以往视觉欺骗技术的根本性突破。在表现的历史中,艺术家和设计师一直致力于在单一图像中创造令人信服的幻觉,无论是绘画、电影画面,还是叶卡捷琳娜大帝通过马车窗户看到的景象。布景制作、一点透视、明暗对比、特技摄影等电影技术都是为了解决这一问题而发展起来的。电影蒙太奇引入了一种新的范式——通过时间连接不同的图像,创造出在虚拟世界中的存在感。时间蒙太奇成为了视觉模拟不存在空间的主导范式。
As the examples of digital composing for film and Virtual Sets applications for television demonstrate, the computer era introduces a different par-
35. IMadGibe Virtual Ad thartising for Live Spert Events, a promational lyer by ORAD, P.O. Box 2177, Kfar Saba 44425, Israel, 1998. adigm. This paradigm is concerned not with time but with space. Ir can be seen as the next step in the development of techniques for creating a single convincing image of nonexistent spaces-painting, photography, cinematography. Having mastered this task, the culcure came to focus on how to join seamlessly a number of such images into one coherent whole (electronic keying, digital compositing). Whether composing a live video of a newscaster with a 3-D computer-generated set or composing thousands of elements to create the images of Titanic, whe problem is mo langer bow to generate comsincing individual images but bow to thend theme together. Consequently, what is important now is what happens on the edges where different images are joined. The borders whene different realities come togerher is the new arena where the Poremkins of our era try to outdo one another. 随着数字创作在电影和电视虚拟场景应用中的示例展示,计算机时代引入了一种全新的范式。这种范式关注的不是时间,而是空间。它可以被视为创造不存在空间的单一可信图像技术发展的下一步——绘画、摄影和电影摄影。在掌握了这一任务后,文化开始关注如何将多个这样的图像无缝地结合成一个连贯的整体(电子键控、数字合成)。 无论是为新主播制作一个 3D 计算机生成场景的直播视频,还是创作成千上万的元素来呈现《泰坦尼克号》的图像,问题不再是如何生成令人信服的单个图像,而是如何将这些图像组合在一起。因此,现在重要的是不同图像连接处的边缘发生了什么。当不同现实交汇的边界成为我们这个时代的创作者们相互超越的新舞台。
Compositing and New Types of Montage 合成技术与新型剪辑方式
In the ineginning of this section, I pointed out that the use of digital compositing to create continuous spaces out of different elements can be seen as an example of the larger anti-monrage aestherics of computer culcure. Indeed, if at the beginning of the twentieth century, cinema discovered that it could simulate a single space through temporal montage-a time-based mosaic of different shors-by the end of the century, it had arrived at a technique to accomplish a similar result without montage. In digical compositing, the elements are nor juxtaposed bur blended, their boundaries erased rather than foregrounded. 在本节的开头,我提到使用数字合成将不同元素创建为连续空间,可以视为计算机文化中更大反蒙太奇美学的一个例子。确实,如果在二十世纪初,电影发现可以通过时间蒙太奇——一种基于时间的不同镜头的马赛克——来模拟一个单一空间,那么到了世纪末,它已经找到了无需蒙太奇就能实现类似效果的技术。在数字合成中,元素不是简单并列,而是被混合在一起,它们的边界被抹去,而不是被突出显示。
At the same time, by relating digital compositing to the theory and practice of film montage, we can betrer understand how this new key technique of assembling moving images redefines our concept of a mowing image. While traditional film montage privileges temporal montage over montage within a shor-technically the latter was much more difficult to achievecompositing makes them equal. More precisely, it erases the strict conceptual and technical separation between the two. Consider, for instance, the interface layout cypical of many programs for computer-based editing and digital compositing, such as Adobe Premiere 4.2, a popular editing program, and AliastWavefronc Composer 4.0 , a professional compositing program. In this interface, the horizontal dimension represents time, while the vertical dimension represents the spatial order of the different image layers making up each image. A moving image sequence appears as a number of blocks staggered vertically, with each block standing for a particular image 同时,通过将数字合成与电影蒙太奇的理论和实践相结合,我们可以更好地理解这一新关键技术如何重新定义我们对动态影像的概念。传统的电影蒙太奇更注重时间上的蒙太奇,而不是短片中的蒙太奇——从技术上讲,后者更难实现——而合成技术使两者平等。更准确地说,它消除了两者之间严格的概念和技术分隔。以许多计算机编辑和数字合成程序的界面布局为例,比如流行的编辑软件 Adobe Premiere 4.2 和专业合成软件 AliastWavefronc Composer 4.0。 在这个界面中,水平轴表示时间,垂直轴表示构成每幅图像的不同图层的空间顺序。一组移动的图像序列以垂直错开的多个块呈现,每个块代表一个特定的图像
layer. Thus if Pudovkin, one of the theorists and practitioners of the Russian montage movement the 1920s_("r ")1920 \mathrm{~s}_{\text {r }} conceived of montage as a one-dimensional line of bricks, now it becomes a 2-D brick walll. This interface makes montage in time and montage within a shot equal in importance. 因此,如果普多夫金,俄罗斯蒙太奇运动的理论家和实践者之一, 1920s_("r ")1920 \mathrm{~s}_{\text {r }} 将蒙太奇视为一条一维的砖块线,那么现在它变成了一个二维的砖墙。这种界面使得时间中的蒙太奇和镜头内的蒙太奇同样重要。
If the Premiere interface conceptualizes editing as an operation in 2-D dimensions, the interface of one of the most popular compositing programs, After Effects 4.0 , adds a third dimension. Following the conventions of craditional film and video editing, Premiere assumes that all image sequences are the same size and proportion; in fact, it makes working with images that do mor conform to the standard three-by-four frame ratio rather difficult. In contrast, the user of After Effects places image sequences of arbitrary sizes and proportions within the larger frame. Breaking with the conventions of old mowing image media, the interface of After Effects assumes that the individual elements making up a mowing image can freely move, rotate, and change proportions over time. 如果 Premiere 界面将编辑视为二维操作,那么最受欢迎的合成程序之一 After Effects 4.0 的界面则引入了第三维度。根据传统电影和视频编辑的惯例,Premiere 假设所有图像序列的大小和比例都是相同的;实际上,这使得处理不符合标准三比四画幅比例的图像变得相当困难。相对而言,After Effects 的用户可以在更大的画幅中自由放置任意大小和比例的图像序列。打破了旧有动态图像媒体的惯例,After Effects 的界面假设构成动态图像的各个元素可以自由移动、旋转,并随着时间的推移改变比例。
Sergei Eisenstein already used the meraphor of many-dimensional space in his writings on montage, naming one of his atticles Kimo cheturetab izmereneti (The Fillmic Fourth Dimension). ^(36){ }^{36} However, his theories of montage ultimately focused on one dimension-time. Eisenstein formulated a number of principles, such as counterpoint, chat can be used to coordinate changes in different visual dimensions over time. The examples of visual dimensions he considered are graphic directions, volumes, masses, space, and contrast. ^(37){ }^{37} When the sound film became a possibility, Eisenstein extended these principles to hande what, in computer language, can be called “synchronization” of visual and audio tracks; and later he added the dimension of color. ^(38){ }^{38} Eisenstein also developed a different set of principles (“methods of montage”) according to which different shots can be edited together to form a longer sequence. The examples of “methods of montage” include metric montage, which uses absolute lengths of shots to establish a “beat,” and 谢尔盖·爱森斯坦在他的蒙太奇著作中使用了多维空间的隐喻,他的一篇文章名为《电影的第四维》。 ^(36){ }^{36} 然而,他的蒙太奇理论最终集中在一个维度——时间。爱森斯坦提出了一些原则,例如对位,这可以用来协调不同视觉维度随时间的变化。他考虑的视觉维度包括图形方向、体积、质量、空间和对比。 ^(37){ }^{37} 当声音电影成为可能时,爱森斯坦将这些原则扩展到处理在计算机语言中称为“视觉和音频轨道的同步”的内容;后来他又增加了颜色的维度。 艾森斯坦还提出了一套不同的原则(“剪接方法”),根据这些原则,可以将不同的镜头组合在一起,形成一个更长的序列。“蒙太奇方法”的例子包括度量蒙太奇,它通过镜头的绝对长度来建立“节奏”,以及
36. Sergei Eisenstein, “The Filmic Fourth Dimension,” in Fitm Form, crans. Jay Leyda (New York: Harcourt Brace and Company, 1949). 36. 谢尔盖·爱森斯坦,《电影的第四维》,收录于《电影形式》,翻译:杰伊·莱达(纽约:哈考特·布雷斯公司,1949 年)。
37. Eisenstein, “A Dialectical Approach to Film Form,” in Film Form. 37. 艾森斯坦,《电影形式的辩证法》,载于《电影形式》一书。
38. Eisenstein, “Sranement” and “Synchronization of Senses”" in Film Sense, trans. Jay Leyda (New York: Harcourt Brace and Company, 1942). rhythmic montage, which is based on patten of movement within the shors. These merhods can be used by themselves to structure a sequence of shots, but they also can be combined within a single sequence. 38. 艾森斯坦,《Sranement》和《感官同步》"收录于《电影感》,翻译:杰伊·莱达(纽约:哈考特·布雷斯与公司,1942 年)。节奏蒙太奇基于镜头中的运动模式。这些方法可以单独使用来构建镜头序列,也可以在同一序列中结合使用。
The new logic of a digital mowing image contained in the operation of compositing runs against Eisenstein’s aesthetics with its focus on time. Digital compositing makes the dimensions of space (3-D fake space being created by a composite and 2%2 \%-D space of all the layers being composited) and frame (separate images moving in 2-D2-\mathrm{D} within the frame) as impartant as time. In addition, the possibility of embedding hyperlinks within a moving sequence introduced in QuickTime 3 and other digital formats adds yer another spatial dimension. ^(39){ }^{39} The typical use of hyperlinking in digital movies is to link elements of a movie with information displayed outside of it. For instance, when a particular frame is displayed, a specific Web page can be loaded in another window. "This practice “spatializes” a moving image: No longer completely filling the screen, it is now just one window among many. 数字修剪图像的新逻辑在合成操作中与艾森斯坦的美学相悖,后者强调时间的重要性。数字合成使空间的维度(由合成创建的三维虚假空间和所有合成层的零维空间)以及帧(在帧内移动的独立图像)与时间同样重要。此外,在 QuickTime 3 和其他数字格式中引入的在动态序列中嵌入超链接的可能性又增加了一个空间维度。数字电影中超链接的典型用法是将电影元素与外部信息连接。例如,当显示特定帧时,可以在另一个窗口中加载特定网页。 这种做法将动态影像“空间化”:它不再完全占据屏幕,而只是众多窗口中的一个。
In summary, if film technology, film practice, and film theory privilege the temporal development of a moving image, computer technology privileges spatial dimensions. The new spatial dimensions can be defined as follows: 总的来说,如果电影技术、电影实践和电影理论侧重于动态影像的时间发展,那么计算机技术则更注重空间维度。新的空间维度可以这样定义:
spatial order of layers in a composite ( 2////22 / / 2-D space), 复合材料中各层的空间排列( 2////22 / / 2 -D 空间),
virtual space constructed through compositing (3-D space), 通过合成构建的虚拟三维空间
2-D movement of layers in relation to the image frame (2-D space), 图像框架(二维空间)中各层的二维移动
relationship between the moving image and linked information in the adjustment windows ( 2-D2-\mathrm{D} space). 移动图像与调整窗口中链接信息的关系( 2-D2-\mathrm{D} 空间)。
These dimensions should be added to the list of visual and sound dimensions of the mowing image elaborated by Eisenstein and other filnmakers. Their use opens new possibilities for cinema as well as poses a new challenge for fillm theory. Mo longer just a mbret of awdio-wintal wedture, the digitod moving imuge becomes a part of audio-wisum-gphatial cullure. 这些维度应被纳入艾森斯坦及其他电影制作人所阐述的割草图像的视觉和声音维度列表中。它们的使用为电影开辟了新的可能性,同时也对电影理论提出了新的挑战。数字动态图像不再仅仅是音频-视觉结构的一部分,而是成为了音频-视觉-空间文化的重要组成。
39. For an excellent theoretical anallysis of QuickTime and digital mowing images in general, see Wiwian Sobchack’s “Nostalgia for a Digital Object.” 关于 QuickTime 和数字移动图像的优秀理论分析,请参阅 Wiwian Sobchack 的《对数字对象的怀旧》。
Of course, simple use of these dimensions in and of itself does not result in montage. Most images and spaces of contemporary culture are juxtapositions of different elements; calling any such juxtaposition “montage” renders the term meaningless. Media critic and historian Erkki Hutamo suggests that we should reserve the use of the term “montage” for “strong” cases, and I will follow his suggestion here. ^(40){ }^{40} Thus to qualify as an example of montage, a new media object should fulfill two conditions: Juxtapositions of elements should follow a particular system, and these juxtapositions should play a key role in how the work establishes its meaning, and its emotional and aesthetic effects. These conditions would also apply to che particular case of new spatial dimensions of digital moving images. By establishing a logic that controls the changes and the correlation of values on these dimensions, digital filmmakers can create what I will call spatial montage. 当然,单纯使用这些维度并不会形成蒙太奇。大多数当代文化中的图像和空间都是不同元素的并置;将任何这样的并置称为“蒙太奇”使得这个术语失去了意义。媒体评论家和历史学家埃尔基·胡塔莫建议我们应将“蒙太奇”一词仅用于“强烈”的案例,我将在这里采纳他的建议。因此,要被视为蒙太奇的例子,一个新媒体对象需要满足两个条件:元素的并置应遵循特定的系统,并且这些并置在作品的意义、情感和美学效果的建立中应发挥关键作用。 这些条件同样适用于数字动态图像的新空间维度。通过建立一种控制这些维度变化及其数值关联的逻辑,数字电影制作人可以创造我所称之为空间蒙太奇。
Although digital compositing is usually used to create a seamless virtual space, this does not have to be its only goall. Borders between different worlds do not have to be erased; different spaces do not have to be matched in perspectiwe, scale, and lighting; individual layers can retain their separare identities rather than being merged into a single space; different worlds can clash semantically rather than form a single universe. I will conclude this section by invaking a few more works, which, together with wideas by Rybczynski and Godard, point to the new aestheric possibilities of digitall comprositing if it is not used in the service of traditional realism. Although all chese works were created before digital compositing became available, they explore its aesthetic logic-for compositing is, first and foremost, a conceptual, not only a technological operation. I will use these works to introduce two other montage methods based on compositing: ontological nontage and stylistric montage. 尽管数字合成通常用于创建无缝的虚拟空间,但这并不是它的唯一目标。不同世界之间的边界不必被抹去;不同空间在透视、比例和光照上也不必完全一致;各个层次可以保持各自的独立性,而不是合并成一个单一的空间;不同的世界可以在语义上发生冲突,而不是形成一个统一的宇宙。我将通过引用更多作品来结束这一部分,这些作品与 Rybczynski 和 Godard 的观点一起,展示了数字合成的新美学可能性,前提是它不被用于传统现实主义的服务。 尽管所有的切割作品都是在数字合成技术出现之前创作的,但它们探讨了合成的美学逻辑——合成首先是一种概念性的操作,而不仅仅是技术性的。我将利用这些作品介绍两种基于合成的其他蒙太奇方法:本体非蒙太奇和风格蒙太奇。
Rybcaynski’s film Tango (1982), made when he was still liwing in Poland, uses layering as a metaphor for the particular overcrowdedmess characteristic of socialist countries in the second half of the twentieth century, and for human cohabitation in general. A number of people perform warious actions moving in loops through the same small room, apparently unaware of each other. Rybczynski offsets the loops in such a way that even though his characters keep moving through the same points in space, they never run into one an- Rybcaynski 的电影《探戈》(1982 年)是在他仍然生活在波兰时制作的,利用分层作为比喻,展现了二十世纪下半叶社会主义国家特有的拥挤现象,以及人类共处的普遍情况。许多人在同一个小房间里循环移动,显然对彼此毫无察觉。Rybczynski 巧妙地调整了这些循环,尽管他的角色不断在同一空间点移动,他们却从未相遇。
40. Private comumication, Helsinki, 4 October 1999. other. Compositing, achieved in Tango through optical printing, allows the filmmaker to superimpose a number of elements, or whole words, within a single space. (In this film, each person moving through the room can be said to form a separate world.) As in 5 xeps, these worlds are matched in perspective and scale-and yet the viewer knows that the sceme being shown could not occur in normal human experience ar all given the laws of physics, or is hightly unlikely to occur given the conventions of human life. In the case of Tange, the depicted scene could hawe occurred physically, but the probability of such an occurrence is close to zero: Works such as Tamgo and Steps devellop what I will call an ontalogical momatage the coexistence of ontologically incompatible elements within the same time and space. 40. 私人通信,赫尔辛基,1999 年 10 月 4 日。其他。通过光学打印在 Tango 中实现的合成技术,使得电影制作者能够在同一空间内叠加多个元素或完整的单词。(在这部电影中,每个在房间内移动的人都可以被视为形成一个独立的世界。)与 5 xeps 一样,这些世界在透视和比例上是相匹配的——然而观众知道,所展示的场景在正常人类经验中根本无法发生,或者根据物理法则极不可能出现,或者根据人类生活的常规极不可能出现。 在 Tange 的案例中,所描绘的场景可能在物理上发生过,但这种发生的概率几乎为零:像 Tamgo 和 Steps 这样的作品发展了我所称之为本体蒙太奇的概念,即在同一时间和空间中共存的本体不兼容元素。
The films of Czech filmmaker Konrad Zengan exemplify another montage method based on compositing, which I will call sty/istic nontage. In a career spanining from the 1940 s to the 1980 s, Zeman used a wariety of special effect techniques to create juxtapositions of stylistically diverse images in different media. He juxtaposes different media in time, curting from a live-action shot to a shot of a model or documentary footage, as well as within the same shot. For example, a shot may combine filmed human figures, an old engraving used for background, and a model. Of course, sucto artists as Picasso, Braque, Picabia, and Max Ernst were creating similar juxtaposition of elements in different media in still images already before che World War II. Howewer, in the realm of the moving image, stylistic montage only came to the surface in the 1990 s when the computer became the meeting ground for different generations of media formats used in the twentieth century - 35 mm and 8 mm film, amateur and professional wideo, and early digital film formats. While prewiously, filmmakers ussually worked with a single format throughour the whole film, the accelerated replacement of different analog and digital formats since the 1970 s made the coexistence of stylistically diverse elements a norm rather than the exception for new media objects. Compositing can be used to hide this diversity-or it can be used to foreground it, creating it artificially if necessary. For instance, the film Forrest Gump emphasizes stylistic differences between various shots; this simulation of different film and video artifacts is an important aspect of its narrative system. 捷克电影制作人孔拉德·泽曼的作品展示了一种我称之为“风格非蒙太奇”的合成蒙太奇方法。在他从 1940 年代到 1980 年代的职业生涯中,泽曼运用了多种特效技术,创造出在不同媒介中风格各异的图像并置。他在时间上将不同媒介进行切换,从实拍镜头转到模型或纪录片镜头,甚至在同一镜头中也会进行这样的切换。例如,一个镜头可能会结合拍摄的人物、作为背景的旧版画和一个模型。当然,像毕加索、布拉克、皮卡比亚和马克斯·恩斯特这样的艺术家在第二次世界大战之前就已经在静态图像中创造了类似的不同媒介元素的并置。 然而,在动态影像领域,风格化的蒙太奇直到 1990 年代才开始显现,当时计算机成为了 20 世纪各种媒体格式(如 35 毫米和 8 毫米胶卷、业余和专业视频以及早期数字电影格式)之间的交汇点。此前,电影制作人通常在整部电影中使用单一格式,但自 1970 年代以来,不同模拟和数字格式的快速更替使得风格多样化元素的共存成为新媒体对象的常态,而非例外。合成技术可以用来掩盖这种多样性,也可以用来突出它,必要时甚至可以人为地创造出这种多样性。 例如,电影《阿甘正传》突出了不同镜头之间的风格差异;这种对各种电影和视频伪影的模拟是其叙事系统的重要组成部分。
In Zeman’s films such as Baron Prásil (Baron Munchhausen, 1961) and Na Eowrete (On the Comet, 1970), live-action footage, etchings, miniatures, and other elements are layered together in a self-conscious and ironic way. Like 在泽曼的电影《巴伦·普拉西尔》(巴伦·梦游者,1961 年)和《在埃欧维特》(彗星上,1970 年)中,实景镜头、蚀刻画、微型模型等元素以一种自我意识和讽刺的方式交织在一起。
Rybczynski, Zeman keeps a coherent perspectival space in his films while making us aware that it is constructed. One of his devices is to superimpose filmed actors over an old etching used as a background. In Zeman’s aesthetics, neither graphic nor cinematographic elements dominate; the two are blended together in equal proportion, creating a unique visual style. At the same time, Zeman subordinates the logic of feature filmmaking to the logic of animation; that is, the shots in his films that combine live-action footage with graphic elements position all elements on parallel planes; the elements move parallel to the screen. This is the logic of an animation stand where the stack of images is arranged parallel to each other, rather than live-action cinema where the camera typically moves through 3-D space. As we will see in the “Digital Cinema” section, this subordination of live action to animation is the logic of digital cinema in general. 里布钦斯基,泽曼在他的电影中保持了一种连贯的透视空间,同时让观众意识到这一空间是经过构建的。他的一种手法是将拍摄的演员叠加在作为背景的旧版画上。在泽曼的美学中,图形元素和电影元素并没有主导地位;两者以相等的比例融合在一起,创造出独特的视觉风格。同时,泽曼将故事片制作的逻辑服从于动画的逻辑;也就是说,他的电影中结合实景拍摄和图形元素的镜头将所有元素置于平行平面上,这些元素与屏幕平行移动。 这是动画台的逻辑,图像堆叠是平行排列的,而不是现场动作电影,后者通常是相机在三维空间中移动。正如我们将在“数字电影”部分看到的,现场动作对动画的从属关系是数字电影的一般逻辑。
St. Petersburg artist Olga Tobreluts, who uses digital compositing, also respects the illusion of a coheremt perspectival space, while continuously playing tricks with it. In Gorear Unaa (1994; directed by Olga Komarova), a video work based on a famous play written by the nineteenth-century Russian writer Aleksandr Griboedow, Tobreluts overlays images representing tadically different realities (a cllose-up of plants; animals in the zoo) on the windows and walls of various interior spaces. In one shot, two characters converse in front of a window behind which we see a flock of soaring birds taken from Alfred Hitchcock’s Tbe Birds; in another, a delicate computer-rendered design keeps morphing on the wall behind a dancing couple. In these and similar shots, Tobreluts aligns the two realities in perspective but not in scale. The result is an ontological montage-and also a new kind of montage within a shot. Which is to say, if the awant-garde of the 1920 s , and MTV in its wake, juxtaposed tadically different realities within a single image, and if Hollywood digital artists use computer compositing to glue different images into a seamless illusionistic space, Zeman, Rybczynski, and Tobreluts explore the creative space between these two extremes. The space between modernist collage and Hollywood cinematic realism is new terrain for cinema ready for exploration xx : the the help of digital compositing. 圣彼得堡艺术家奥尔加·托布雷卢茨运用数字合成技术,同时尊重连贯的透视空间幻觉,并不断对其进行戏弄。在她的作品《戈雷尔·乌纳》(1994 年;导演:奥尔加·科马罗娃)中,这是一部基于 19 世纪俄罗斯作家亚历山大·格里博耶多夫著名剧作的视频作品,托布雷卢茨在各种室内空间的窗户和墙壁上叠加了代表截然不同现实的图像(如植物特写和动物园里的动物)。在一个镜头中,两个角色在窗前交谈,窗后则是一群来自阿尔弗雷德·希区柯克的《鸟》中的飞鸟;在另一个镜头中,墙上不断变形的精致计算机渲染设计出现在一对舞蹈情侣的身后。 在这些及类似的镜头中,托布雷茨将两种现实在视角上对齐,但在尺度上却不一致。结果形成了一种本体蒙太奇——同时也是镜头内的一种新型蒙太奇。换句话说,如果 20 世纪 20 年代的先锋派以及随之而来的 MTV 在单一图像中并置了截然不同的现实,而好莱坞的数字艺术家则利用计算机合成将不同的图像拼接成无缝的幻觉空间,那么泽曼、里布钦斯基和托布雷茨则探索了这两种极端之间的创造性空间。现代主义拼贴与好莱坞电影现实主义之间的空间是电影探索的新领域,正等待着数字合成的帮助。
Teleaction 远程操作
Representation versus Communication 表达与交流
Teleaction, the third operation that I will discuss in this chapter, may appear to be qualitatively different from the first two, selecting and compositing. It is not employed to create new media, only to access it. Therefore, we may at first think that teleaction does not have a direct effect on the language of new media. 远程操作是我在本章中讨论的第三个操作,可能看起来与前两个操作(选择和合成)有质的不同。它并不是用来创造新媒体,而是用来访问新媒体。因此,我们一开始可能会认为远程操作对新媒体的语言没有直接影响。
Of course, this operation is made possible by designers of computer handware and software. For instance, numerous Web cameras allow users to observe remote locations; most Websites also inclucle lyyperlinks that allow tloe user to “teleport” from one remote server to another. At the same time, in the case of many commerciall sites, designers try to prevent users from leaving the site. To use industry lingo (circa 1999), a designer wants to make cach user “hardcore” (i.e, make her stay on the site); the goal of commercial Web design is to create “stickiness” (a measure of how long an individual user stays on a particular Web site), and increase “eyeball hang time” (Web-site loyalty). So although it is the end user who employs the operation of teleaction, it is the designer who makes it (im)possible. Still, no new media objects are being generated when the user follows a hyperlink to another Web site, or uses telepresence to observe or act in a remote location, or communicates in real time with other users using Interner chat, or just makes a plain old-fashioned telephone call. In short, once we begin dealing with werbs and nouns which begin with tele-, we are no longer dealing with the craditional culcural domain of representation. Instead, we enter a new conceptual space, which this brok has not explored so far-telecommunication. How can we start navigating it? 当然,这一操作得益于计算机硬件和软件的设计师。例如,许多网络摄像头使用户能够观察远程地点;大多数网站也包含超链接,允许用户“瞬移”到另一个远程服务器。同时,在许多商业网站中,设计师试图阻止用户离开网站。用行业术语(大约 1999 年)来说,设计师希望让每位用户“忠诚”(即让她留在网站上);商业网页设计的目标是创造“粘性”(衡量用户在特定网站上停留的时间),并增加“眼球停留时间”(网站忠诚度)。 尽管最终用户是使用远程操作的人,但设计师却是使其(不)可能的人。然而,当用户通过超链接访问另一个网站,或使用远程技术观察或在远程地点进行操作,或通过互联网聊天与其他用户实时沟通,或仅仅打一个老式电话时,并没有生成新的媒体对象。简而言之,一旦我们开始处理以“tele-”开头的动词和名词,我们就不再处于传统的文化表现领域。相反,我们进入了一个新的概念空间,而这本书到目前为止尚未探索——电信。我们该如何开始在这个领域中导航?
When we think of the end of the nineteenth century, we think of the birth of cinema. In the preceding decades, and the one immediately following the 1890 s, most other modern media technologies were developed, enabling the recording of still images of visible reality (photography) and sound (the phonograph), as well as real-time transmission of images, sounds, and text (telegraph, television, the fax, telephone, and radio). Yet, more than any of these other inventions, it was the introduction of cinema that impressed itself most strongly on public memory. The year we remember and celebrate is 1895 , not 1875 (the first television experiments of Carey) or 1907 (the introduction of the fax). Clearly, we are more impressed (of at least, we were until the arrival of the Interner) with modern media’s ability to record aspects of reality and then use these recordings to simulate it for our senses than with its real-time communication aspect. If we were given the choice to be among the Lumiere’s first audience or to be among the first users of the telephone, we wiould choose the former. Why? The reason is that the new recording technologies led to the development of new arts in a way that realtime communication did not. The fact that aspects of sensible reality can be recorded and that these recordings can be later combined, reshaped, and manipulated-in short, edited-made possible the new media-based arts that were soon to dominate the rwentieth century: fiction films, radio concerts, music programs, television serials, and news programs. Despite persistent experiments of awaint-garde artists with the modern technologies of realtime communication-radio in the 1920s, video in the 1970s, the Internet in the 1990 s-the ability to communicate over a physical distance in real time did not seem by itself to inspire fundamentally new aesthetic principles the way film or tape recording did. 当我们想到十九世纪末时,脑海中浮现的便是电影的诞生。在此之前的几十年以及 1890 年代之后的十年里,大多数现代媒体技术相继发展,使得可见现实的静态图像(摄影)和声音(留声机)得以录制,同时也实现了图像、声音和文本的实时传输(如电报、电视、传真、电话和广播)。然而,最让人铭记的,还是电影的出现。我们所记住和庆祝的年份是 1895 年,而非 1875 年(凯里的第一次电视实验)或 1907 年(传真机的引入)。 显然,在互联网到来之前,我们对现代媒体记录现实各个方面的能力印象更深刻,而不是它的实时通信功能。如果让我们选择成为卢米埃尔的第一批观众,还是成为电话的第一批用户,我们会选择前者。原因在于新的录音技术推动了新艺术的发展,而实时通信则没有。 现实中某些方面的记录,以及这些记录在后期的组合、重塑和操控——简而言之,就是编辑——使得基于新媒体的艺术得以兴起,并迅速主导了二十世纪:虚构电影、广播音乐会、音乐节目、电视连续剧和新闻节目。尽管先锋艺术家在现代实时通信技术上进行了持续的实验——1920 年代的广播、1970 年代的视频、1990 年代的互联网——但在物理距离上实时沟通的能力似乎并没有单独激发出根本新的美学原则,正如电影或录音带所做的那样。
Since their beginning in the nineteenith century, modern media technologies have developed along two distinct trajectories. The first is representational techmologies-film, audio and video magnetic tape, various digital storage formars. The second is real-cime communication technollogies, that is, everything that begins with tele-telegraph, telephone, telex, television, telepresence. Such new twentieth-century cultural forms as radio and, larer, television emerge at the intersections of these two trajectories. In this meecing, the technologies of real-time communication became subordinated to the technologies of representation. Telecornmunication was used for distribution, as with broadcasting, which enabled a twentieth century radio listener or television viewer to receive a transmission in real time. But a typical broadcast, whether film, play, or musical performance, was a traditional aestheric object, that is, a construction utrilizing elements of familiar reality and created by professionals previous to cratismission. For instance, although television retained some live programs such as news and talk shows following the adoption of video tape recorders, the majority of programming came to be prerecorded. 自十九世纪以来,现代媒体技术沿着两条不同的轨迹发展。第一条是表现技术,包括电影、音频和视频磁带以及各种数字存储格式。第二条是实时通信技术,涵盖了所有以“电”开头的技术,如电报、电话、电传、电视和远程呈现。像广播和后来的电视这样的二十世纪新文化形式正是在这两条轨迹的交汇处出现的。在这个过程中,实时通信技术逐渐被表现技术所从属。 电信的使用与广播相似,使得二十世纪的收音机听众或电视观众能够实时接收信号。然而,典型的广播节目,无论是电影、戏剧还是音乐表演,都是一种传统的美学作品,即由专业人士在创作之前构建的,利用了熟悉的现实元素。例如,尽管电视仍然保留了一些现场节目,如新闻和脱口秀,但在引入录像带录音机后,大多数节目都变成了预录制的。
Attempts by some artists from the 1960 s onward to substitute a traditionally defined aesthetic object with other concepts such as “process,” “piractice,” and “concept” only highlight the stronghold of the traditional concept on our cultural imagination. The concept of an aesthetic object as an oliject, that is, a self-contained structure limited in space and/or time, is fundamental to all modern thinking about aestherics. For instance, in his Languages of Art (1976), which outlines one of the most influential aesthetic theories of the last decades, philosopher Nelson ^("Q "){ }^{\text {Q }} Goodman names the following four symptoms of the aesthetic-syntactic density, semamtic density, syntactic repleteness, and the ability to exemplify. ^(41){ }^{41} These characteristics assume a finite object in space and/or time-a literary text, a musical or dance performance, a painting, a work of architecture. For another example of how modern aesthetic theory relies on the concept of a fixed object, we can look at the influential article “From Work to Text” by Roland Barthes. In this article, Barthes establishes an opposition berween the traditional notion of a “work” and a new notion of “text,” about which he advances seven "propositions."12 As can be seen from these propositions, Barthes’s notion of a “text” is an attempt to go bepond the traditional aesthetic object understood as something clearly delineaced from orher objects semantically and physically—yet ultimately Barthes retains the traditional concept. His notion of a “text” still assumes a reader “reading,” in the most general sense, something previously “written.” In short, while a “text” is interactive, hypertextual, distributed, and dynamic (to translate Barthes’s propositions into new media terms), it is still a finite object. 从 1960 年代开始,一些艺术家试图用“过程”、“实践”和“概念”等新概念来替代传统的美学对象,这反而突显了传统概念在我们文化想象中的根深蒂固。美学对象被视为一个自足的结构,局限于特定的空间和时间,这一概念是现代美学思考的基础。例如,哲学家纳尔逊·古德曼在他的《艺术的语言》(1976)一书中,列出了美学的四个特征:句法密度、语义密度、句法充实性和示例能力,这些都是过去几十年中最具影响力的美学理论之一。 这些特征假设了一个在空间和/或时间中有限的对象——例如文学文本、音乐或舞蹈表演、画作或建筑作品。另一个现代美学理论依赖于固定对象概念的例子是罗兰·巴特的影响力文章《从作品到文本》。在这篇文章中,巴特建立了“作品”的传统概念与“文本”的新概念之间的对立,并提出了七个“命题”。从这些命题可以看出,巴特对“文本”的理解试图超越传统美学对象的定义,即将其视为在语义和物理上与其他对象清晰区分的东西——然而,巴特最终仍然保留了传统的概念。 他对“文本”的理解仍然假设有一个“读者”在最广泛的意义上“阅读”某些先前“写下”的内容。简而言之,尽管“文本”是互动的、超文本的、分布式的和动态的(将巴特的观点转化为新媒体术语),但它仍然是一个有限的对象。
By foregrounding telecommunication, both real-time and asynchronous, as a fundamental cultural activity, the Internet asks us to reconsider the very 互联网通过将电信(包括实时和异步通信)视为一种基本的文化活动,促使我们重新思考这一点
41. Netson Goodman, Langmager of A An, 2d ed. (Indianapolis: Hacketr, 1976%, 252-253. 41. Netson Goodman,《A An 的语言学家》,第二版。(印第安纳波利斯:Hacketr,1976 年,252-253 页。)
42. Barthes, “From Work to Text,” in Image/MusicText. 42. 巴特,《从作品到文本》,载于《图像/音乐/文本》。
paradigm of an aesthetic object. Is it necessary for the concept of the aesthetic to assume representation? Does art necessary involve a finite object? Can telecommunication between users by itself be the subject of an aesthetic? Similarly, can the user’s search for information be understood aesthetically? In short, if a user accessing information and a user telecommunicating with other(s) are as common in computer culture as a user interacting with a representation, can we expand our aesthetic cheories to include these two new situations? 美学对象的范式。美学概念是否必须假设表现?艺术是否必然涉及一个有限的对象?用户之间的电信能否本身成为美学的主题?同样,用户的信息搜索能否被理解为美学?简而言之,如果一个用户访问信息和一个用户与其他人进行电信在计算机文化中与用户与表现互动一样普遍,我们能否将我们的美学理论扩展到这两种新情况?
I find these to be hard questions; but as a way to begin approaching them, I will offer an analysis of different kinds of “rele” operations summed up by my term. “'teleaction.” 我觉得这些问题很难;但作为接近它们的起点,我将分析不同类型的“rele”操作,并用我的术语“teleaction”进行总结。
Telepresence: Illusion versus Action 远程存在:幻象与行动
In the opening sequence of the mowie Titanic (James Cameron, 1997), we see an operator sitting at the controls. The operator is wearing a head-mounted display that shows an image transmitted from a remote location. This display allows him to remotely control a small vehicle, and with its help, explore the insides of the “Titanic” lying on the bottom of the ocean. In short, the operator is “telepresent.”. 在电影《泰坦尼克号》(詹姆斯·卡梅隆,1997)的开场序列中,我们看到一名操作员坐在控制台前。他佩戴着一个头戴显示器,显示着来自远程位置的图像。这个显示器让他能够远程操控一辆小型车辆,借此探索沉在海底的“泰坦尼克号”的内部。简而言之,操作员处于“远程存在”的状态。
With the rise of the Web, telepresence, which untill recently was restricted to a few specialized industrial and military applications, has become a more familiar experience. A search on Yahoo! for “interesting devices connected to the Net” returns links to a variety of Net-based telepresence applicarions: coffee machines, robors, an interactive model railroad, audio derices and, of course, the ever-popular web cams. ^(43){ }^{43} Some of these devices, such as most web cams, do not allow for true tellepresence-you get images from a remote location bur you cannor act on them. Others, however, are true telepresence links that allow the user to perform actions remotely. 随着网络的兴起,远程呈现技术直到最近还仅限于一些专业的工业和军事应用,现在已成为一种更为常见的体验。在雅虎上搜索“连接到网络的有趣设备”会返回各种基于网络的远程呈现应用的链接,包括咖啡机、机器人、互动模型火车、音频设备,以及备受欢迎的网络摄像头。 ^(43){ }^{43} 这些设备中,有些,比如大多数网络摄像头,并不支持真正的远程呈现——你只能从远程位置获取图像,但无法对其进行操作。然而,其他设备则是真正的远程呈现链接,允许用户远程执行操作。
Remote video cameras and remotely navigated devices such as the one fearured in Titanic exemplify the notion of being “present” in a physically remote location. At the same time, the experience of daily navigating the Web also involwes telepresence on a more basic level. By following hyperlinks, the user “teleports” from one server to another, from one physical licatation to the 远程视频摄像头和远程导航设备,例如《泰坦尼克号》中展示的设备,体现了在物理遥远地点“存在”的概念。同时,日常上网的体验在更基本的层面上也涉及到远程存在。用户通过点击超链接,可以“瞬移”从一个服务器到另一个,从一个物理位置到另一个。
43. hatpul/wwwyahoo.com. next. If we are still fetishizing video-based telepresence as portrayed in TT Ttanic, this is only because we are slow to accept the primacy of information space over physical space in compurer culture. But in fact, the ability to “teleport” instantly from one server to another, to be able to explore a multitude of documents located on computers around the world, all from one location, is much more important that being able to perform physical actions in one remore location. 如果我们仍然将视频远程存在视为《泰坦尼克号》中所描绘的那样,这只是因为我们对信息空间在计算机文化中优于物理空间的接受速度较慢。然而,实际上,从一个服务器“瞬移”到另一个服务器的能力,以及能够在一个地点探索全球计算机上的众多文档,远比在遥远的地方进行物理操作要重要得多。
I will discuss telepresence in this section in its accepted, more narrow meaning: the ability to see and act ac a distance. And just as I constructed one possible archeology of digital compositing, here I would like to construct one possible historical trajectory leading to computer-based telepresence. If digital compasiting can be placed along with other technologies for creating fake reality such as fashion and makeup, tealist paintings, dioramas, military decoys, and VR, telepresence can be thought of as one example of representational technotagies used to enable action, that is, to allow the wiewer to manipulate reality tbrough representations. Other examples of these actionenabling technologies are maps, architectural drawings, and xx-rays. All of them allow their users to act at a distance. Given this, what ane the new possibilities for action offered by telepresence in contrast to these older technologies? This question will guide my discussion of telepresence here. 我将在本节中讨论远程呈现,特指在远距离看到和行动的能力。就像我构建了数字合成的一种可能的考古学一样,这里我想描绘一条可能的历史轨迹,通向基于计算机的远程呈现。如果将数字合成与其他创造虚假现实的技术(如时尚、化妆、超现实主义绘画、立体模型、军事诱饵和虚拟现实)相提并论,那么远程呈现可以被视为一种代表性技术的例子,用于实现行动,即允许观众通过表现来操控现实。其他能够实现行动的技术还包括地图、建筑图纸和 xx 射线。 所有这些技术都允许用户进行远程操作。基于这一点,远程存在相较于这些旧技术,提供了哪些新的行动可能性?这个问题将引导我在这里讨论远程存在。
If we look at the word itself, teleprerence means presence at a distance. But presence where? Interactive media designer and theorist Brenda Laurel defines telefrerescer as "a medium chat allows you to take your body with you into some other environment . . . youl get to take some subset of your senses with you into another environment. And that environment may be a computergemerated environment, it may be a camera-originated environment, or it may be a combination of the two. ^("$4 "){ }^{\text {\$4 }} According to this definition, telepresence encompasses two different situations-being “present” in a syntheric computer-generated enwironment (what is commonly referred to as “virtual reality”) and being “present” in a real remote physical location via a live video image. Scott Fisher, one of the developers of the NASA Ames Virtual 如果我们分析这个词本身,远程存在意味着在远处的存在。但这种存在究竟在哪里呢?互动媒体设计师和理论家布伦达·劳雷将远程存在定义为“一个媒介,允许你将身体带入另一个环境……你可以将某些感官的部分带入另一个环境。这个环境可能是计算机生成的,也可能是摄像机捕捉的,或者是两者的结合。根据这个定义,远程存在包括两种不同的情况——在合成的计算机生成环境中“存在”(通常称为“虚拟现实”)和通过实时视频图像在真实的远程物理位置“存在”。斯科特·费舍尔,NASA 艾姆斯虚拟项目的开发者之一
suame. New Tabhoulogites of the Screen, ed. Phillip. Haywand and Tana Woutlem (Loondon: British Film Institute; 1993),1621993 \mathrm{)}, 162. suame. 新版屏幕的 Tabhoulogites,编辑:Phillip。Haywand 和 Tana Woutlem(伦敦:英国电影协会; 1993),1621993 \mathrm{)}, 162 。
Environment Workstation-the first modern VR system-similarly does not distinguish between being “present” in a computer-generated environment or a real remote physical location. Describing the Ames system, he writes: "Virtual enviroments at the Ames system are synthesized with 3-D computergenerated imaigery, or are remotely sensed by user-controlled, sterecscopic wideo camera configurations."45 Fisher uses “wirtual environments”, as an allencompassing term, reserving “telepresence” for the second situation: “presence” in a remote physical locarion. ^(46)I{ }^{46} \mathrm{I} will follow his usage here. 环境工作站——第一个现代虚拟现实系统——同样不区分在计算机生成的环境中“存在”或在真实的远程物理位置中“存在”。在描述阿梅斯系统时,他写道:“阿梅斯系统中的虚拟环境是通过 3D 计算机生成的图像合成的,或者通过用户控制的立体视频摄像机配置进行远程感知。”费舍尔使用“虚拟环境”作为一个广泛的术语,而将“远程存在”专门用于第二种情况,即在远程物理位置中的“存在”。 ^(46)I{ }^{46} \mathrm{I} 将在这里遵循他的用法。
Popular media has downplayed the concept of telepresence in fayor of wirtual reality. Photographs of the Ames system, for instance, have often been featured to illustrate the idea of an escape from any physical space into a computer-generated world. The fact that a head-mounted display can allso show a televised image of a remote physical location is hardly ever mentioned. 流行媒体往往忽视了远程存在的概念,而更关注虚拟现实。例如,艾姆斯系统的照片常常被用来说明从任何物理空间逃离到计算机生成世界的想法。然而,头戴显示器能够显示远程物理位置的电视图像这一事实却很少被提及。
Yet, from the point of view of the history of the technologies of action, telepresence is a much more radical technology than virtual reality, or computer simulations in general. Let us consider the difference berween the two. 然而,从行动技术的历史角度来看,远程呈现是一种比虚拟现实或计算机模拟更为激进的技术。让我们来探讨一下两者之间的区别。
Like the fake reality technologies that preceded it, wirtual reality provides the subject with the illusion of being present in a simulated world. Virtual reality adds a new capability: It allows the subject to actively change this world. In other words, the subject is given control over a fake reality. For instance, an architect can modify an architectural model, a chemist can try different molecule configurations, a tank driver can shoot at a model of a tank, and so on. But, what is modified in each case is nothing but data stored in a computer’s memory! The user of any computer simulation has power over a virtual world, which only exists inside a computer. 像之前的虚假现实技术一样,虚拟现实让用户感受到自己身处一个模拟世界的幻觉。虚拟现实增加了一种新功能:它允许用户主动改变这个世界。换句话说,用户可以控制这个虚假的现实。例如,建筑师可以修改建筑模型,化学家可以尝试不同的分子结构,坦克驾驶员可以对一个坦克模型开火,等等。然而,在每种情况下,所改变的仅仅是存储在计算机内存中的数据!任何计算机模拟的用户都对一个仅存在于计算机内部的虚拟世界拥有控制权。
Telepresence allows the subject to control not just the simulation but reality itself. Telepresemce provides the ability to manipulate remotely physical reality in real time through its image. The body of the teleoperator is rransmitted, in real time, to another location where it can act on the subject’s 远程存在使得主体不仅能够控制模拟,还能控制现实本身。它提供了通过图像实时远程操控物理现实的能力。远程操作员的身体会实时传输到另一个地点,在那里可以对主体进行操作。
45. Fisher, 430 (emphassis mine). 45. 菲舍尔,第 430 页(强调是我自己的)。
46. Fisher defines telepresence as “a technology which would allow remorely situarted operators to receime enough sensory feediback to feel like they are really ac a remote location and are able to do different kimds of tasks”. Scout Fisher, “Wisual Interface Environments,” in Ttbe Ant of Humatu-Coumpater Imerfacie Design, ed. Erenda Laurel (Reading, Mass. Addison-Wesley, 1990), 427. behalf-repairing a space station, doing underwater excawation, or bombing a military base in Iraq or Yugoslavia. 46. 菲舍尔将远程存在定义为“一种技术,使得远程操作员能够接收到足够的感官反馈,从而感觉自己真的身处一个远程地点,并能够执行各种任务”。斯科特·菲舍尔,《视觉界面环境》,收录于埃伦达·劳雷尔主编的《人机交互设计的艺术》(马萨诸塞州雷丁,阿迪森-韦斯利,1990 年),第 427 页。这包括修复空间站、进行水下挖掘或轰炸伊拉克或南斯拉夫的军事基地。
Thus, the essence of telepresence is that it is anti-presence. I do not have to be physically present in a location to affect reality at this location. A better term would be teleaction. Acting over distance. In real time. 因此,远程存在的本质是反存在。我无需亲自到场就能影响某个地方的现实。更合适的说法是远程行动。跨越距离的实时行动。
Catherine the Great was fooled into mistaking painted facades for real villages. Today, from thousands of miles away-as was demonstrated during the Gulf War-we can send a missile equipped with a television camera close enough to tell the difference berween a target and a decoy. We can direct the llight of the missile using the image transmitted back by its camera; we can carefully fly cowards the target, and using the same image, we can blow the targer away. All that is needed is to position the computer cursor over the right place in the image and press a button.* 凯瑟琳大帝曾被愚弄,以为涂漆的外立面是真正的村庄。如今,从数千英里外——正如海湾战争期间所展示的那样——我们可以发射一枚装有电视摄像头的导弹,足够接近以区分目标和诱饵。我们可以利用摄像头传回的图像来引导导弹;我们可以小心翼翼地朝目标飞去,并利用同样的图像将目标摧毁。只需将计算机光标放在图像中的正确位置,然后按下一个按钮即可。
How new is this use of images? Does it originate with telepresence? Since we are accustomed to consider the history of visual representations in the West in terms of illusion, it may seem that to use amages to enable action is a completely neww phenomenon. However, French philosopher and sociologist Bruno Latour proposes that certain kinds of images have always functioned as instruments of control and power, power being defined as the ability to mobilize and manipulate resources across space and time. 这种图像的使用有多新颖?它是源于远程呈现吗?由于我们习惯于从幻觉的角度看待西方视觉表现的历史,使用图像来促进行动似乎是一个全新的现象。然而,法国哲学家和社会学家布鲁诺·拉图尔认为,某些类型的图像一直以来都是控制和权力的工具,权力被定义为在空间和时间中动员和操控资源的能力。
One example of such image-instruments analyzed by Latour are perspectival images. Perspective establishes the precise and reciprocal relationship berween objects and their signs. We can go from objects to signs (twodimensional representations), but we can also go from such signs to threedimensional objects. This reciprocal relationship allows us not only to represent reality but also to control inc ^(458){ }^{458} For instance, we cannot measure the sun in space directly, but we only need a smail ruler to measure ir on a photograph (the perspectival image par excellence). ^(49){ }^{49} And even if we could fly 拉图分析的这种图像工具的一个例子是透视图像。透视建立了物体与其符号之间精确而相互的关系。我们可以从物体转向符号(二维表示),也可以从这些符号转向三维物体。这种相互关系不仅使我们能够表现现实,还使我们能够控制某些事物。例如,我们无法直接测量太空中的太阳,但只需一个小尺子就能在照片上测量它(典型的透视图像)。即使我们能够飞
47. I am grateful to Thomas Elsaesser for suggestang the term “image-instrumenr” and also for making a number of orher suggestions regarding the “Teleacrion” section as a whote. 我感谢托马斯·埃尔萨瑟提出“图像工具”这一术语,并对他在“电视行动”部分提出的其他建议表示感谢。
48. Bruno Lampur “Wisualization and Cognition: Thinking with Eyes and Hands,” Knowiedge 48. 布鲁诺·兰普尔《可视化与认知:用眼睛和手进行思考》,知识
49. 1Bid., 22.
around the sun, we would still be better off studying the sun through its representations, which we can bring back from the trip-because now we have unlimited time to measure, analyze, and catalog them. We can move objects from one place to another by simply moving cheir representations: “You can see a church in Rome, and carry it with you in Iondon in such a way as to reconstruct it in London, or you can go back to Rome and amend the picture.” Finally, we can also represent absent things and plan our movement through space by working on representations: “One cannot smell or hear or touch Sakhalin Island, but you can look at the map and determine at which bearing you will see the land when you send the next fleet.” ^("s0 "){ }^{\text {s0 }} All in all, perspective is more than just a sign system that reflects reality-it makes possible the manipulation of reality through the manipulation of its signs. 围绕太阳,我们更应该通过它的表现来研究太阳,这些表现我们可以在旅行中带回来——因为现在我们有无限的时间来测量、分析和整理它们。我们可以通过简单地移动这些表现,将物体从一个地方转移到另一个地方:“你可以在罗马看到一座教堂,并以这种方式将它带到伦敦,从而在伦敦重建它,或者你可以回到罗马并修改这幅画。”最后,我们还可以表示缺失的事物,并通过处理表现来规划我们在空间中的移动:“人们无法嗅到、听到或触摸萨哈林岛,但你可以查看地图,确定在你发送下一支舰队时,在哪个方位可以看到陆地。”总的来说,视角不仅是反映现实的符号系统,它还使得通过操控符号来操控现实成为可能。
Perspective is only one example of image-instruments. Any representation that systematically captures some features of reality can be used as an instrument. In fact, mose types of representations that do not fit into the history of illusionism-diagrams and charts, maps and xx-rays, infrared and radar images-belong to the second history, that of representations as instruments for action. 视角只是图像工具的一个例子。任何能够系统性地捕捉现实某些特征的表现形式都可以被视为工具。实际上,许多不属于幻觉主义历史的表现形式——如图表、地图、 xx 射线、红外线和雷达图像——都属于第二种历史,即作为行动工具的表现形式。
Telecommunication 通信行业
Given that images have always been used to affect reality, does telepresence bring anything new? A map, for instance, already allows for a kind of teleaction: It can be used to predict the furure and therefore change it. To quote Latour again, “One cannot smell or hear or touch Sakhalin Island, but you can look at the map and determine at which bearing you will see the land when you send the next fleet.” 鉴于图像一直被用来影响现实,远程呈现是否带来了新的东西?例如,一张地图已经可以实现某种远程行动:它可以用来预测未来,从而改变未来。正如拉图尔所说,“人们无法嗅到、听到或触摸萨哈林岛,但你可以查看地图,确定在发送下一支舰队时你将在哪个方位看到陆地。”
In my view, there are two fundamental differences between old imageinstruments and telepresence. Because telepresence involves electronic cransmission of wideo images, the construction of representations cakes place instantaneously. Making a perspectival drawwing or a chart, taking a photograph or shooring film, takes time. Now I can use a remote wideo camerat that capture images in real-time, sending these images back to me wiithout any delay. This allows me to monitor any wisible changes in a remote location 在我看来,旧的图像工具和远程呈现之间有两个根本的区别。远程呈现涉及视频图像的电子传输,因此图像的构建是瞬时完成的。制作透视图或图表、拍照或拍摄电影都需要时间。而现在,我可以使用远程摄像头实时捕捉图像,并毫无延迟地将这些图像发送给我。这使我能够监控远程地点的任何可见变化。
So. Ibid., 8 . (weather conditions, movements of troops, and so on), adjusting my actions accordingly. Depending upon what information I need, radar can be used instead of a video camera. In eirher case, an image-instrument displayed by a real-time screen is formed in real time. 所以,我所引用的第 8 条(天气条件、部队移动等),我会相应地调整我的行动。根据我需要的信息,可以使用雷达代替视频摄像机。在这两种情况下,实时屏幕上显示的图像仪器都是实时生成的。
The second difference is dinectly related to the first. The ability to receive visual information about a memate place in real time allows us to manipulate physical reality in this place, also in real-time. If power, according to Latour, includes the ability to manipulate resources at a distance, then teleaction provides a new and unique kind of power-real-time remote control. I can drive a toy vehicle, repair a space station, do an underwater excavation, operate on a patient, or kill-alll from a distance. 第二个差异与第一个直接相关。实时接收某个地点的视觉信息使我们能够在该地点实时操控物理现实。如果根据拉图尔的观点,权力是指在远处操控资源的能力,那么远程操控则提供了一种全新的独特权力——实时远程控制。我可以从远处驾驶玩具车、修理空间站、进行水下挖掘、给病人做手术,甚至杀死一切。
What technology is responsible for this new pomer? Since a telleoperator typically acts with the hellp of a live video image (for instance, when remotely operating a moving wehicle such as in the opening sequence of T_(1)T_{1} tamicy, we may think an first that it is the technology of video, or, more precisely, of television. The original, nineteenth-century meaning of television was “vision at a distance.” Only after the 1920 s, when television was equated with broadcasting, did this meaning fade away. However, during the preceding half century (celevision research began in the 1870s), television engineers were mostly concerned with the problem of how to transmit consecutive images of a remote location to enable “remore seeing.” 什么技术使得这种新型遥控器成为可能?由于遥控操作员通常依赖实时视频图像(例如,在远程操作移动车辆时,如在 T_(1)T_{1} 的开场序列中),我们可能最初会认为这是视频技术,或者更准确地说,是电视技术。电视的原始含义是“远距离的视觉”,这一含义在 1920 年代电视与广播等同后逐渐消失。然而,在此之前的半个世纪(电视研究始于 1870 年代),电视工程师主要关注如何传输远程位置的连续图像,以实现“远程观看”。
If images are transmitted at regular intervals, if these intervals are short enough, and if the images have sufficient detail, the viewer will have enough teliable information about the remote location for teleaction. The early television systems used slow mechanical scanning and resolution as low as thirty lines. In the case of modern television systems, the visible reality is being scanned at the resolution of a few hundred lines sixty times a second. This prowides enough information for most telepresence tasks. 如果图像以规律的间隔传输,且这些间隔足够短,同时图像细节足够丰富,观众将获得足够可靠的信息来进行远程操作。早期的电视系统采用缓慢的机械扫描,分辨率低至三十行。而现代电视系统则以每秒六十次的速度扫描几百行的可见现实。这为大多数远程呈现任务提供了足够的信息。
Now, consider the Teleggavder project by Ken Goldberg and his associates. ^(51){ }^{51} In this Web telerobotics project, the Web users operate a robotic arm to plant seeds in a garden. Instead of continuously refreshed video, the project uses user-driven still images. The image shows the garden from the viewpoint of the yideo camera attached to the robotic arm. When the arm is 现在,让我们来看看肯·戈德堡及其团队的 Teleggavder 项目。 ^(51){ }^{51} 在这个网络遥控项目中,用户可以通过网络操作一个机器人手臂在花园里种植种子。该项目使用用户驱动的静态图像,而不是不断更新的视频。图像展示了从连接到机器人手臂的摄像头视角看到的花园。当手臂处于
moved to a new location, a new still image is transmitted. These still images provide enough information for the particular teleaction in this projectplanting the seeds. 移动到新位置后,传输了一张新的静态图像。这些静态图像为本项目中的特定远程操作——播种,提供了足够的信息。
As this example indicates, it is possible to teleact without video. More generally, we can say that different kinds of teleaction require different temporal and spatial resolutions. If the operator needs immediate feedback on her actions (the example of remote operation of a wehicle is again appropriate here), a frequent update of images is essential. But in the case of planting a garden using a remote robot arm, user-triggered still images are sufficient. 正如这个例子所示,确实可以在没有视频的情况下进行远程操作。更一般地说,不同类型的远程操作需要不同的时间和空间分辨率。如果操作员需要对她的动作立即反馈(远程操作车辆的例子再次适用),那么频繁更新图像是必不可少的。然而,在使用远程机器人手臂种植花园时,用户触发的静态图像就足够了。
Now consider another example of telepresence. Radar images are abbtained by scanning the surrounding area once every few seconds. The wisible reality is reduced to a single point. A radar image does not contain any indications about shapes, textures, or collors present in a video image-it only records the position of an object. Yet this information is quite sufficient for the most basic teleaction-the destruction of an object. 现在考虑另一个远程存在的例子。雷达图像是通过每隔几秒扫描周围区域获得的。可见的现实被简化为一个点。雷达图像不包含形状、纹理或视频图像中颜色的任何信息——它仅记录物体的位置。然而,这些信息对于最基本的远程操作——物体的破坏来说已经足够。
In this extreme case of teleaction, the image is so minimal that it hiardly can be called an image at all. However, it is still sufficient for real-time remote action. What is crucial is that the information is transmitted in real time. 在这种极端的远程操作情况下,图像非常微小,几乎无法称之为图像。然而,它仍然足以支持实时远程操作。关键在于信息能够实时传输。
If we put the examples of video-based and radar-based tellepresence together, the common denominator tains out to be not video but electronic transmission of signals. In other words, the technology that makes teleaction in real time possible is electronic telecommunication, itself made possible by two discoveries of the nineteenth century-electricity and electromagnerism. Coupled with a computer used for real-time control, electronic telecommunication leads to a new and unprecedented relationship between objects and their signs. It makes instantaneous not only the process by which objects ate turned into signs but also the reverse process-the manipulation of objects through these signs. 如果我们将基于视频和基于雷达的远程呈现的例子结合在一起,发现共同的基础不是视频,而是信号的电子传输。换句话说,使实时远程操作成为可能的技术是电子通信,而这得益于 19 世纪的两项重要发现——电和电磁学。与用于实时控制的计算机结合,电子通信创造了物体与其符号之间一种全新的关系。它不仅使物体转变为符号的过程变得瞬时化,也使得通过这些符号操控物体的过程同样瞬时化。
Umberto Eco once defined a sign as something that can be used to tell a lie. This definition correctly describes one function of visual representations-to deceive. But in the age of electronic telecommunication we need a new definition: A sign is something which can be used to teleact. Umberto Eco 曾将符号定义为可以用来撒谎的事物。这个定义准确地描述了视觉表现的一种功能——欺骗。然而在电子通信时代,我们需要一个新的定义:符号是可以用来进行远程互动的事物。
Distance and Aura 距离与气场
Having analyzed the operation of telepresence in its more narrow and conventional meaning as a physical presence in a remore environment, Inow want to come back to a more general sense of telepresence-teal-time communication with a physically remote location. This meaning firs all “tele”? technologies, from television, radio, fax, and telephone to Internet hyperlinking and chat. Again, I want to ask the same question as before: What is different about more recent telecommunication technologies as opposed to alder ones? 在分析了远程存在的操作,特别是作为在远程环境中的物理存在的狭义和传统意义后,我现在想回到远程存在的更广泛含义——与物理上远离的地点进行实时通信。这一含义涵盖了所有“远程”技术,从电视、广播、传真和电话到互联网超链接和聊天。再次,我想问之前同样的问题:与较早的通信技术相比,最近的通信技术有什么不同?
To address this question, I will juxtapose the arguments by two key theoreticians of old and new media-Walter Benjamin and Paul Wirilio. These argunents come from two essays written half a century apart-Benjamin’s celebrated “The Work of Arrt in the Age of Mechanicall Reproduction” (1936) ^(52){ }^{52} and Virilios “Big Oprics” (1992). ^("s3 "){ }^{\text {s3 }} Benjamin"s and Yirilio’s essays focus on the same theme-the disruption caused by a cultural artifact, specifically, a new communication technology (film in the case of Benjamin, telecommunication in the case of Virilio), in the familiar patterns of human perception; in short, the intervention of technology into human narure. But what is human nature, and what is technology? How does one drawit the boundary between the two in the twentiech century? Both Benjamin and Virilio solve this problem in the same way. They equate nature with spatial distance berween the observer and the observed, and they see technologies as destroying this distance. As we will see, these two assumptions lead them to interpret the prominent new technologies of their times in a very similar way. 为了解答这个问题,我将对比两位旧媒体和新媒体的关键理论家——瓦尔特·本雅明和保罗·维里里奥的论点。这些论点来自于两篇相隔半个世纪的论文——本雅明著名的《机械复制时代的艺术作品》(1936 年) ^(52){ }^{52} 和维里里奥的《大光学》(1992 年) ^("s3 "){ }^{\text {s3 }} 。本雅明和维里里奥的论文关注同一个主题——文化艺术品所带来的干扰,特别是新传播技术(本雅明的电影和维里里奥的电信)对人类感知熟悉模式的影响;简而言之,就是技术对人性的干预。那么,人性是什么,技术又是什么?在 20 世纪,如何划定二者之间的界限? 本杰明和维里里奥以相同的方式解决了这个问题。他们将自然视为观察者与被观察者之间的空间距离,并认为技术正在消除这种距离。正如我们将看到的,这两个假设使他们对自己时代的突出新技术有着非常相似的解读。
Benjamin starts with his now famous concept of aura-the unique presence of a work of art, a historical or natural object. We may think that an object has to be close by if we are to experience its aura but, paradoxically, Benjamin defines aura “as the unique phenomenon of a distance” (224). "If, while resting on a summer afternoon, you follow with your eyes a mountain range on the horizon or a branch which casts its shadow over you, you 本杰明提出了他现在著名的“光环”概念——艺术作品、历史或自然物体所具有的独特存在感。我们可能认为,要体验这种光环,物体必须在身边,但矛盾的是,本杰明将光环定义为“距离的独特现象”(224)。“如果在一个夏日的下午,你用眼睛追随地平线上一座山脉,或者一根在你身上投下阴影的树枝,你
52. Benjamin, “The Work of Art in the Age of Mechanicall Reproduction.” 52. 本雅明,《机械复制时代的艺术作品》。
53. Paul Virilio, “Big Optics,” in On Jwutifying ibe Hypothetical Nature of Ant and the Now- 53. 保罗·维里里奥,《大光学》,收录于《论证假设的蚂蚁与当下的本质》
be found in his other rexts, for instrince, “Speed and Informacion: Cyberspace Alarm!” in CTHEORY (www.ctheory.com/a30-cyberspace_alam.homil) and Open Sky), trans. Julie Rose (London: Versa, 1997). 可以在他的其他著作中找到,例如《速度与信息:网络空间警报!》发表于 CTHEORY(www.ctheory.com/a30-cyberspace_alam.homil)和《开放天空》,翻译:朱莉·罗斯(伦敦:Versa,1997)。
experience the aura of those mountains, of that branch" (225). Similarly, writes Benjamin, a painter " maintains in his work a matural distance from reality" (235). This respect for distance common to boch natural perception and painting is owerturned by the new technologies of mass reproduction, particularly photography and film. The cameraman, whom Benjamin compares to a surgeon, “penetrates deeply into its [reality’s] web” (237); his camera zooms in order to “pry an object from its shell” (225). Due to its new mobility, glorified in such films as Man with a Mowie Camera, the camera can be anywhere, and with its superhuman wision it can obtain a close-up of any object. These close-ups, writes Benjamin, satisfy the desire of the masses “to bring things “closer” spatially and humanly,” “to get hold of an object at very close range” (225). When photographs are brought together within a single magazine or newreel, both the scale and unique locations of the objects are discarded-thus answering the demand of mass society for a “universal equality of things.” 体验那些山脉的氛围,那一枝"(225)。同样,贝尔哈明指出,一位画家“在他的作品中与现实保持一种自然的距离”(235)。这种对距离的尊重在自然感知和绘画中是共同的,但被新的大规模复制技术,尤其是摄影和电影所颠覆。贝尔哈明将摄影师比作外科医生,“深入其[现实的]网络”(237);他的相机放大以“从外壳中撬出一个物体”(225)。由于在《拿着电影摄影机的人》等影片中所展现的新机动性,相机可以出现在任何地方,并凭借其超凡的视力获得任何物体的特写。 本杰明写道,这些特写镜头满足了大众“在空间和人性上将事物‘拉近’”的愿望,“在非常近的距离内抓住一个物体”(225)。当照片在一本杂志或新闻片中汇聚时,物体的规模和独特位置都被忽略——这正好回应了大众社会对“事物普遍平等”的需求。”
Writing about telecommunication and telepresence, Virilio also uses the concept of distance to understand their effect. In Virilio’s reading, these technologies collapse physical distances, uprooting familiar patterns of perception that ground our culture and politics. Virilio introduces the terms “Small Optics” and “Big Optics” to underline the dramatic narure of this change. Small Optics are based on geomerric perspective shared by human vision, painting, and film. It involves distinctions between near and far, between an object and a horizon against which the object stands out. Big Optics is real-time electronic transmission of information, “the active optics of time passing at the speed of light.”’ 在讨论电信和远程存在时,维里里奥使用距离的概念来理解它们的影响。在他的解读中,这些技术缩短了物理距离,颠覆了我们文化和政治中熟悉的感知模式。维里里奥引入了“小光学”和“大光学”这两个术语,以强调这种变化的戏剧性。小光学基于人类视觉、绘画和电影所共享的几何透视,涉及近与远、物体与其背景地平线之间的区别。而大光学则是信息的实时电子传输,体现了“时间以光速流逝的主动光学”。
As Small Optics are replaced by Big Optics, the distinctions chatacteristic of Small Optics era are erased. If information from any point can be transmitted with the same speed, the concepts of near and far, horizon, distance, and space itself no longer have any meaning. So, if for Benjamin the industrial age displaced every object from its original setting, for Virilio the post-industrial age eliminates the dimension of space altogether. At least in principle, every point on earth is now instantly accessible from any other point on earth. As a consequence, Big Optics locks us in a claustrophobic world without any depth or horizon; the earth becomes our prison. 随着小光学被大光学取代,小光学时代的特征被抹去。如果任何点的信息都能以相同的速度传输,那么近与远、地平线、距离以及空间本身就失去了意义。因此,对于本雅明而言,工业时代将每个物体从其原始环境中移除,而对于维里里奥来说,后工业时代则完全消除了空间的维度。原则上,地球上的每一个点现在都可以立即从任何其他点访问。因此,大光学将我们锁定在一个没有深度和地平线的幽闭世界中;地球成为了我们的监狱。
Virilio asks us to notice “the progressive derealization of the terrestrial horizon, . . . resulting in an impending primacy of real time perspective of undulatory optics over real space of the linear geometrical optics of the Quat- trocento.”'s4 He mourns the destruction of distance, geographic grandeur, the vastmess of natural space, the wastness that guaranteed time delay between events and our reactions, giving us time for critical reflection necessary to arrive at a correct decision. The regime of Big Optics inevitably leads to realtime politics, a politics that requires instant reactions to events transmitted with the speed of light, and that, ultimately, can only be efficiently handled by computers responding to each other. 维里里奥让我们注意到“地平线的逐渐去现实化……这导致了波动光学的实时视角即将优于文艺复兴时期线性几何光学的现实空间。”他对距离、地理的壮丽、自然空间的广阔感到惋惜,这些都曾保证了事件与我们反应之间的时间延迟,给了我们必要的批判性反思时间,以便做出正确的决定。大光学的体制不可避免地导致实时政治,这种政治要求对以光速传播的事件做出即时反应,而最终,这只能由相互响应的计算机高效处理。
Given the surprising similarity of Benjamin’s and Virilio’s accounts of new technologies, it is telling how differently they draw the boundaries between the natural and the cultural, berween what is already assimilated within human nature and what is still new and threatening. Writing in 1936, Benjamin uses the real landscape and a painting as examples of what is natural for human perception. This natural state is invaded by film, which collapses distances, bringing everything equally close, and destroys aura. Virilio, writing half a century later, draws the lines quite differently. If for Benjamin film still represents an alien presence, for Virilio it hass already become part of our human mature, the continuation of our narural sight. Virilio considers human vision, the Renaissance perspective, painting, and film as all belonging to the Small Optics of geometric perspective, in contrast to the Big Optics of instant electronic transmission. 鉴于本杰明和维里里奥对新技术的惊人相似性,他们在自然与文化之间、在已经融入人性与仍然新颖且具有威胁性的事物之间划定的界限截然不同。1936 年,本杰明以真实的风景和一幅画作为人类感知的自然例子。这种自然状态被电影所侵入,电影缩短了距离,使一切都变得同样接近,并摧毁了光环。维里里奥在半个世纪后写道,他划定的界限则完全不同。对本杰明而言,电影仍然代表着一种外来存在,而对维里里奥来说,它已经成为我们人类成熟的一部分,是我们自然视野的延续。 维里里奥认为,人类的视觉、文艺复兴时期的透视法、绘画和电影都属于几何透视的小光学,这与瞬时电子传输的大光学形成了鲜明对比。
Virilio postulates a historical break between film and rellecommunication, between Small Optics and Big Optics. It is also possible to read the movement from the first to the second in terms of continuity-if we are to use the concept of modernization. Modernization is accompanied by a disruption of physsical space and matter, a process that privileges interchangeable and mobile signs over original objects and relations. In the words of art historian Jonathan Crary (who draws on Deleuze and Guattari’s Axuti-Oedipus and on Marx’s Grandrisse), "Modernization is the process by which capitalism uproots and makes mobile that which is grounded, clears away or obliterates that which impedes circulation, and makes exchangeable what is singular,"5s The concept of modernization firs equally well with Benjamin’s account of 维里里奥认为电影与现实传播之间、微观光学与宏观光学之间存在历史性的断裂。我们也可以从连续性的角度理解这一运动——如果我们采用现代化的概念。现代化带来了物理空间和物质的破裂,这一过程使得可互换和移动的符号优于原始的对象和关系。在艺术历史学家乔纳森·克雷里的描述中(他参考了德勒兹和瓜塔里的《阿克提-俄狄浦斯》以及马克思的《大叙事》),“现代化是资本主义根除并使扎根的事物流动的过程,清除或消灭妨碍流通的障碍,并使独特的事物变得可交换。”
54. Viritio, “Big Optics,” 90. 54. Viritio,《大光学》,第 90 页。
(Cambridge, Mass: MIT Press, 1990 , 10. (剑桥,马萨诸塞州:麻省理工学院出版社,1990 年,第 10 页。
film and Virilio’s account of telecommunication, the latter but a more advanced stage in the continual process of turning objects into mobile signs. Before, different physical locations met within a single magazine spread or film newsreel; now, they meet within a single electronic screen. Of course, the signs themselves now exist as digital data, which makes their transmission and manipulation even easier. Also, in contrast to photographs, which remain fixed once they are printed, computer representation makes every image inherently mutable-creating signs that are no longer just mobile but also forever modifiable. ^(56){ }^{56} Yet, significant as they are, these are ultimately quantitatiwe rather than qualitative differences-with one exception. 电影和维里里奥对电信的描述,后者只是将物体转变为移动符号的持续过程中的一个更高级阶段。以前,不同的物理位置在单一的杂志版面或电影新闻片段中相遇;而现在,它们在同一个电子屏幕上相遇。当然,这些符号现在以数字数据的形式存在,这使得它们的传输和操作变得更加容易。此外,与一旦打印就固定的照片不同,计算机表现使得每个图像本质上都是可变的——创造出不仅仅是移动的符号,而且是永远可修改的符号。 ^(56){ }^{56} 然而,尽管这些符号很重要,它们最终是定量而非定性差异——只有一个例外。
As can be seen from my discussion above, in contrast to photography and film, electronic telecommunication can function as two-way communication. Not only can the user immediately obtain images of warious locations, bringing them together within a single electronic screen, but, wia telepresence, she can also be “present” in these locations. In other wards, she can affect change on material reality ower plyysical distance in real time. 从我之前的讨论可以看出,与摄影和电影不同,电子通信可以实现双向交流。用户不仅可以立即获取多个地点的图像,并将它们汇聚在一个电子屏幕上,还可以通过远程呈现技术在这些地点“存在”。换句话说,她可以在物理距离上实时影响物质现实的变化。
Film, telecommunication, telepresence. Benjamin’s and Virilio’s anialyses make it possible for us to understand the historical effect of these technollogies in terms of progressive diminishing and, finally, the complete elimination of something chat bath wiriters see as a fundarnental condition of human perception-spatial distance, the distance between the subject who is seeing and the object being seen. This reading of the distance involved in vision as somerhing positive, as a necessary ingredient of human culture, provides an important alternative for a much more dominant tendency in modern thought to read distance negatively. This negarive reading is then used to attack the visual sense as a whole. Distance becomes responsible for creating the gap between spectator and spectacle, for separating subject and object, for putting the first in the position of transcendental mastery and rendering the second inert. Distance allows the subject to treat the Other as object; in short, it makes objectification possible. Or, as a French fisherman summarized these arguments to a young Lacan who was looking at a sardine can floatimg on the surface of the sea, years before he became a famous psychoanalyst: “You see the can? Do you see ir? Well, it doesn’t see you!”'s7 电影、电信和远程呈现。本杰明和维里里奥的分析使我们能够理解这些技术在历史上的影响,表现为逐渐减少,最终完全消除一些被视为人类感知基本条件的东西——空间距离,即观察者与被观察对象之间的距离。这种将视觉中的距离视为积极因素的解读,作为人类文化的必要成分,为现代思想中更为主流的消极解读提供了重要的替代。这种消极解读随后被用来整体上攻击视觉感知。 距离让观众与景象之间产生了间隔,使主体与客体分开,使主体处于超越的主导地位,而使客体变得无能为力。距离使主体能够将他者视为客体;简而言之,它使物化成为可能。正如一位法国渔民在年轻的拉康面前总结这些观点时所说,当时拉康正看着漂浮在海面上的一罐沙丁鱼:“你看到罐子了吗?你看到了吗?好吧,它看不到你!”'s7
In Western thought, vision has always been understood and discussed in opposition to touch, so, inevitably, the denigration of vision (to use Martin Jay’s term )^(58))^{58} leads to the elewation of touch. Thus criticism of vision predictably leads to a new theoretical interest in the idea of the haptic. We may be tempted, for instance, to read the lack of distance characteristic of the act of touching as allowing for a different relationship berween subject and object. Benfamin and Virilio block this seemingly logical line of argument, since they both stress the aggression potentially present in touching. Rather that understanding touch as a respectful and careful contact or as a caress, they present it as an unceremonious and aggressive distruption of matter. 在西方思想中,视觉一直被理解为与触觉相对立,因此,视觉的贬低(用马丁·杰伊的说法)不可避免地提升了触觉。因此,对视觉的批评往往会引发对触觉概念的新理论兴趣。例如,我们可能会倾向于将触摸这一行为的近距离视为主体与客体之间建立不同关系的方式。然而,本雅明和维里里奥却阻止了这一看似合理的论点,因为他们都强调触摸中潜在的攻击性。他们并不将触觉视为一种尊重和小心的接触或抚摸,而是将其看作对物质的无礼和侵略性的干扰。
Thus the standard connotations of wision and touch become reversed. For Benjamim and Wirilio, distance guaranteed by vision preserves the aura of an object, its position in the world, while the desire "to brings thimgs “closer” destroys objects’ relations to each ocher, ultimately obliterating the material order altogether and rendering the notions of distance and space mearingless. So even if we are to disagree with their arguments about new technologies and to question their equation of natural order and distance, the critique of the vision-touch opposition is something we should retain. Indeed, in contrast to older action-enabling representational technologies, real-time image instruments literally allow us to touch objects over distance, thus making possible their easy destruction as well. The potential aggressiveness of looking turns out to be rather more innocent than the actual aggression of electronically enabled touch. 因此,视觉和触觉的传统含义发生了颠倒。对本雅明和维里奥而言,视觉所带来的距离保留了物体的光环及其在世界中的位置,而“将事物‘拉近’的愿望则破坏了物体之间的关系,最终完全消灭了物质秩序,使得距离和空间的概念变得毫无意义。因此,即使我们不同意他们关于新技术的论点,并质疑他们对自然秩序和距离的等同,批判视觉与触觉的对立是我们应该保留的。 确实,与较旧的行动启用表征技术相比,实时图像工具让我们能够在远距离触摸物体,从而使其轻易被破坏成为可能。看似的潜在攻击性实际上比电子触摸所带来的实际攻击性要无辜得多。
57. Jacques Lacan, The Four Finndamental Camepits of Psybho-Analysis, ed, Jacques-Alain Miller (New York W. W. Norton, 1978), 95. 57. 雅克·拉康,《精神分析的四个基本概念》,编辑:雅克-阿兰·米勒(纽约:W. W. 诺顿,1978 年),第 95 页。
58. Martin Jay, Douncast Eyes: The Denngration of Vision in Twembieuth-Cemscery French Thosyght (Alerkeley: Uaiversity of Callifontilia Press, 1993). 58. 马丁·杰伊,《沮丧的眼睛:特温比厄-塞姆斯里法语思想中的视觉贬低》(加州大学伯克利分校出版社,1993 年)。
Zeuxis was a legendary Greek painter who lived in the fifth century B.C. The story of his competition with Parrhasius exemplifies the concern with illusionism that was to occupy Western art throughout much of its history. According to the story, Zeuxis painted grapes with such skill that birds began 泽克西斯是一位传奇的希腊画家,生活在公元前五世纪。他与帕拉西乌斯的竞争故事展示了西方艺术在其历史大部分时间里对幻觉主义的关注。根据这个故事,泽克西斯以极高的技艺画出了葡萄,甚至引来了鸟儿。
The Illusions to fly down to eat from the painted wine.’ “幻影飞下,品尝画中美酒。”
RealityEngine is a high-performance graphics computer that was manufactured by Silicon Graphics Inc. in the last decade of the twentieth century A.D. Optimized to generate real-time, interactive, photorealistic 3-D graphics, it is used to create computer games and special effects for feature films and TVT V, and to run scientific wisualization models and computer-aided design sofiware. Last but nor least, RealiryEngine is rourinely employed to run high-end VR environments-the latest achiewement in the West’s struggle to outdo Zeuxis. RealityEngine 是一款高性能图形计算机,由硅谷图形公司在 20 世纪末制造。它经过优化,能够实时生成互动的逼真 3D 图形,广泛应用于计算机游戏、电影特效、科学可视化模型以及计算机辅助设计软件的运行。此外,RealityEngine 还常用于高端虚拟现实环境的运行,这是西方在超越 Zeuxis 方面的最新成就。
In terms of the images it can generate, RealityEngine may not be supexior to Zeuxis. Yet it can do other tricks unavailable to the Greek painter. For instance, it all ows che viewer to move around wirtual grapes, touch them, lift them in the palm of one’s hand. And this ability of the viewer to interact with a representation may be as important in contributing to the owerall reality effect as the images themselves. Which makes RealityEngine a formidable contender to Zeuxis. 就生成的图像而言,RealityEngine 可能不如 Zeuxis,但它具备一些希腊画家无法实现的独特功能。例如,它允许观众在虚拟的葡萄周围移动、触摸它们,并将它们举在手掌中。观众与表现形式的互动能力,可能在整体现实效果的形成中,与图像本身同样重要。这使得 RealityEngine 成为 Zeuxis 的强劲竞争者。
In the twentieth century, art has largely rejected the goal of illusionism, the goal that was so important to it before; as a consequence, it has lost much of its popular support. The production of illusionistic representations has become the domain of mass culture and of media technologies-photography, film, and video. The creation of illusions has been delegated to optical and electronic machines. 在二十世纪,艺术在很大程度上放弃了幻觉主义的目标,这个目标曾对它至关重要;因此,它失去了许多大众支持。幻觉表现的创作已成为大众文化和媒体技术的领域——如摄影、电影和视频。幻觉的创造已被交给光学和电子设备。
Today, everywhere, these machines are being replaced by new, digital illusion generators-computers. The production of all illusionistic images is becoming the solle province of PCs and Macs, Onyxes and RealityEngines. ^(2){ }^{2} 现在,随处可见,这些机器正被新的数字幻觉生成器——计算机所取代。所有幻觉图像的制作正逐渐成为个人电脑、Mac、Onyx 和 RealityEngines 的专属领域。 ^(2){ }^{2}
This massive replacement is one of the key economic factors that keeps the new’ media industries expanding. As a consequence, these industries are 这种大规模的替代是推动新媒体产业持续扩张的关键经济因素之一。因此,这些产业正在不断发展。
ics. See www.sgi.com. ics。请查看 www.sgi.com。
obsessed with visual illusionism. This obsession is particularly strong in che field of computer imaging and animation. The annual SIGGRAPH conwention is a comperition between Zeuxis and Parrhasius on an industrial scale: about forty thousand people gather on a trade floor around thousands of new handware and software displays, all competing with each other to deliver the best illusionistic images. The industry frames each new technological advance in image acquisition and display in terms of the ability of computer technologies to catch up and surpass the visual fidelity of analog media technologies. On their side, animators and software engineers are perfecting the techniques for symthesizing photorealistic images of sets and human actors. The quest for a perfect simulation of reality drives the whole field of VR. In a different sense, the designers of human-computer interfaces are also concerned with illusion. Many of them believe that their main goal is to make the compurer inwisible, that is, to construct an interface which is completely “natural.” (In reality, what they usually mean by “natural” is simply older, already assimilated technologies, such as office stationery and furniture, cars, VCR controls, and telephones.) 对视觉幻觉主义的痴迷在计算机成像和动画领域尤为强烈。每年的 SIGGRAPH 大会就像是 Zeuxis 和 Parrhasius 之间的一场工业规模的竞争:大约四万人聚集在展览厅,围绕着数千个新的硬件和软件展示,彼此竞争,力求呈现最佳的幻觉图像。行业将每一次新的图像获取和显示技术的进步视为计算机技术赶上并超越模拟媒体技术视觉保真度的能力。在这一过程中,动画师和软件工程师不断完善合成摄影写实图像的技术,包括场景和人类演员。 对于完美模拟现实的追求推动了整个虚拟现实领域的发展。从另一个角度来看,人机界面的设计者们同样关注于创造幻觉。他们中的许多人认为,自己的主要目标是让计算机变得“不可见”,也就是说,构建一个完全“自然”的界面。(实际上,他们所说的“自然”往往只是指那些更古老、已经被广泛接受的技术,比如办公文具、家具、汽车、录像机控制和电话。))
Continuing our bottom-up trajectory in examining new media, we have now arrived at the level of appearance. Although the industry’s obsession with illusionism is not the sole factor responsible for making new media look they way they do, it is definitely one of the key factors. Focusing on the issue of illusionism, I will address different questions raised by it in this chapter. How is the “reality effect” of a syntheric image different from that of optical media? Has computer technology redlefined our standards of illusionism as determined by cur earlier experience with photography, film, and video? “Synchetic Realism as Bricolage” and “The synthetic Image and its Subject” prowide two possible answers to these questions. In these sections, I investigate the new “internal” logic of the computer-generated illusionistic image by comparing lens-based and computer-imaging technologies. In the third section, “Illusion, Narrative, and Interactivity,” I ask how wisual illusionism and interactivity work together (as well as against each other), in virtual worlds, computer games, military simulators, and other interacrive new media objects and interfaces. 在继续我们从下而上的探索新媒体的过程中,我们现在已经达到了外观层面。尽管行业对幻觉主义的痴迷并不是新媒体呈现出这种样子的唯一原因,但它无疑是一个关键因素。针对幻觉主义的问题,我将在本章中讨论由此引发的不同问题。合成图像的“现实效果”与光学媒体的有何不同?计算机技术是否重新定义了我们对幻觉主义的标准,这些标准源于我们早期与摄影、电影和视频的经验?“作为拼贴的合成现实主义”和“合成图像及其主体”提供了这两个问题的两个可能答案。 在这些部分中,我通过比较镜头技术和计算机成像技术,探讨计算机生成的幻觉图像的新“内部”逻辑。在第三部分“幻觉、叙事与互动”中,我探讨视觉幻觉与互动在虚拟世界、计算机游戏、军事模拟器以及其他互动新媒体对象和界面中是如何相互作用(以及相互对立)的。
The discussions in these sections do not by any means exhaust the topic of illusionism in new media. As examples of other interesting questions that the topic of illusionism in new media may generate, I will list three below. 这些部分的讨论并未完全涵盖新媒体中的幻觉主义话题。作为新媒体中幻觉主义可能引发的其他有趣问题,我将在下面列出三个例子。
A parallel can be established between the gradual turn of computer imaging toward representarional and photorealistic (che industry term for synthetic images that look as through they were created using traditional photography or cinematography) images from the end of the 1970s through the early 1980 s and the similar turn toward representational painting and photographyy in the art world during the same period. ^(3){ }^{3} In the art wionde, we witness photorealism, neo-expressionism, and postmodern “simulasion” photography. In the computer world, during the same period, we may note the rapid development of the key algoricthms for photorealistic 3-D image synthesis such as Phong shading, texture mapping, bump mapping, reflection mapping, and cast shadows, as well as the development of the first paint programs in the mid-1970s that allowed the manual creation of representational images, and eventually, toward the end of the 1980 s", software such as Photoshop. In contrast, from the 1960 s until late 1970 s , computer imaging was mostly abstract because it was algorithm-driven and the technologies for inputting photographs into a computer were not easily accessible. ^(4){ }^{4} Similarly, the art world was dominated by non-representational movements, such as conceprual art, minimalism, and performance, or at least approached representation with a strong sense of irony and distance, as in the case of pop atrt. (It is possible twargue that the “simulation” artists of the 1980 s also used “appropriated” images ironically, but in their case, the distance between the media and the artisss’ images visually became very small or even nom-existent.) 可以在 1970 年代末到 1980 年代初,计算机成像逐渐转向表现性和照片现实主义(行业术语,指看起来像是通过传统摄影或电影制作创建的合成图像)之间建立一个平行关系,这与同一时期艺术界向表现性绘画和摄影的转变相似。在艺术界,我们见证了照片现实主义、后表现主义和后现代“模拟”摄影的兴起。 在计算机领域,同一时期内,我们可以看到关键算法的快速发展,这些算法用于逼真的三维图像合成,例如 Phong 阴影、纹理映射、凹凸映射、反射映射和投影阴影。此外,1970 年代中期出现的第一批绘图程序使得手动创建表现性图像成为可能,最终在 1980 年代末期出现了像 Photoshop 这样的软件。相对而言,从 1960 年代到 1970 年代末,计算机成像大多是抽象的,因为它依赖于算法,而将照片输入计算机的技术并不容易获得。 同样,艺术界被非具象运动主导,如观念艺术、极简主义和表演,或者至少在表现上带有强烈的讽刺和距离感,正如流行艺术的例子所示。(可以说,1980 年代的“模拟”艺术家也以讽刺的方式使用“挪用”的图像,但在他们的情况下,媒体与艺术家图像之间的距离在视觉上变得非常小,甚至几乎不存在。)
In the twentieth century, a particular kind of image creared by still photography and cinematography came to dominate modern visuill culture. Some of its qualities are linear perspectiwe, depth of field effect (so only a part of 3-D space is in focus), particular tonal and color range, and motion blur (rapidly moving objects appear smudged). Considerable research had to be accomplished before it became possible to simulate all these wisual artifacts with computers. And even armed with special software, the designer still has to spend significant time manually recreating the look of photogra- 在二十世纪,由静态摄影和电影摄影创造的一种特定图像开始主导现代视觉文化。它的一些特征包括线性透视、景深效果(只有三维空间的一部分处于焦点)、特定的色调和色彩范围,以及运动模糊(快速移动的物体看起来模糊不清)。在能够用计算机模拟所有这些视觉效果之前,必须进行大量研究。即使拥有特殊软件,设计师仍需花费大量时间手动重现摄影的效果。
I ars gratefull co Peter Lunenfeld for pointing our chis connection to me. 我非常感谢彼得·卢嫩费尔德,他向我指出了这个联系。
For ani overview of the early histary of computer ants, which includes the discussion of the “turrn wo illusionism,”, see Frank Dietrich, “Visual Intelligigence: The Firss Decade of Computer Art,” in IEEE Computer Grapbics and Appticstions S, noo. 7 (July 1985):32-45. 有关计算机艺术早期历史的概述,包括对“转向幻觉主义”的讨论,请参见 Frank Dietrich 的《视觉智能:计算机艺术的第一个十年》,刊登在 IEEE 计算机图形与应用,第 5 卷,第 7 期(1985 年 7 月):32-45。
phy or film. In orher words, computer software does not produce such images by default. The paradox of digital vistal culture is that although all imaging is becoming computer-based, the dominance of photographic and cinematic imagery is becoming even stronger. Bur rather than being a direct, “natural” result of photo and film technology, these images are constructed on computers. 3-D virtual worlds are subjected to depth of field and motion blur algorithms; digital video is run through special filters that simulate film grain; and so on. 物理或电影。换句话说,计算机软件并不会默认生成这样的图像。数字视觉文化的悖论在于,尽管所有图像都逐渐转向计算机生成,但摄影和电影图像的主导地位却愈发强烈。然而,这些图像并不是照片和电影技术的直接“自然”结果,而是在计算机上构建的。3D 虚拟世界受到景深和运动模糊算法的影响;数字视频则通过特殊滤镜处理,以模拟胶卷颗粒;等等。
Visually, these computer-generated or manipulated images are indistinguishable from traditional photo and film images, whereas on the level of “material” they are quite different, as they are made from pixels or represented by mathematical equations and algorithms. In terms of the kinds of operations that can be performed on them, they are also quite different from the images of photography and film. These operations, such as “copy and passe,” “add,” “multriply,” “compress,” and “filter” reflect, first of all, the logic of computer algorithms and the human-computer interface, only secondarily do they refer to dimensions inherently meaningful to human perception. (In fact, we can think of these operations as well as HCl in general as balancing between the two poles of computer logic and humant logic, by which I mean the everyday ways of perception, cognition, causality, and motiyation-in short, human everyday existence.) 从视觉上看,这些计算机生成或处理的图像与传统的照片和电影图像几乎无法区分,但在“材料”层面上,它们却大相径庭,因为它们是由像素构成或通过数学方程和算法表示的。在可以对它们进行的操作类型上,它们也与摄影和电影的图像有显著不同。这些操作,如“复制和粘贴”、“添加”、“乘法”、“压缩”和“过滤”,首先反映了计算机算法和人机界面的逻辑,其次才涉及到人类感知中固有的有意义的维度。 事实上,我们可以将这些操作以及 HCl 视为在计算机逻辑和人类逻辑之间的平衡。我所指的就是日常生活中的感知、认知、因果关系和动机——简而言之,就是人类的日常存在。)
Other aspects of the new logic of computer images can be derived from the general principles of new media: Many operations involved in their synthesis and editing are automated, they typically exist in mamy wersions, they include hyperlinks, they act as interactive interfaces (thus, an image is something we expect to enter rather than stay on its surface), and so on. To summarize, the wisual cuthure of a computer age is cinenatographic in its applearance, digital’ ons the level of its material, and computational (ie.e, soffulare driven) in its logic. What ane the interactions between these three levels? Cann we expect that cinematographic images (I use the phrase here to include the images of both traditional analog and computer-simulated cinematography and photograplty’) will at some point be replaced by very different images whose appearance will be more in tune with their underlying computer-based logic? 计算机图像新逻辑的其他方面可以从新媒体的一般原则中得出:它们的合成和编辑涉及的许多操作是自动化的,通常存在多个版本,包含超链接,并作为交互界面(因此,图像是我们期望进入而不是停留在其表面上的东西)。总之,计算机时代的视觉文化在外观上呈现出电影化的特征,在材料层面上是数字化的,而在逻辑上则是计算驱动的。这三者之间的互动关系是什么? 我们能否期待电影图像(这里指传统模拟和计算机模拟的电影及摄影图像)在某个时刻被外观更符合其计算机逻辑的全新图像所取代?
My own feeling is that the answer to this question is no. Cinematographic images are very efficient for cultural communication. Because they share many qualities with natural perception, they are easily processed by the brain. Their similarity to “the real thing” allows designers to provoke emorions in viewers, as well as effectively visualize nonexistent objects and scenes. And because computer representation turns these images into numerically coded data that is discrete (pixels) and modular (layers), they become subject to all the economically beneficial effects of computerization-algorithmic manipulation, automation, variability, and so on. A digitally coded cinematographic image thus has two identities, so to speak: One satisfies the demands of human communication; another makes it suitable for computer-based practices of production and distribution. 我个人的感觉是,这个问题的答案是否定的。电影图像在文化传播中非常有效,因为它们与自然感知有很多相似之处,容易被大脑处理。它们与“真实事物”的相似性使设计师能够在观众中激发情感,并有效地可视化不存在的物体和场景。此外,计算机将这些图像转化为离散(像素)和模块化(层)的数字编码数据,使它们受到计算机化带来的所有经济利益的影响,包括算法操控、自动化、可变性等。 一个数字编码的电影图像可以说有两个身份:一个满足人类交流的需求,另一个则使其适合计算机进行生产和分发。
3. Available theories and histories of illusion in art and media, from Gombrich"s Arts and Illusion and André Bazin’s “The Myth of Total Cinema” to Stephen Batun’s Tbe True Vime, onlly deal with visual dimensions. 'In my view, most of these theories have three arguments in common. 'These arguments concern three different relationships-image and physical reality, image and natural perception, present and past images: 3. 关于艺术和媒体中幻觉的可用理论和历史,从贡布里希的《艺术与幻觉》、安德烈·巴赞的《整体电影的神话》到斯蒂芬·巴顿的《真实的时间》,主要关注视觉维度。在我看来,这些理论大多有三个共同的论点,涉及三种不同的关系:图像与物理现实、图像与自然感知,以及现在与过去的图像。
Illusionistic images share some features with the represented physical reality (for instance, the number of an object’s angles). 幻觉图像与所表现的物理现实有一些共同特征,例如物体的角数。
Illusionistic images share some features with human wision (for instance, linear perspective). 幻觉图像与人类视觉有一些相似之处,例如线性透视。
Each period offers some new “features” that are perceived by audiences as an “improvement” over the previous period (for instance, the evolution of cinema from silent to sound to color). ^(6){ }^{6} 每个时期都会带来一些新的“特征”,观众认为这些是对前一个时期的“改进”(例如,电影从无声到有声再到彩色的演变)。
Untill the arrivall of computer media, these theories were sufficient because the human desire to simulate reality indeed focused on its visual appearance (although not exclusively-think, for instance, of the tradition of automatal. Today, while still useful, the traditional analysis of visual illusionism meeds to be supplemented by new theories. The reason is that the reality effect in many areas of new media only partially depends on an image’s 在计算机媒体出现之前,这些理论是足够的,因为人类对模拟现实的渴望确实集中在其视觉外观上(尽管并不完全如此——例如,自动机的传统)。如今,虽然传统的视觉幻觉分析仍然有用,但需要通过新理论进行补充。原因在于,在许多新媒体领域,现实效果仅部分依赖于图像的表现。
5. Andre" Baxin, What is Cinema? vol. 1 (Berkeley: University of California Press, 1967-71); Basn, The True Vire 5. 安德烈·巴克辛,《电影是什么?》第一卷(加利福尼亚大学出版社,伯克利,1967-71);巴斯,真实的视角
6. On the history of illusionism in cinema, see the influential theorerical analysis by JeanLousis Comolli, “Machines of the Visible,” The Cinematic Apparatics, ed. Teresa De Lauretis and Steven Heath (Nesw York: St. Martin’s. Press), 1980. I discuss Comolli’s argument in more detail in the “Spnihetic Realism and Its Discontents” section. 关于电影中幻觉主义的历史,可以参考让-路易斯·科莫利的影响力理论分析《可见的机器》,该文收录于特蕾莎·德·劳雷蒂斯和史蒂文·希斯编辑的《电影设备》(纽约:圣马丁出版社,1980 年)。我在“感性现实主义及其不满”一节中对科莫利的论点进行了更详细的讨论。
appearance. Such areas of new media as computer games, motion simulators, virtmal worlds, and VR, in particular, exemplify how computer-based illusionism functions differently. Rarher than utilizing the single dimension of visual fidelity, they construct the realicy effect on a number of dimensions, of which wisual fidelity is but one. These new dimensions include active bodily engagement with a virtual worlld (for instance, the user of VR moves the whole body); the involvement of orther senses beside vision (spatialized aut dio in wirtual worlds and games, use of touch in VR, joysticks with force feedback, special vibrating and mowing chairs for computer games and motion rides); and the accuracy of the simulation of physical objects, natural phenomena, anthropomorphic characters, and humans. 外观。新媒体的某些领域,如电脑游戏、运动模拟器、虚拟世界和虚拟现实,特别展示了计算机幻觉主义的不同运作方式。它们不仅仅依赖于视觉真实感这一单一维度,而是在多个维度上构建现实效果,视觉真实感只是其中之一。 这些新维度包括用户在虚拟世界中积极参与身体活动(例如,VR 用户全身移动);除了视觉之外的其他感官参与(虚拟世界和游戏中的空间音频,VR 中的触觉,带有力反馈的操纵杆,以及专为电脑游戏和运动游乐设施设计的振动和移动椅子);以及对物理对象、自然现象、人形角色和人类的高度真实模拟。
This last dimension, in particular, calls for an extensive analysis because of the variety of methods and subjects of simulation. If the history of illuwsionism in art and media largely rewolves around the simularion of how things look, for computer simulation this is but one goal among many. Biesides visual appearance, simulation in new media aims to model realistically how objects anid humans act, react; move, grow, evolve, think, and feel. Physically-based modeling is used to simulate the behavior of inanimate abjects and their interactions, such as a ball bouncing of the floor or a glass shattering. Computer games regularly use physical modeling to simulate collisions between objects and vehicle behawior-for instance, a car being bounced against the walls of the racing tracks, or the behavior of a plane in a flight simulation. Orher methods such as AL, formal grammars, fractal geomerry, and warious applications of the complexity theory (popularly referred to as “chaos theory”) are used to simulate natural phenomena such as waterfalls and ocean waves, and animal behavior (focking birds, schools of fish). Yet another important area of simulation that also relies on many different methods is virtual characters and avatars, extensively used in movies, garmes, virtual worlds, and human-computer interfaces. Examples include enemies and monsters in Quaker army units in WarCraft and similar games; human-like creatures in Creatures and other AL games and toys; and anthropomorphic interfaces such as Microsoft Office Assistant in Windows 98-an animated character that periodically pops out in a small window offering help and tips. The goall of human simulation in irself can be further broken down into a set of warious subgoals-simulation of human psychological states, human behavior, motivations, and emotions. (Thus, ultimately, the fully “realistic” simulation of a human being requires not only completely fulfilling the vision of the original Al paradigm but also going beyond itsince original AI was aimed sollely at simulating human perception and thinking processes but not emocioms and motivations.) Yet another kind of simulation involves modeling the dynamic behavior of whole systems composed from organic and/or nonorganic elements over time (for instance, the popular series of Sim games such as SimCity or SimAnas, which simulate a city and an ant collony, respectively). 这个最后的维度,特别需要进行深入分析,因为模拟方法和主题的多样性。如果说艺术和媒体中的幻觉主义历史主要围绕事物的外观展开,那么对于计算机模拟而言,这只是众多目标之一。除了视觉效果,新媒体中的模拟还旨在真实地建模物体和人类的行为、反应;移动、成长、进化、思考和感受。基于物理的建模用于模拟无生命物体的行为及其相互作用,例如球在地面上反弹或玻璃破碎。 计算机游戏常常使用物理建模来模拟物体之间的碰撞和车辆的行为,例如,一辆车在赛道的墙壁上反弹,或飞机在飞行模拟中的表现。其他方法,如人工智能、形式语法、分形几何以及复杂性理论的各种应用(通常称为“混沌理论”),被用来模拟自然现象,如瀑布和海浪,以及动物行为(如成群的鸟和鱼群)。另一个重要的模拟领域是虚拟角色和化身,这些角色广泛应用于电影、游戏、虚拟世界和人机界面。 示例包括《魔兽争霸》和类似游戏中奎克军队单位的敌人和怪物;《生物》和其他人工智能游戏及玩具中的类人类生物;以及像 Windows 98 中的微软办公助手这样的拟人化界面——一个定期在小窗口中弹出,提供帮助和提示的动画角色。人类模拟的目标可以进一步细分为多个子目标,包括模拟人类的心理状态、行为、动机和情感。 (因此,最终,完全“现实”的人类模拟不仅需要实现原始人工智能范式的愿景,还需要超越它,因为原始人工智能仅仅是为了模拟人类的感知和思维过程,而不是情感和动机。)另一种模拟方式是对由有机和/或无机元素组成的整体系统的动态行为进行建模,随着时间的推移(例如,流行的模拟游戏系列,如《模拟城市》和《模拟蚂蚁》,分别模拟一个城市和一个蚂蚁群落)。
And even in the visual dimension-the one dirnension that new media “reality engimes” share with traditional illusionistic techniques-things work very differently. New media change our concept of what an image is because they turn a viewer into an active user. As a result, an illusionistic image is no longer something a subject simply looks at, comparing it with memories of represented reality to judge its reality effect. The new media image is something the user actiwely goes into, zooming in or clicking on individual parts with the assumption that they contain hyperlinks (for instance, imagemaps in Web sites). Moreover, new media twrn nust images into inage-interfaces and inage-instruments. The image becomes interactive, that is, it now functions as an interface berween a user and a computer or other dewices. The user employs an intage-interfface to conctol a computer, asking it to zoom into the image or display another one, start a software application, connect to the Internet, and so on. The user employs image-instruments to directly affect reality-move a roboric arm in a remore location, fire a missile, change the speed of a car and set the temperature, and so on. To ewoke a term often used in film theory, new media move us from identification to action. What kinds of actions can be performed via an image, how easily they can be accomplished, their range-all these play a part in the user’s assessment of the reality effect of the image. 即使在视觉维度——新媒体“现实引擎”与传统幻觉技术共享的维度——事物的运作方式也截然不同。新媒体改变了我们对图像的理解,因为它们使观众变成了主动的用户。因此,幻觉图像不再是主体简单观看的对象,而是通过与记忆中的现实进行比较来判断其真实性。新媒体图像是用户主动参与的内容,用户可以放大或点击其中的各个部分,假设它们包含超链接(例如,网站中的图像地图)。此外,新媒体还将图像转变为图像界面和图像工具。 该图像变得互动,成为用户与计算机或其他设备之间的接口。用户通过图像界面控制计算机,要求它放大图像或显示另一张,启动软件应用程序,连接互联网等。用户利用图像工具直接影响现实——在远程位置移动机器人手臂、发射导弹、调整汽车速度和设置温度等。借用电影理论中的一个术语,新媒体使我们从认同转向行动。通过图像可以执行哪些动作、这些动作的难易程度及其范围——这些因素都影响着用户对图像现实效果的评估。
Synthetic Realism and Its Discontents 合成现实主义及其不满之处
“Realism” is the concept that inevitably accompanies the development and assimilation of 3-D computer graphics. In media, trade publications, and research papers, the history of technological innovation and research is presented as a progression toward realism-the ability to simulate any object in such a way that its computer image is indistinguishable from a photograph. At the same time, it is constancly pointed out that chis realism is qualitatively different from the realism of optically based image technologies (photography, film), for the simulated reality is not indexically relared to the existing world. “现实主义”是伴随 3D 计算机图形发展而不可避免出现的概念。在媒体、行业出版物和研究论文中,技术创新和研究的历史被视为向现实主义的进程——即能够以一种方式模拟任何物体,使其计算机图像与照片无法区分。同时,人们不断指出,这种现实主义在本质上与基于光学的图像技术(如摄影和电影)的现实主义不同,因为模拟的现实与现实世界并没有直接的指示关系。
Despite this difference, the ability to generate three-dimensional stills does not represent a radical break in the history of the visual representation of the multitude comparable to the achievements of Giotto. A Renaissance painting and a computer image employ the same technique (a set of consistent depth cues) to create an illusion of space-existent or imaginary. The real break is the introfduction of a moving synthetic image-interactive 3-D computer graphics and computer animation. With these technologies, a viewer has the experience of moving around a simulated 3-D space-something one cannot do with an illusionistic painting. 尽管存在这种差异,生成三维静态图像的能力并不代表在视觉表现历史上与乔托的成就相比的根本性突破。一幅文艺复兴时期的画作和一幅计算机图像使用相同的技术(即一组一致的深度线索)来创造空间的幻觉——无论是现实存在的还是想象中的。真正的突破在于引入了动态合成图像——互动的三维计算机图形和计算机动画。通过这些技术,观众能够体验在模拟的三维空间中移动——这是在幻觉画作中无法实现的。
To better understand the nature of the “realism” of the synthetic moving image, it is rellevant to consider a contiguous practice of the moving image-the cinema. I will approach the problem of “realism” in 3-D computer animation starting from the arguments advanced in film theory in regard to cinematic realism. 为了更好地理解合成动态影像的“现实主义”本质,我们有必要考虑动态影像的连续实践——电影。我将从电影理论中关于电影现实主义的论点出发,探讨 3D 计算机动画中的“现实主义”问题。
This section considers finished 3-D computer animations created beforehand and then incorporated in a film, television program, Web site, or com- puter game. In the case of animations generated by a computer in real-time, and thus dependent not only on available software but also on hardware capabilities, a somewhat different logic applies. An example of a new media object from the 1990 s that uses both rypes of animation is a typical computer game. The interactive parts of the game are animated in real time. Pe-\mathrm{Pe}- riodically, the game switches to a “full motion video” mode. “Full motion video” is either a digital video sequence or a 3-D3-\mathrm{D} amimation that has been prerendered and therefore has a higher level of detail - and thus "realism"than the animations done in real time. The last section of this chapter, “Image, Narrative, and Illusion,” considers how such remporal shifts, which are not limited to games bur are rypical of interactive new media objects in general, affect their “realism.”’ 本节讨论了事先制作的完成的 3D 计算机动画,并将其融入电影、电视节目、网站或计算机游戏中。对于实时生成的计算机动画而言,它不仅依赖于可用的软件,还依赖于硬件能力,因此适用的逻辑有所不同。1990 年代的一种新媒体对象的例子是典型的计算机游戏,它结合了这两种类型的动画。游戏的互动部分是实时动画。 Pe-\mathrm{Pe}- 游戏会定期切换到“全动态视频”模式。“全动态视频”可以是数字视频序列或 3-D3-\mathrm{D} 动画,经过预渲染,因此具有更高的细节水平——因此比实时生成的动画更具“真实感”。 本章最后一节“图像、叙事与幻觉”探讨了这种时间重置的变化,这种变化不仅限于游戏,而是一般互动新媒体对象的典型特征,如何影响它们的“现实感”。”’
Technollagy and Style in Cinema 电影中的科技与风格
The idea of cinematic realism is associated first and foremost with André Bazin, for whom cinematic technology and style move toward an “total and complete representation of reality”'II “The Myth of Total Cinema,” Bazin claims that the idea of cinema existed long before the medium actually appeared and that the development of cinema technollogy “little by little made a reality out of original “myth”,” In this account, the modern technology of cinema is a realization of the ancient myth of mimesis, just as the development of aviation is a realization of the myth of Icarus. In another influential essay, “The Evolution of the Language of Cinema,” Bazin reads the history of film style in similar teleological terms: The introduction of depth of field at the end of the 1930 s and the subsequent innovations of Italian neorealists in the 1940 s gradually allow the spectator to have a more intimate relation with the image than is possible in reality. The essays differ not onlly in that the first interprets film technology whereas the second concentrates on film style, bur also in their distinct approaches to the problem of realism. In the first essay realism stands for the approximation of phenomenological qualities of reality, “the reconstruction of a perfect illusion of the outside world in sound, color and relief.” In the second essay, Bazin emphasizes that a realistic 电影现实主义的概念首先与安德烈·巴赞密切相关,他认为电影技术和风格朝着“对现实的全面和完整的表现”迈进。在《电影的神话》一书中,巴赞指出,电影的概念早在这一媒介出现之前就已经存在,而电影技术的发展“逐渐将原始的‘神话’变为现实”。在这个叙述中,现代电影技术是古老模仿神话的实现,就像航空的发展是伊卡洛斯神话的体现。 在另一篇有影响力的文章《电影语言的演变》中,巴赞用类似的目的论术语解读电影风格的历史:1930 年代末引入的景深以及 1940 年代意大利新现实主义者的后续创新,逐渐使观众能够与影像建立比现实更亲密的关系。这两篇文章不仅在于第一篇解读电影技术,而第二篇则专注于电影风格,还在于它们对现实主义问题的不同看法。在第一篇文章中,现实主义代表了对现实现象学特质的近似,“在声音、色彩和立体感中重建外部世界的完美幻觉”。在第二篇论文中,巴赞强调了现实主义的重要性
7. Bazin, What Is Citamain 20. 7. 巴赞,《什么是 Citamain 20》。
8. Ibid., 21. 8. 同前所述,21 页。
9. Ibid., 20. 9. 同前所述,20 页。
representarion should also approximate the perceptual and cognitive dynamics of natural wision. For Bazin, this dynamic involves active exploration of visual reality. Consequendly, he interprets the introduction of depth of field as a step toward realism because now the viewer can freely explore the space of film image. ^(10){ }^{10} 表现应该接近自然视觉的感知和认知动态。巴赞认为,这种动态涉及对视觉现实的主动探索。因此,他将景深的引入视为迈向现实主义的一步,因为观众现在可以自由地探索电影图像的空间。
Against Bazin’s “idealist” and evolutionary account, Jean-Louis Comolli proposes a “materialist” and fundamentalliy monlinear reading of the history of cinematic technology and style. The cinema, Comolli tells us, “is born immediately as a social machine . . . from the anticipation and confirmation of its social profitability; economic, idealogical and symbolic.” ^(""1 "){ }^{\text {"1 }} Comolli thus proposes to read the history of cinema techniques as an intersection of technical, aesthetic, social, and ideelogical determinations, howewer, his analyses clearly privilege the ideological funcrion of the cinema. For Comolli, this function is “‘objective’ duplication of the ‘real’ itself conceived as specular teflection” (133). Along with other representational cultural practices, cinema works endlessly to reduplicate the visible, thus sustaining the illusion that it is the phenomenal forms that constitute the social “real”-rather than the “invisible” relations of productions. To fulfill its function, cinema must maintain and comstantly update its “realism.” Comolli sketches this process using two alternative figures-addition and substitution. 针对巴赞的“理想主义”和进化论观点,尚-路易·科莫利提出了一种“唯物主义”和根本上单线性的电影技术与风格历史解读。科莫利指出,电影“作为一种社会机器立即诞生……源于对其社会盈利能力的预期和确认;包括经济、意识形态和象征性。”因此,科莫利建议将电影技术的历史视为技术、美学、社会和意识形态决定的交汇点,然而,他的分析显然更侧重于电影的意识形态功能。对科莫利而言,这一功能是“对‘现实’本身的‘客观’复制,视为镜像反射”(133)。 电影与其他表现性文化实践一起,不断重复可见的事物,从而维持了构成社会“现实”的现象形式的幻觉,而非“看不见”的生产关系。为了实现其功能,电影必须保持并不断更新其“现实主义”。科莫利通过两个替代性概念——添加和替代,描绘了这一过程。
In terms of technological developments, the history of realism in the cinema is one of addition. First, additions are necessary to maintain the process of disavowal that for Comolli defines the nature of cinematic spectatorship (132). Each new technological development (sound, panchromatic stock, color) points out to viewers just how “unreilistic” the previous image was and also reminds them that the present image, even though more realistic, will also be superseded in the future-thas constantly sustaining the state of disavowal. Second, because cinema functions in a structure with orther visual media, it has to keep up with their changing lewel of realism. For instance, by the 1920s the spread of photographic images that offered richer gradations of tones made the cinematic image seem harsh by comparison, and the film industry was forced to change to panchromatic stock to keep up 在技术发展的背景下,电影现实主义的历史是一个不断增加的过程。首先,这种增加是必要的,以维持康莫利所定义的电影观众的否认过程(132)。每一次新的技术进步(如声音、全色胶卷、彩色)都向观众展示了之前图像的“不真实”,同时也提醒他们,尽管当前的图像更为真实,但未来也会被超越——这不断维持着否认的状态。其次,由于电影与其他视觉媒体在同一结构中运作,它必须跟上这些媒体不断变化的现实主义水平。例如,到 1920 年代,摄影图像的普及提供了更丰富的色调渐变,使得电影图像显得相对粗糙,因此电影行业被迫转向全色胶卷以跟上潮流
10. Ibid., 36-37. 10. 同前,36-37。
11. Comolle, “Machines of the Visible,” 122. with the standard of photographic realism (131). This example is a good illustration of Comolli’s reliance on Althusserian structuralist Marxism. Unprofitable economically for the film industry, this change is “profitable” in more abstract terms for the social structure as a whole, helping to sustain the ideology of the realvisible. 11. Comolle,“可见的机器”,122。与摄影现实主义的标准(131)相比,这个例子很好地展示了 Comolli 对阿尔都塞结构主义马克思主义的依赖。虽然这种变化在经济上对电影行业并无益处,但在更抽象的层面上却对整个社会结构是“有益的”,有助于维持现实可见的意识形态。
In terms of cinematic style, the history of realism in cinema is one of substitution of cinematic techniques. For instance, while the change to panchromatic stock adds to image quality, it leads to other losses. If earlier cinematic realism was maintained through the effects of depth, now “depth (perspective) loses its importance in the production of ‘reality effects’ in favor of shade, range, color” (131). So theorized, realistic effect in the cinema appears as a constant sum in an equation with a few wariables that change historically and have equal weight: If more shading or color is “pit ins,” perspective can be “taken out:” Comolli follows the same logic of substitution/substraction in sketching the development of cinematic style in its first two decades. The early cinematographic image announces its realism through an abundance of moving figures and the use of deep focus; later, these devices fade away and others, such as fictional logic, psychological characters, coherent space-time of narration, take over ( 130 ). 在电影风格方面,现实主义的历史是电影技术不断替代的过程。例如,虽然使用全色胶卷提高了图像质量,但也带来了其他损失。如果早期的电影现实主义是通过深度效果来维持的,那么现在“深度(透视)在‘现实效果’的制作中失去了重要性,取而代之的是阴影、范围和颜色”(131)。因此,从理论上讲,电影中的现实效果似乎是一个恒定的总和,方程式中有几个历史上变化且权重相等的变量:如果引入更多的阴影或颜色,透视就可以被去掉;科莫利在描绘电影风格的前两个十年时遵循了相同的替代和减法逻辑。 早期的电影影像通过丰富的动态人物和深焦技术展现其现实主义;而后,这些手法逐渐淡去,取而代之的是虚构逻辑、心理角色以及叙事的一致时空等。
While for Bazin realism functions as an Idea (in a Hegelian sense), for Co-\mathrm{Co}- molli it plays an ideological role (in a Marxist sense); for David Bordwell and Janet Staiger, realism in film is connected first and foremost with the industrial organization of cinema. Put differently, Bazin draws the idea of realism from mythological, utopian thinking. For him, realism is found in the space between reality and a transcendental spectator. Comolli sees realism as an effect produced between the image and the historical viewer and continuously sustained through the ideologically determined additions and substitutions of cinematic technologies and techniques. Bordwell and Staiger locate realism within the institutional discourses of film industries, implying that it is a rational and pragmatic tool in industrial comperition. ^(12){ }^{12} Emphasizing that cinema is an industry like any other, Bordwell and Staiger atribute che changes in cinematic technology to factors shared by all modern industries-efficiency, produce differentiation, maintenance of a standard of qual- 对于巴赞来说,现实主义在黑格尔的意义上是一种理念,而对于 Co-\mathrm{Co}- 莫利来说,它则在马克思主义的意义上扮演着意识形态的角色;大卫·博德威尔和珍妮特·斯泰格认为,电影中的现实主义首先与电影工业的组织结构相关。换句话说,巴赞从神话和乌托邦的思维中提炼出现实主义的概念。对他而言,现实主义存在于现实与超验观众之间的空间。科莫利则认为,现实主义是图像与历史观众之间产生的效果,并通过意识形态决定的电影技术和技巧的不断添加和替代而得以持续。 博德威尔和斯泰格尔将现实主义视为电影产业中的一种制度话语,暗示它在工业竞争中是一种理性和务实的工具。强调电影与其他行业一样是一种产业,博德威尔和斯泰格将电影技术的变化归因于所有现代产业共同的因素——效率、产品差异化和质量标准的维护
12. Bordwell and Staiger, “Technollagy, Style, and Mode of Production,” 243-261. 12. Bordwell 和 Staiger,《技术、风格与生产方式》,243-261。
ity (247). One of the advantages of adopting an industrial model is that it allows the authors to look at specific agents-manufacturing and supplying firms and professional associations (250). The latter are particularly important, since it is in their discourses (conferences, trade meerimgs, and publications) that the standards and goolls ofstylistic and technical inmowations are articulated. 采用工业模型的一个优势是,它使作者能够关注特定的代理商——制造和供应公司以及专业协会(250)。后者尤其重要,因为在他们的讨论(会议、贸易展览和出版物)中,风格和技术创新的标准与目标得以明确。
Bordwell and Staiger agree with Comolli that the dewelopment of cinematic technology is not linear; however, they claim that it is not random either, as the professional discourses articulate goals of the research and set the limits for permissible innovations (260). According to Bondwell and Staiger, realism is one of these goals. They believe that such a definition of a realism is specific to Hollywood: 博德威尔和斯泰格与科莫利一致认为,电影技术的发展并不是线性的;然而,他们也认为这并非随机,因为专业话语明确了研究目标并设定了可接受创新的界限(260)。根据博德威尔和斯泰格的观点,现实主义就是其中一个目标。他们认为这种现实主义的定义是特定于好莱坞的:
“Showmanship,” realism, invisibility. such cannons guided the SMPE [Sociery of Mocion Picture Engineers! members toward understanding the accepprable and unacceptable chaices in techrical innowations, and these too becanne veleollogical. In another industry, the engineer’s. goal might be an unbreakable glass or a lighter alloy. In the film industry, the goals were nor only increased efficiencr, ecomomy, and flexibility bur also spectacle, concealment of artifice, and what Goldsmith [193.4 president of SMMPE\operatorname{SMMPE} called “the production of an acceptance semblance of reality” (258) “表演艺术”、现实主义和无形性。这些原则引导了 SMPE(电影工程师协会)成员理解技术创新中可接受与不可接受的选择,这些选择也逐渐变得具有生物学特征。在其他行业中,工程师的目标可能是制造出一种不可打破的玻璃或更轻的合金。而在电影行业中,目标不仅是提高效率、经济性和灵活性,还包括视觉效果、掩饰人工痕迹,以及戈德史密斯(1934 年 SMMPE\operatorname{SMMPE} 的会长)所称的“创造一种被接受的现实表象”(258)。
Bordwell and Staiger are satisfied with Goldsmith’s definition of realism as “the production of an acceptance semblance of reality.” However, such a general and transhistorical definition does not seem to have any specificity for Hollywood and thus cannot really account for the direction of technological innowation. Moreover, although they claim to hawe successfulliy reduced realism to atal and functional notion, in fact they hawe not managed to eliminate Bazin’s idealism. It reappears in the comparison between the goals of innovation in film and other industries. If the aviation industry expends effort developing “lighter alloy,” does this not remind us of the myth of Icarus; and is there nor something mythical and fairytale-like about “unbreakable glass”? 博德威尔和斯泰格对戈德史密斯的现实主义定义表示满意,认为“现实主义是对现实的接受表象的生产”。然而,这样一个普遍且跨历史的定义似乎对好莱坞并没有特定的意义,因此无法真正解释技术创新的方向。此外,尽管他们声称成功地将现实主义简化为一个终极和功能性的概念,但实际上并没有消除巴赞的理想主义。这种理想主义在电影与其他行业的创新目标比较中再次显现。如果航空工业投入精力开发“更轻的合金”,这是否让我们想起了伊卡洛斯的神话?而“防碎玻璃”是否也带有某种神话和童话般的特质?
Technology and Style in Computer Animation How can these three influential accounts of cinematic realism be used to approach the problem of realism in 3-D computer animation? Bazin, Comolli, and Bordwell and Staiger offer us three different scrategies, three different starting points. Bazin builds his argument by comparing the changing quality of the cinematic image with the phenomenological impression of visual teality. Comolli’s analysis suggests a different strategy-to think of the history of computer graphics technologies and changing stylistic conventions as a chain of substitutions that function to sustain the reality effect for audiences. Finally, to follow Bordwell and Staiger’s approach is to analyze the relationship berween the character of realism in computer animation and the particular industrial organization of the computer graphics industry. (For instance, we can ask how this character is affected by the cost diffetence between hardware and software devellopment.) Further, we should pay attention to professional organizations in the field and their discourses that articulate the goals of research including “admonitions about the range and nature of permissible innowations” (Bordwell and Staiger, 260). I will try the three strategies in turn. 计算机动画中的技术与风格 这三种具有影响力的电影现实主义观点如何帮助我们解决 3D 计算机动画中的现实主义问题?巴赞、科莫利以及博德维尔和斯泰格为我们提供了三种不同的策略和出发点。巴赞通过比较电影图像质量的变化与视觉现实的现象学印象来构建他的论点。科莫利的分析则提出了一种不同的策略——将计算机图形技术的历史和不断变化的风格规范视为一系列替代,这些替代品的作用是维持观众的现实感。 最后,按照博德威尔和斯泰格的观点,我们需要分析计算机动画中现实主义特征与计算机图形行业特定工业组织之间的关系。(例如,我们可以探讨这一特征如何受到硬件和软件开发成本差异的影响。)此外,我们还应关注该领域的专业组织及其关于研究目标的讨论,包括“关于可接受创新范围和性质的警示”(博德威尔和斯泰格,260)。我将依次尝试这三种策略。
If we follow Bazin’s approach and compare images drawn from the history of 3-D computer graphics with the visual perception of natural reality, his evolutionary narrative appears to be confirmed. During the 1970 s and the 1980s, computer images progressed towards a fuller and fuller illlusion of reality-from wireframe displays to smooth shadows, detailed textures, and aerial perspective; from geometric shapes to moving animal and human figures; from Cimabue to Giotto to Leonardo and beyond. Bazin’s idea that deep focus cinematography allowed the spectator a more active position in relation to the film image, thus bringing cinematic perception closer to real life perception, also finds a recent equivalent in interactive computer graphics, where the user can freely explore the virtual space of the display from different points of view. And with such extensions of computer graphics technology as virtual reality, che promise of Bazin’s “total realism” appears to be closer than ever, literally within arm’s reach of the VR user. 如果我们遵循巴赞的观点,将 3D 计算机图形历史中的图像与自然现实的视觉感知进行比较,他的进化叙事似乎得到了证实。在 1970 年代和 1980 年代,计算机图像逐渐呈现出越来越真实的幻觉——从线框显示到平滑的阴影、细致的纹理和空气透视;从几何形状到动态的动物和人类形象;从奇马布埃到乔托,再到达芬奇及其之后。 巴赞认为,深焦摄影让观众在与电影图像的关系中更加主动,从而使电影的感知更接近于现实生活的感知。这一观点在互动计算机图形中得到了体现,用户可以从不同的视角自由探索虚拟空间。随着虚拟现实等计算机图形技术的发展,巴赞所提到的“整体现实主义”似乎比以往任何时候都更近,仿佛就在 VR 用户的触手可及之处。
The history of the style and technology of computer animation can also be seen in a different way. Comolli reads the history of realistic media as a constant trade-off of codes, a chain of substitutions puroducing the reality effect for audiences, rather than as an asymptotic movement toward the axis labeled “realiry.” His interpretation of the history of film stryle is first of all supported by the shift he obserwes between the cinematic style of the 1900 s and the 1920 s, the example I have already mentioned. Earlly film announces its realism by excessive representations of deep space achieved through every possible means: deep focus, moving figures, frame compositions which emphasize the effect of linear perspective. In the 1920 s , with the adaptation of 计算机动画的风格和技术历史也可以用另一种方式来看待。科莫利将现实媒体的历史视为代码之间不断的权衡,是一种产生现实效果的替代链,而不是朝着标记为“现实”的轴线的渐近运动。他对电影风格历史的解释首先得到了他观察到的 1900 年代和 1920 年代之间电影风格转变的支持,这也是我之前提到的例子。早期电影通过各种手段过度表现深度空间,以宣告其现实主义:深焦、移动人物以及强调线性透视效果的画面构图。在 1920 年代,随着适应...
panchromatic film stock, “depth (perspective) loses its importance in the production of ‘reality efferts’ in favor of shade, range, color” (Comolli, 131). A similar crade-off of codes can be observed during the short history of commercial 3-D compucer animation, which begins around 1980 . Initially, the animations were schematic and cartoon-like because the objects could only be rendered in wireframe or facet-shaded form. Illusionism was limited to the indication of an object’s volume. To compensate for this limited illusionism in the representation of objects, computer animations of the early 1980s ubiquitously showed deep space. This was done by emphasizing linear perspective (mostly, through the excessiwe use of grids) and by building animations around rapid movement in depth in the direction perpendicular to the screen. These strategies are exemplified by the computer sequences of the Disney movie Trom, released in 1982. Toward the end of the 1980s, with commercial availability of such techniques as smooth shading, texture mapping, and cast shadows, the representation of objects in animations approached more closely the ideal of photorealism. At this time, the codes by which early animation signaled deep space started to disappear. In place of rapid in-depth movements and grids, animations began to feature lateral movements in shallow space. 全色胶卷中提到,“深度(透视)在‘现实效果’的制作中变得不再重要,取而代之的是阴影、范围和颜色”(Comolli,131)。在商业 3D 计算机动画的短暂历史中,这种代码的权衡也可以观察到,始于 1980 年左右。最初的动画呈现出示意性和卡通风格,因为物体只能以线框或面阴影的形式渲染。幻觉主义仅限于物体体积的指示。为了弥补这种在物体表现中的有限幻觉主义,1980 年代早期的计算机动画普遍展示了深邃的空间。 这是通过强调线性透视(主要是通过大量使用网格)以及围绕快速的深度运动在垂直于屏幕的方向构建动画来实现的。这些策略在 1982 年发布的迪士尼电影《特罗姆》的计算机序列中得到了很好的体现。到了 1980 年代末,随着平滑着色、纹理映射和投影阴影等技术的商业化,动画中物体的表现越来越接近照片现实主义的理想。此时,早期动画所用来表示深度空间的代码开始消失。取而代之的是,动画开始以浅层空间中的横向运动为主,而不再是快速的深度运动和网格。
The observed substitution of realistic codes in the history of 3-D computer animation seems to confirm Comollins argument. The introduction of new illusionistic techniques dislodges old ones. Comolli explains this process of sustaining the reality effect from the point of view of audiences. Following Bordwell and Staiger’s approach, we can consider the same phenomenon from the producer’s point of view. For the production companies, the constant substitution of codes is necessary to stay competitive. As in every industry, the producers of computer animation stay comperitive by diffenentiating their products. To attract clients, a company has to be able to offer some novel effects and techniques. But why do the old techniques disappear? The specificity of the industrial organization of the computer animation field is that it is driven by software innovation. (In this respect, the field is closer to the computer industry as a whole than it is to the fillm industry or to graphic design.) New algorithms to produce new effects are constantly developed. To stay competitive, a company has to incorporate quickly the new software into their offerings. Animations are designed to show off the latest algorithm. Correspondingly, the effects possible with older algorithms are featured less often-available to everybody else in the field, they no longer signal “state of the art.” Thus, the trade-off of codes in the history of computer animation can be related to the competitiwe pressure to untilize quickly the latest achiewements of software research. 在 3D 计算机动画的历史中,现实代码的替代现象似乎证实了科莫利的观点。新幻觉技术的引入取代了旧技术。科莫利从观众的角度解释了维持现实效果的过程。根据博德威尔和斯泰格的理论,我们也可以从制片人的角度来看待这一现象。对于制作公司而言,不断替换代码是保持竞争力的必要条件。与其他行业一样,计算机动画的制作人通过差异化产品来保持竞争力。为了吸引客户,公司必须能够提供一些新颖的效果和技术。然而,旧技术为何会消失呢? 计算机动画领域的工业组织特点在于它受到软件创新的驱动。(在这方面,该领域与整个计算机行业的关系更为密切,而非电影行业或图形设计。)新的算法不断被开发,以产生新的效果。为了保持竞争力,公司必须迅速将新软件整合到其产品中。动画设计旨在展示最新的算法。因此,旧算法所能实现的效果展示得越来越少——虽然这些效果对该领域的其他人仍然可用,但它们已不再代表“最先进的技术”。因此,计算机动画历史中的代码权衡与快速利用软件研究最新成果的竞争压力密切相关。
While commercial companies employ programmers capable of adopring published algorithms for the production environment, the thearetical work of developing these algorithms mainly takes place in academic computer science departments and in the research groups of top computer companies such as Microsoft and SGI. To pursue further the question of realism, we need to ask about the direction of this work. Do computer graphics researchers share a common goal? 尽管商业公司雇佣能够将已发布的算法应用于生产环境的程序员,但开发这些算法的理论工作主要在学术计算机科学系和顶尖计算机公司(如微软和 SGI)的研究团队中进行。为了进一步探讨现实主义的问题,我们需要关注这项工作的方向。计算机图形学研究人员是否有共同的目标?
In analyzing the same question for the film industry, Bordwell and Staiger claim that realism “was rationally adopted as an engineering aim” (258). They attempt to discower the specificity of Hollywwod’s conception of realism in the discourses of professional organizations such as the SMPE. For the computer graphics industry, the major professional organization is SIGGRAPH. Its annual conventions combine a trade showw, a festival of computer animation, and a scientific conference where the best new research work is presented. The conferences also serve as the meeting place for researchers, engineers, and commercial designers. If the research has a common direction, we can expect to find its articulations in SIGGRAPH praceedings. 在分析电影行业的同一问题时,博德威尔和斯泰格指出,现实主义“被理性地作为一种工程目标采纳”(258)。他们试图揭示好莱坞对现实主义的独特理解,特别是在像 SMPE 这样的专业组织的讨论中。对于计算机图形行业,主要的专业组织是 SIGGRAPH。它的年度会议结合了贸易展览、计算机动画节和科学会议,展示最新的研究成果。这些会议还为研究人员、工程师和商业设计师提供了一个交流的平台。如果研究方向一致,我们可以期待在 SIGGRAPH 的会议记录中找到相关的表述。
Indeed, a typical research paper includes a reference to realism as the goal of investigations in the computer graphics field. For example, a 1987 paper presented by three highly recognized scientists offers this definition of realism: 确实,典型的研究论文通常会提到现实主义,作为计算机图形学领域研究的目标。例如,1987 年三位知名科学家发表的论文给出了现实主义的定义:
Reys is an image rendering system developed ar Lucasfilm Lcd. and currencly in use at Pixar. In designing Reys, our goal was an architecture optimized for fast highquality rendering of complex animated scenes. By fast we mean being able to compute a feature-lengch film in about a year, bigh quality meams virtually indistinguisbablle from Iive action motion picture photagrapboy; and complex means as wissally rich as real scenes. ^(13){ }^{13} Reys 是一个由卢卡斯影业开发的图像渲染系统,目前在皮克斯使用。在设计 Reys 时,我们的目标是创建一个优化的架构,以快速且高质量地渲染复杂的动画场景。这里的“快速”是指能够在大约一年内完成一部特征长度的电影,而“高质量”则意味着效果几乎与现场拍摄的电影无异;“复杂”则指场景的细节丰富程度与真实场景相当。
According to this definition, achieving synthetic realism means artaining two goals-the simulation of the codes of traditional cinematography and the 根据这个定义,实现合成现实主义意味着要达到两个目标——模拟传统电影摄影的规范和
puter Grupthing 21.4 (1987): 95 (emphasis mine). 计算机集团事务 21.4 (1987): 95 (强调为我所作).
simulation of the perceptual properties of real life objects and environments. The first goal, the simulation of cinematographic codes, was in principle solved early on, as these codes are well-defined and few in number. Every current professional computer animation system incorporates a wirtual camera with variable length lens, depth of field effects, motion blur, and controllable lights that simulate the lights available to a traditional cinematographer. 真实物体和环境的感知属性模拟。第一个目标是模拟电影摄影的代码,这一目标原则上早已解决,因为这些代码定义明确且数量有限。当前的每个专业计算机动画系统都配备了一个虚拟相机,具有可变焦距镜头、景深效果、运动模糊和可控灯光,能够模拟传统电影摄影师所使用的灯光。
The second gool, the simulation of “real scenes,” turned out to be more complex. Creating a computer time-based representation of an object involves solving three separate problems-the representation of an object’s shape, the effects of light on its surface, and the pattern of mowement. To have a general solution for each problem requires an exact simulation of underlying physical properties and processes-a task whose extreme marhematical complexity renders ir impossible to execure. For instance, to simulate fully the shape of a tree would involve mathematically “growing” every leaf, every branch, every piece of bark; and to simulate fully the color of a tree’s surface, a programmer would have to consider every other object in the scene, from grass to clouds to other trees. In practice, computer graphics researchers have resorted to solving particular local cases, developing a number of unrelated techniques for simulation of some kinds of shapes, materials, lighting effects, and movements. 第二个目标,即“真实场景”的模拟,结果比预期要复杂得多。创建一个基于时间的计算机对象表示需要解决三个独立的问题:对象形状的表示、光对其表面的影响以及运动模式。要为每个问题找到通用的解决方案,必须精确模拟基础的物理属性和过程,而这项任务的极端数学复杂性使其几乎无法实现。例如,要完全模拟一棵树的形状,就需要在数学上“生长”每一片叶子、每一根树枝和每一块树皮;而要完全模拟树表面的颜色,程序员还必须考虑场景中的其他所有物体,从草到云再到其他树木。 实际上,计算机图形学研究人员已经开始解决特定的局部问题,开发了一些独立的技术来模拟各种形状、材料、光照效果和运动。
The result is a realism that is highly uneyen. Of course, one may suggest that this is not an entirely new development and that it can already be observed in the history of twentieth-century optical and electronic representational technologies, which allow for a more precise rendering of certain features of wisual reality at the expense of others. For instance, bath color film and color television were designed to assure acceptable rendering of human Hesh tones at the expense of other colors. However, the limitations of syntheric realism are qualitatively different. 结果是一种高度不真实的现实主义。当然,有人可能会认为这并不是全新的发展,实际上在 20 世纪的光学和电子表现技术历史中已经可以观察到这一点。这些技术允许更精确地呈现视觉现实的某些特征,但牺牲了其他特征。例如,彩色胶卷和彩色电视的设计旨在确保人类肤色的可接受呈现,而牺牲了其他颜色。然而,合成现实主义的局限性在本质上是不同的。
In the case of optically based representation, the camera records already existing reality. Everything that exists can be phocographed. Camera artifacts, such as depth of field, film grain, and limited tonal range, affects the image as a whole. 在光学表现的情况下,摄像机记录了已经存在的现实。所有存在的事物都可以被拍摄。相机的特性,如景深、胶卷颗粒和有限的色调范围,都会影响整体图像。
In the case of 3-D computer graphics, the situation is quite different. Now reality itself has to be constructed from scratch before it can be photographed by a virtual camera. Therefore, the photorealistic simulation of “real scenes” is practically impossible, as techniques available to commercial animators only cover the particular phenomena of visual reality. An anima- tor using a particular software package can, for instance, easily create the shape of a human face, but not hair; materials such as plastic or metal but not cloth or leather; the light of a bird but nor the jumps of a frog. The realism of computer animation is highly uneven, reflecting the range of problems addressed and solved. 在三维计算机图形中,情况则大相径庭。现实必须从头开始构建,才能通过虚拟相机进行拍摄。因此,真实场景的照片级真实模拟几乎是不可能的,因为商业动画师所使用的技术仅能处理视觉现实中的特定现象。例如,使用某种软件的动画师可以轻松地创建人脸的形状,但无法制作头发;可以模拟塑料或金属等材料,但无法处理布料或皮革;可以模拟鸟的光线,但无法表现青蛙的跳跃。计算机动画的真实感极为不均,反映了所解决问题的多样性。
What determined which particular problems received priority in research? To a large extent, this was determined by the needs of the early sponsors of this research-the Pentagon and Hollywood. I am not concerned here to trace fully the history of these sponsorships. What is important for my argument is that the requirements of millitary and entertainment applications led researchers to concentrate on the simulation of the particular phenomena of visual reality, such as landscapes and moving figures. 什么因素决定了哪些特定问题在研究中优先考虑?在很大程度上,这取决于早期赞助商的需求——五角大楼和好莱坞。我在这里并不打算详细追溯这些赞助的历史。对我论点而言,军事和娱乐应用的需求促使研究人员专注于模拟视觉现实中的特定现象,例如风景和动态人物。
One of the original motivations behind the development of phocorealistic computer graphics was its application for flight simulators and other training technology ^(14){ }^{14} And since simulators require synthetic landscapes, a lor of research went into techniques to render clouds, rugged terrain, crees, and aerial perspective. Thus the work that led to the development of the famous technique to represent natural shapes, such as mountains, using fraccal mathematics was done at Boeing." Other well-known algorithms to simulate natural scenes and clouds were developed by the Gruman Aerospace Corporation. ^(16){ }^{16} The latter technology was used for flight simulators and also was applied to pattern recognition research in target tracking by a missile. ^("DT "){ }^{\text {DT }} 开发逼真计算机图形的初衷之一是其在飞行模拟器和其他训练技术中的应用 ^(14){ }^{14} 。由于模拟器需要合成景观,因此进行了大量研究,以渲染云彩、崎岖地形、溪流和空中透视。因此,波音公司开展了使用分形数学表示自然形状(如山脉)的著名技术的研究。其他一些模拟自然场景和云彩的著名算法则是由格鲁曼航空公司开发的。 ^(16){ }^{16} 后者的技术不仅用于飞行模拟器,还应用于导弹目标跟踪的模式识别研究。 ^("DT "){ }^{\text {DT }}
Anorher major sponsor was the entertainment industry, which was lured by the promise of lowering the costs of film and television production. In 1979 Lucasfilm, Lrd., George Lucas’s company, organized a computer animation research division. It hired the best computer scientists in the field to produce animations for special effects. Research for the effects in such films as Stav" TTred Il: The Wrath of Khan (Nicholas Meyer, Paramount Pictures, 另一个主要赞助商是娱乐行业,他们被降低电影和电视制作成本的承诺所吸引。1979 年,乔治·卢卡斯的公司卢卡斯影业成立了一个计算机动画研究部门,聘请了该领域最优秀的计算机科学家来制作特效动画。对《星际迷航 2:可汗之 wrath》(尼古拉斯·迈耶,派拉蒙影业)等电影特效的研究。
special effects by Industrial Light and Magic, 1982) and Retarm of the Jedi (Ricltard Marquand, Lucasfilm Lted., special effects by Industrial Light and Magic, 1983) led to the dewelopment of important algorithms that became widely used. ^("\%s "){ }^{\text {\%s }} 由工业光魔制作的特效(1982 年)和《绝地归来》(理查德·马奎德,卢卡斯影业,1983 年工业光魔制作的特效)促成了重要算法的发展,这些算法被广泛应用。 ^("\%s "){ }^{\text {\%s }}
Along with creating particular effects for films such as star frelds and explosions, aa lor of research activity has been dedicated to the development of moving humanoid figures and synthetic actors. This is not surprising since commercial film and video productions center around human characters. Significantlly, the first time computer animation was used in a feature film (Looker, Michael Crichton, Warner Brothers, 1981) was to create a threedimensional model of an actress. One of the early attempt to simulate human facial expressions featured synthetic replicas of Marilyn Monroe and Humphrey Bogart. ^(19){ }^{19} In another acclaimed 3-D animation, produced by Kleiser-Wolczak Construction Company in 1988, a synthetic human figure was humorously cast as Nestor Sextonie, a candidate for the presidency of the Synchetic Actors Guild. 除了为电影创造特定效果,如星际旅行和爆炸, aa 大量的研究活动也致力于开发移动的人形模型和合成演员。这并不令人惊讶,因为商业电影和视频制作主要围绕人类角色展开。值得注意的是,计算机动画首次在一部故事片中使用(《看客》,迈克尔·克里奇顿,华纳兄弟,1981 年),是为了创建一位女演员的三维模型。早期模拟人类面部表情的尝试之一是合成玛丽莲·梦露和亨弗莱·鲍嘉的复制品。 在另一部备受赞誉的 3D 动画中,1988 年由 Kleiser-Wolczak 建筑公司制作,一个合成的人物幽默地被设定为合成演员公会的总统候选人 Nestor Sextonie。
The task of crearing fully synchetic human actors has twinned out to be more complex than was originally anticipated. Researchers continue to work on this problem. For instance, the 1992 SIGGRAPH conference presented a session on “Humans and Clothing” that featured such papers as “Dressing Animated Synnthetic Actors with Complex Deformable Clothes” ^(20){ }^{20} and "A Simple Merthod for Extracting the Natural Beaury of Hair."21 Meanwhile, Hollywrood has created a new genre of films (Terminator 2, Jurassic Park, Casper, Flubber, etc.) structured around “the state of the art” in digital actor simulation. In computer graphics it is still easier to create the fantastic and extraordinary than to simulate ordinary human beings. Consequently, each of these films is centered around an unusual character who, in fact, consists 创建完全合成的人类演员的任务比最初预想的要复杂得多。研究人员仍在继续研究这个问题。例如,1992 年 SIGGRAPH 会议上有一个关于“人类与服装”的专题,展示了诸如“用复杂可变形衣物为动画合成演员穿衣”的论文 ^(20){ }^{20} 和“提取头发自然美的简单方法”。与此同时,好莱坞创造了一种新的电影类型(如《终结者 2》、《侏罗纪公园》、《卡斯珀》、《泡泡糖》等),围绕“数字演员模拟的最新技术”展开。在计算机图形学中,创造奇幻和非凡的事物仍然比模拟普通人类更容易。因此,这些电影的中心都是一个不寻常的角色,实际上,这个角色由...构成
18. William T. Reewes, “Particle Systems-A Techinique for Modeling a Class of Fuizzy Objects,” ACM Tramsartrioms on Grapbics 2.3 (1983): 91-108. 18. 威廉·T·瑞维斯,“粒子系统——一种用于建模模糊对象的技术,”ACM 图形学报 2.3 (1983): 91-108.
19. Nadia Magnenat-Thadmann, and Daniel Thalmann, “The Direction of Synthetic Actors in the Film Rendesums in Montreal,” IEEE Conppater G जmabhics and/Applications, December 1987. 20. M. Carignans, “Dressing Animated Syntheric Actors wirth Complex Deformable Cloches,” Computer Grapbic 26.2 (1992): 99-104. 19. 纳迪亚·马格内纳特-塔德曼和丹尼尔·塔尔曼,《合成演员在蒙特利尔电影《Rendesums》中的表现方向》,发表于 IEEE 计算机图形与应用,1987 年 12 月。20. M. 卡里尼安斯,“为动画合成演员设计复杂可变形服装”,发表于《计算机图形学》26.2 (1992): 99-104。
21. K. Anijo _(n){ }_{n} Y. Usami, and T. Kurihara, “A Simple Method for Extracting the Natural Beauty of Hair,” Campeter Grapbics 26.2 (1992): 111-120. of a series of special effects-morphing into different shapes, exploding into particles, and so on. 21. K. Anijo _(n){ }_{n} Y. Usami 和 T. Kurihara,“提取头发自然美的简单方法,”Campeter Grapbics 26.2 (1992): 111-120。这是一系列特效,包括变形为不同形状、爆炸成粒子等。
The preceding analysis applies to the period during which the techniques of 3-D animacion were undergoing continuous development-from the middle 1970 sto the middle 1990s. By the end of this period, the software tools became relatively stable; at the same time, the dramatically decreased cost of handware led to a significane reduction of the time it takes to mender complex animations. Put differently, the animators were now able to use more complex geometric and rendering models, thus achieving a stronger reality effect. Titanic (1997) featured hundreds of computer-animated “extras,”’ and ninety-five percent of Stary Whars: Episode 1 (1999) was constructed on a computer. However, the dynamics that characterized the early period of prerendered computer animation returned in new areas of new mediacomputer games and wirtuil worlds (such as VRML and Active Worlds scentes), which all use 3-D computer graphics generated in realtime. Here the Bazinian evolution towards fuller and fuller realism that characterized the development of computer animation in the 1970s and the 1980s was replayed once again at accelerated speed. As the speed of CPUs and graphics cards kept increasing, computer games moved from the flat shading of the original Down (1993) to the more detailed world of Unreal (Epic Games, 1997), which featured shadows, reflections, and cransparency. In the area of wirtual worlds designed to run on typical computers without specialized graphics accellerators, the same evolution proceeded at a much slower pace. 之前的分析适用于 1970 年代中期到 1990 年代中期这段时间,在此期间,3D 动画技术不断发展。到这个时期结束时,软件工具变得相对稳定;与此同时,硬件成本的显著降低使得制作复杂动画所需的时间大幅减少。换句话说,动画师们现在能够使用更复杂的几何和渲染模型,从而实现更强的现实效果。《泰坦尼克号》(1997)中有数百个计算机动画的“临时演员”,而《星球大战:第一集》(1999)中有百分之九十五的内容是在计算机上制作的。 然而,早期预渲染计算机动画所特有的动态在新的媒体领域中重新出现,例如计算机游戏和虚拟世界(如 VRML 和 Active Worlds 场景),这些都使用实时生成的 3D 计算机图形。在这里,巴赞主义向更全面现实主义的演变在 1970 年代和 1980 年代计算机动画的发展中再次以加速的速度重演。随着 CPU 和显卡速度的不断提高,计算机游戏从最初的《Down》(1993)的平面阴影,转向了《Unreal》(Epic Games,1997)的更详细的世界,后者具有阴影、反射和透明度。 在设计用于普通计算机(没有专门图形加速器)上运行的虚拟世界领域,这种演变的速度要慢得多。
The Icons of Mimesis 模仿的象征
Although the privileging of certain areas in research can be attributed to the needs of sponsors, other areas receive consistent attention for a different reason. To support che idea of progress of computer graphics toward realism, researchers privilege particular subjects that culturally connote the mastery of illusionistic representation. 尽管某些研究领域的优先关注可以归因于赞助商的需求,但其他领域因不同原因而持续受到关注。为了支持计算机图形学向现实主义发展的理念,研究人员特别关注那些在文化上象征着对幻觉表现掌握的特定主题。
Historically, the idea of illusionism has been connected wirth the success in representation of certain subjects. The original episode in the history of Western painting, which 1 have already invoked, is the story of che competition of Zeuxis and Parchlasius. The grapes painted by Zeuxis symbolize his skill in creating biving nature out of the inanimate matter of paint. Furcher examples in the history of art include the celebration of the mimetic skill of those painters who were able to simuliare another symbol of living nature- 从历史上看,幻觉主义的概念与某些主题的成功表现密切相关。我之前提到的西方绘画史上的一个重要事件是泽克西斯与帕尔哈西乌斯之间的竞争。泽克西斯所画的葡萄象征着他将无生命的颜料转化为生动自然的技巧。艺术史上还有许多例子,庆祝那些能够模拟其他生动自然象征的画家的模仿技巧。
human flesh. Not surprisingly, throughour the history of cornputer animation, the simulation of the human figure has served as a yardstick for measuring the progress of the whole field. 人体模型。在计算机动画的发展历程中,人形的模拟自然成为了衡量整个领域进步的重要标尺。
The painting tradition has its owm icomography of subjects conmoting mimesis; moving image media rely on a different set of subjects. Stewen Neale describes how early film demonstrated its authenticity by representing moving nature: "What was lacking [im photographs] was the wind, the very index of real, natural movement. Hence the obsessive contemporary fascination, not just with movement, not just with scale, but also with waves and sea spray, with smoke and spray. ^("²2 "){ }^{\text {²2 }} Computer graphics researchers resort to similar subjects to signify the realism of animation. “Mowing nature” presented at SIGGRAPH conferences have included animations of smoke, fire, sea waves, and moving grass. ^(23){ }^{23} These privileged signs of realism owercompensate for the inability of computer graphics researchers to simulate fully “real scenes.” 绘画传统有其独特的图像学,涉及模仿的主题;而动态影像媒体则依赖于不同的主题。斯图尔特·尼尔描述了早期电影如何通过展现动态自然来证明其真实性:“照片中缺少的就是风,这是真实自然运动的标志。因此,现代人对运动、规模、波浪、海浪喷雾、烟雾和喷雾的痴迷愈发强烈。 ^("²2 "){ }^{\text {²2 }} 计算机图形研究人员也使用类似的主题来体现动画的真实感。在 SIGGRAPH 会议上展示的“动态自然”动画包括烟雾、火焰、海浪和摇曳的草坪。 这些特权的现实主义标志过于强调了计算机图形研究人员无法完全模拟“真实场景”的能力。”
In summary, the differences between cinematic and synutheric realism begin on the level of ontology. New realism is partial and unewem, rather than analog and uniform. The artificial reality that can be simulated with 3-D computer graphics is fundamentally incomplete, full of gaps and white spots. 总的来说,电影现实主义和合成现实主义之间的差异源于本体论层面。新现实主义是部分的和不均匀的,而非类比和统一的。用 3D 计算机图形模拟的人工现实本质上是不完整的,充满了空白和缺失。
Who determines what will be filled and what will remain a gap in the simulated world? As I have noted, the available computer graphics techsiques reflect the particular meeds of the military and industrial groups which paid for their development. The ability of certain subjects to connote the mastery of illusionism also makes researchers pay more attention to some areas of the map, so to speak, and igmore others. In addition, as computer graphics techniques migrate from specialized markets toward mass consumers, they become biased in yer anorther way. 谁来决定在模拟世界中填充什么,什么又将保持为空白?正如我所提到的,现有的计算机图形技术反映了为其开发付费的军事和工业团体的特定需求。某些主题能够暗示对幻觉主义的掌握,这使得研究人员更加关注地图上的某些领域,而忽视其他领域。此外,随着计算机图形技术从专业市场转向大众消费者,它们在某种程度上也变得有偏见。
22. Steve Neale, Cinema and Tabbnotoge (Hiloomington: Indiana University Press, 1985), 52. 23. The following are just a few well-known classics in the feld denoted to athigs research: Nelson Max, “Wecturized Procedure Modells for Natural Terrain: Waves and Islands in in the Sunset,” 22. 史蒂夫·尼尔,《电影与塔布诺托格》(希卢明顿:印第安纳大学出版社,1985 年),第 52 页。23. 以下是一些在该领域被广泛认可的经典著作:纳尔逊·马克斯,“自然地形的向量化程序模型:日落中的波浪与岛屿”,
(1985): 287-296; William T. Reeves, “Parcicle Systems-A Technique for Modedeling a Class of Furxzy Objects”; William T. Reeves and Ricki Blau, “Approximate and Problabilistic Algorithuss for Shading and Rendering Structured Particle Syscerms,” Coumputer EGraqubicics 19.3 (9985):313-322(9985): 313-322. (1985):287-296;威廉·T·里夫斯,“粒子系统——一种模糊对象类别的建模技术”;威廉·T·里夫斯和瑞基·布劳,“用于阴影和渲染结构粒子系统的近似与概率算法”,计算机图形学 19.3 (9985):313-322(9985): 313-322 。
The amoune of labor involved in constructing reality from scratch on a computer makes it hard to resist the temptation to utilize preassembled, standardized objects, characters, amd behaviors readily provided by software manufacturers-fractal landscapes, checkerboard floors, complete characters, and so on. As discussed in the “Selection” section, every program comes with libraries of ready-to-use models, effects, or even complete animations. For instance, a user of the Dynamation program (a part of the popular Alias/WWavefront 3-D software) can access complete preassembled animations of mowing hair, rain, a comet’s tail, or smoke, with a single mouse click. If even professional designers rely on ready-made objects and animations, the end users of virtual worlds on the Internet, who usually do nor have graphic or programming skills, have no other choice. Not surprisingly, VRML software companies and Web vircual world providers encourage users to choose from the libraries of 3-D objects and avatars that they supplyWorlds Inc., the provider of Worlds software used to create on-line virtual 3-D chat environments, offers its users a library of one hunded 3-D avatars. ^(24){ }^{24} The Active Worlds, which offers “3D community based environments on the Internet,” allows its over one million users (April 1999 data) to choose from over one thousand different worlds, some of which are provided by a company and others built by users themselves. ^(25){ }^{25} As the complexity of these worlds increases, we can expect a whole market for detailed virtual sets, characters with programmable behaviors, and even complete environments (a bar with customers, a city square, a famous historical episode, etc.) from which a user can put together her or his own “unique” wirtual world. And although companies such as Active Worlds provide end users with software that allows them to build and customize quickly their virtual dwellings, avatars, and whole virtual universes, each of these constructs has to adhere to standards established by the company. Thus, behind the freedom on che surface lies standardization on a deeper level. While a hundred years ago, the user of aa Kodak camera was asked merely to push a butron, she strill had the freedom to point the camera at anything. Now, “You push the button, we do the rest” has become “You push the button, we create your world.” 在计算机上从零开始构建现实所需的劳动量让人难以抵挡使用软件制造商提供的预组装标准化对象、角色和行为的诱惑——例如分形景观、棋盘地板和完整角色等。如“选择”部分所述,每个程序都附带现成的模型、效果或完整动画库。例如,Dynamation 程序的用户(这是流行的 Alias/WWavefront 3-D 软件的一部分)只需单击鼠标即可访问完整的预组装动画,如剪发、下雨、彗星的尾巴或烟雾。 即使是专业设计师也依赖现成的物体和动画,而互联网虚拟世界的最终用户通常缺乏图形或编程技能,别无选择。因此,VRML 软件公司和网络虚拟世界提供商鼓励用户从他们提供的 3D 物体和头像库中进行选择。Worlds Inc.是提供用于创建在线虚拟 3D 聊天环境的 Worlds 软件的供应商,向用户提供了一个包含一百个 3D 头像的库。 ^(24){ }^{24} Active Worlds 提供“基于互联网的 3D 社区环境”,允许其超过一百万用户(1999 年 4 月的数据)从超过一千个不同的世界中进行选择,其中一些是由公司提供的,其他则是用户自己构建的。 随着这些虚拟世界的复杂性不断增加,我们可以预见将会出现一个完整的市场,提供详细的虚拟场景、可编程行为的角色,甚至是完整的环境(例如有顾客的酒吧、城市广场、著名历史事件等),用户可以从中组合出自己“独特”的虚拟世界。尽管像 Active Worlds 这样的公司为用户提供了可以快速构建和定制虚拟居所、化身和整个虚拟宇宙的软件,但这些构造仍需遵循公司设定的标准。因此,表面上的自由实际上隐藏着更深层次的标准化。 一百年前,使用 aa 柯达相机的用户只需按下一个按钮,但她仍然可以自由地将相机对准任何事物。如今,“你按下按钮,我们来完成其余的”已经变成了“你按下按钮,我们为你创造世界。””
24. hutpoliwww.warlds.com.
25. hurpp/hwwwactiveworids.com.
I hope that this section has demonstrated that the accounts of realism developed in film theory can be usefullly employed to talk about realism in new media. But chat does not mean that the question of computer realism is exhausted. In the twentieth century, new technologies of representation and simulation replace each other in rapid succession, thereby creating a perperual lag berween our experience of their effects and our understanding of this experience. The reality effect of a mowing image is a case in point. As film scholars were producing increasingly detailed studies of cinematic realism, film itself was already being undermined by 3-D computer animation. Indeed, consider the folliowing chronology. 我希望这一部分能够证明,电影理论中发展出的现实主义观点可以有效地用于讨论新媒体中的现实主义。然而,这并不意味着计算机现实主义的问题已经完全解决。在二十世纪,新的表现和模拟技术迅速交替,导致我们对其效果的体验与对这种体验的理解之间始终存在滞后。动态影像的现实效果就是一个例子。当电影学者们对电影现实主义进行越来越深入的研究时,电影本身已经被 3D 计算机动画所削弱。实际上,请考虑以下时间线。
Bazin’s Enolution of the Language of Cinema is a compilation of three articles written between 1952 and 1955. In 1951 the viewers of the popular television show “See it Now” for the first time saw a computer graphics display, generated by the MIT computer Whirlwind, built in 1949. One animation was of a bouncing ball, anocther of a rocket"s trajectory ^(26){ }^{26} 巴赞的《电影语言的演变》是 1952 年至 1955 年间撰写的三篇文章的汇编。1951 年,观众首次在热门电视节目《现在看》中看到由麻省理工学院的 Whirlwind 计算机生成的计算机图形显示,该计算机于 1949 年建成。其中一段动画展示了一个弹跳的球,另一段则是火箭的轨迹。
Comollin’s Machines of the Vistible was given as a paper at the seminal conference on the cinematic appararus in 1978. The same year saw the publication of a crucial paper for the history of computer graphics research. It presented a method to simulate burap textures, which is still one of the most powerful techmiques of synthetic photorealism. ^(27){ }^{27} Comollin 的可视机器在 1978 年的电影设备研讨会上发表。这一年,计算机图形研究历史上也发表了一篇重要论文,提出了一种模拟布料纹理的方法,这种方法至今仍是合成真实感最强大的技术之一。 ^(27){ }^{27}
Bordwell and Staiger’s chapter, “Technology, Style, and Mode of Production,” forms a part of the comprehensive The Classical Hollywod Cinemaat Film Style and Mode of Production to 1960, published in 1985. By this year, most of the fundamental photorealistic techniques had been discovered and turmkey computer animation systems were already employed by media production complanies. 博德威尔和斯泰格的章节“技术、风格与生产方式”是 1985 年出版的《古典好莱坞电影风格与生产方式(至 1960 年)》一书的重要部分。到那时,大多数基本的照片现实主义技术已经被发掘,许多媒体制作公司已经开始使用交钥匙的计算机动画系统。
As 3-D synthetic imagery is used more and more widely in contemporary wisual culture, the problem of realism has to be studied afresh. And while many theorerical accounts developed in relation to cinema do hold when applied to synthetic imaging, we cannot assume that any concept or model can be taken for granted. Redefining the wery concepts of represemtation, illusion, and simmlation, new media challenge us to understand in new ways how wisual realism functions. 随着 3D 合成图像在当代视觉文化中越来越普及,现实主义的问题需要重新审视。尽管许多与电影相关的理论在合成图像中依然适用,但我们不能理所当然地接受任何概念或模型。新媒体通过重新定义表现、幻觉和模拟的基本概念,挑战我们以新的方式理解视觉现实主义的运作。
As we saw, the achiewement of photorealism is the main goal of research in the field of computer graphics. The field defines photorealism as the ability to simulate any object in such a way that its computer image is indistinguishable from its photograph. Since this goal was first articulated at the end of the 1970 s, significant progress has been made toward getting closer to this goal: Compare, for instance, the computer images of Tron (1982) with those of Star Wars: Episode 1 (1999). Yet common opinion still holds that synthetic 3-D images generated by computer graphics are not yet (or perhaps will newer be) as “realistic” in rendering visual reality as images obtained through a photographic lens. In this section, I will suggest that this common opinion is mistaken. Such synchetic photographs are already more “realistic” than traditional phorographs. In fact, they ate too real. 正如我们所看到的,追求照片真实感是计算机图形学领域研究的主要目标。该领域将照片真实感定义为能够以一种方式模拟任何物体,使得其计算机图像与真实照片无法区分。自 1970 年代末首次提出这一目标以来,我们在实现这一目标方面取得了显著进展:例如,可以比较 1982 年的《创:战纪》和 1999 年的《星球大战:第一集》的计算机图像。然而,普遍的看法仍然认为,计算机图形生成的合成 3D 图像在渲染视觉现实方面尚未(或许永远不会)达到通过摄影镜头获得的图像的“真实”程度。在本节中,我将指出这种普遍观点是错误的。 这种合成照片比传统照片更“真实”。实际上,它们过于真实了。
This seemingly paradoxical argument will become less strange once we place the current precucupation with photorealism in a larger historical framework, considering not only the present and recent past (computer imaging and analog film, respectively) but also the more distant past and the future of visual illusionism. For although the computer graphics field tries desperately to replicate the particular kind of images created by twentiethcentury film technology, these images represent only one episode in a longer history of visual culture. We should nor assume that the history of illusion ends with 35 mm frames projected on the screen across the mowie hall-even if a film camera is replaced with computer software, a film projector is replaced with a digital projector, and the film reel itself is replaced with data transmitted over a computer newwork. 这个看似矛盾的论点在我们将当前对照片现实主义的关注放在更大的历史框架中时,会变得更加清晰。我们不仅要考虑现在和最近的过去(计算机成像和模拟胶卷),还要关注更遥远的历史和视觉幻觉的未来。尽管计算机图形领域努力复制二十世纪电影技术所创造的特定类型图像,但这些图像只是视觉文化更长历史中的一个片段。 我们不应假设幻觉的历史仅仅以 35 毫米的画面在电影院的屏幕上结束——即使电影摄影机被计算机软件取代,电影放映机被数字放映机取代,电影胶卷也被通过计算机网络传输的数据所取代。
Georges Meliès, the Farther of Computer Graphics When a future historian writes abourt the computerization of cinema in the 1990s, she will highlight such movies as Terminator 2 and Jurausic Patk Along with a few others, these films by James Cameron and Steven Spielberg were responsible for turning Hollywood around: from extreme skepticism about computer animation in the early 1990 s to a full embrace by the middle of the decade. These two movies, along with the host of others that folliowed in their wake, dramatically demonstrated that total synthetic realism seemed to be in sight. Yet they also exemplified the criviality of what at first may appear to be an outstanding technical achievement-the ability to fake visual reality. For what is faked is, of course, not reality but photographic reality, reality as seen by the camera lens. In other words, what computer graphics have (almost) achieved is not realism, but racher only photorealismthe ability to fake not our perceptual and bodily experience of reality but only its photographic image ^(28){ }^{28} This image exists outside our consciousness, on a screen-a window of limited size that presents a still imprint of a small part of outer reality, filtered through a lens with limited depth of field, and then filtered through the film’s grain and limited tonal range. It is only this film-based image that computer graphics technology has learned to simulate. And the reason we may think that computer graphics has surceeded in faking reality is that, over the course of the last hundred and fifty years, we have come to accept the image of photography and film as reality. 乔治·梅里爱,计算机图形学之父。当未来的历史学家撰写关于 1990 年代电影计算机化的文章时,她将会提到《终结者 2》和《侏罗纪公园》等电影。与其他几部电影一起,这些由詹姆斯·卡梅隆和史蒂文·斯皮尔伯格制作的影片改变了好莱坞的态度:从 1990 年代初对计算机动画的极度怀疑,到十年中期的完全接受。这两部电影以及随之而来的众多其他影片,生动地展示了完全合成现实似乎触手可及。然而,它们也体现了最初看似杰出技术成就的微不足道——伪造视觉现实的能力。 伪造的东西当然不是现实,而是摄影现实,是通过相机镜头所看到的现实。换句话说,计算机图形学(几乎)所达到的不是现实主义,而只是照片现实主义,即它所伪造的并不是我们对现实的感知和身体体验,而仅仅是其摄影图像 ^(28){ }^{28} 。这个图像存在于我们的意识之外,显示在一个有限大小的屏幕上,呈现出外部现实的一小部分的静态印记,经过有限景深的镜头过滤,再经过胶卷的颗粒和有限的色调范围过滤。只有这种基于胶卷的图像是计算机图形技术所学会模拟的。 我们之所以认为计算机图形学成功地伪造了现实,是因为在过去的一百五十年中,我们逐渐接受了摄影和电影的影像作为现实。
What is faked is only a film-based image. Once we came to accept the photographic image as reality, the way to its future simulation was open. Whar remained were small details-the development of digital computers (1940s) followed by a perspective-generating algorithm (early 1960s), and then working out how to make a simulated object solid with shadow, reflection, and texture (1970s), and finally simulating artifacts of the lens such as motion blur and depth of field ( 1980 ) . So, while the distance from the first computer graphics images, circa 1960, to the synthetic dinosaurs of Justassic Park in the 1990s is tremendous, we should not be too impressed. Conceptually, photorealistic computer graphics had already appeared with Felix Nadar’s photographs in the 伪造的仅仅是基于电影的图像。一旦我们接受了摄影图像作为现实,未来的模拟之路便打开了。剩下的只是一些小细节——数字计算机的发展(1940 年代),接着是透视生成算法(1960 年代初),然后是如何让模拟物体具备阴影、反射和纹理的实质(1970 年代),最后是模拟镜头伪影,如运动模糊和景深(1980 年)。因此,尽管从 1960 年左右的第一幅计算机图像到 1990 年代《侏罗纪公园》的合成恐龙之间的距离非常遥远,但我们不应过于惊讶。从概念上讲,摄影真实的计算机图像早在费利克斯·纳达的照片中就已出现。
28. Research in VR aims ta go beyond the screen image to simulate both the perceptual and bodily experieace of realing. 虚拟现实研究的目标是超越屏幕图像,模拟真实体验的感知和身体感受。
1840 s and certainly with the first films of Georges Mélies in the 1890s. Conceptually, they are the inventors of 3-D photorealistic computer graphics. 1840 年代,尤其是 1890 年代乔治·梅里爱的早期电影。从概念上讲,他们是 3D 照片级真实感计算机图形的开创者。
In saying this, I do not want to negate the human ingenuity and the tremendous amount of labor that today goes into creating computergenerated special effects. Indeed, if our civilization has any equivalent to medieval cathedrals, it is special effects Hollywood films. They are truly epic both in their scale and attention to detail. Assembled by thousands of highly skilled craftsmen over the course of years, each such mowie is the ultimate display of collective craftsmanship that we have today. But if medieval masters left after themselves material wonders of stone and glass inspired by religious faich, today our craftsmen leave only pixel sets to be projected on movie theater screens or played on computer monitors. These are immarerial cathedrals made of light; and appropriately, they often still have religious referents, both in the stories (consider, for example, the Christian references in Star Wars: Episode 1: Skywalker was conceived without a father, etc.) and in the grandeur and transcendence of their virtual sets. 说这话时,我并不想否定人类的创造力以及如今投入到制作计算机生成特效中的巨大劳动。实际上,如果我们的文明有任何与中世纪大教堂相提并论的东西,那就是好莱坞电影中的特效。它们在规模和细节上都堪称史诗。经过数年的努力,由成千上万的高技能工匠共同打造,每部这样的电影都是我们今天所拥有的集体工艺的巅峰之作。然而,如果中世纪的工匠留下了受宗教信仰启发的石头和玻璃的奇迹,那么今天我们的工匠所留下的,仅仅是可以在电影院屏幕上投影或在计算机显示器上播放的像素集。 这些是由光构成的非物质大教堂;恰如其分的是,它们通常仍然包含宗教元素,无论是在故事中(例如,考虑《星球大战:第一集》中关于基督教的暗示:天行者是没有父亲而受孕的,等等)还是在它们虚拟场景的宏伟与超然之感中。
Jurassic Parke and Socialist Realism 侏罗纪公园与社会主义现实主义的关系
Consider one of these immaterial cathedrals: Jurassic Park. This triumph of computer simulation took more than two years of work by dozens of designers, animators, and programmers at Industrial Light and Magic (ILM), one of the premier companies specializing in the production of computer animation for feature films in the world today. Because a few secands of computer animation often requires moniths and months of work, only the huge budget of a Hollywood blockbuster could pay for such extensive and highly detailed computer-generated scenes as those of Jurassic Parrk: Most of the 3D computer animation produced today has a much lowner degree of photorealism, and this photorealism, as I have shown in the previous section, is uneven, higher for some kinds of objects and lower for others. And even for ILM, the photorealistic simulation of human beings, the ultimate goal of computer animation, still remains impossible. (Some scenes in the 1997 Titanic feature hundreds of synthetic human figures, yet they appear for a few seconds and are quite small, being far away from the camera.) 考虑一下这些无形的大教堂之一:侏罗纪公园。这项计算机模拟的伟大成就耗费了工业光魔(ILM)数十名设计师、动画师和程序员超过两年的时间,而 ILM 是当今世界上顶尖的计算机动画制作公司之一。由于几秒钟的计算机动画通常需要数月的工作,只有好莱坞大片的巨额预算才能支付像侏罗纪公园那样广泛且高度详细的计算机生成场景:如今制作的大多数 3D 计算机动画的照片真实感要低得多,而这种真实感,如我在前一部分中所提到的,对于某些物体类型较高,而对于其他物体类型则较低。 即使对于 ILM 来说,人类的照片级真实模拟——计算机动画的终极目标——依然是不可能实现的。(1997 年《泰坦尼克号》中的一些场景展示了数百个合成的人物,但它们只出现了几秒钟,而且由于距离相机较远,显得相当渺小。))
Typical images produced with 3-D computer graphics still appear unnaturally clean, sharp, and geometric looking. Their limitations especially stand out when juxtaposed with a normal photograph. Thus one of the landmark achiewements of Jurassic Parre was the seamless integration of film 典型的 3D 计算机图形生成的图像仍然显得不自然地干净、清晰且具有几何感。与普通照片相比,它们的局限性尤为明显。因此,侏罗纪公园的一个重要成就是电影与图像的无缝融合。
footage of real scenes with computer-simulated objects. To achieve this integration, computer-generated images had to be degraded; their perfection had to be diluted to match the imperfection of film’s graininess. 真实场景与计算机模拟物体的画面结合。为了实现这种融合,计算机生成的图像需要进行降级处理;它们的完美需要被稀释,以适应胶卷颗粒感的 imperfections。
First, the animators meeded to figure out the resolution at which to render computer graphics elements. If the resolution were too high, the computer image would have more detail than the film image, and its artificiality would become apparent. Just as medieval masters guarded their painting secrets, leading computer graphics companies used to carefully guard the resolution of images they simullate. 首先,动画师需要确定渲染计算机图形元素的分辨率。如果分辨率过高,计算机图像的细节会超过电影图像,从而使其人工特征变得明显。就像中世纪的艺术大师保护他们的绘画秘密一样,领先的计算机图形公司也曾小心翼翼地保守他们模拟图像的分辨率。
Once computer-generated images are combined with film images, additional tricks are used to diminish their perfection. With the help of special algorithms, the straight edges of computer-generated objects are softened. Barely wisible noise is added to the overall image to blend computer and film elements. Somerimes, as in the final battle between the two protagonists in Terminator 2, the scene is staged in a particular location (in this example, a suroky factory), which justifies the addition of smoke or fog to blend further the film and synthetic elements. 一旦计算机生成的图像与电影图像结合,就会使用一些额外的技巧来降低它们的完美度。通过特殊算法,计算机生成物体的直边会被软化。几乎不可见的噪音被添加到整体图像中,以便更好地融合计算机和电影元素。有时,比如在《终结者 2》中两位主角的最终战斗场景,场景设置在特定地点(例如一个废弃的工厂),这使得添加烟雾或雾气的做法更加合理,从而进一步融合电影和合成元素。
So, although we normally think that synthetic photographs produced with computer graphics are inferior to real photographs, in fact, they are too perfect. But beyond that we can also say that, paradoxically, they are also too mead. 所以,尽管我们通常认为用计算机图形制作的合成照片不如真实照片,但实际上,它们过于完美了。此外,矛盾的是,我们还可以说,它们也显得过于“肉感”。
The synthetic image is free of the limitations of both human and camera vision. It can have unlimited resolution and an unlimited level of detail. It is free of the depth-of-field effect; this inevitable consequence of the lens, so everything is in focus. It is also free of grain-the layer of noise created by film stock and by human perception. Its colors are more saturated, and its sharp lines follow the economy of geomerry. From the point of view of human vision, it is hyperreal. And yet, it is completely realistic. The syntheric image is the result of a different, more perfect than humant, wision. 合成图像不受人类和相机视觉的限制,能够实现无限的分辨率和细节。它没有景深效应,这种效应是镜头的必然结果,因此所有事物都保持清晰。它也没有颗粒感——这是胶卷和人类感知所产生的噪音。它的颜色更加饱和,清晰的线条展现出几何的简洁。从人类的视觉角度来看,它是超现实的,但又完全真实。合成图像是比人类视觉更完美的结果。
Whose vision is ic? It is che vision of a computer, a cyborg, an automatic missile. It is a realistic representation of human vision in the furure when it will be augmented by computer graphics and cleansed of noise. It is the wision of a digital grid. Synthetic computer-generated inagery is nat can inferriw representation of aur reality, but a realistic representation of a differemt reality. 谁的视野是这样的?这是计算机、半机械人和自动导弹的视野。这是对未来人类视力的真实展现,当时它将通过计算机图形增强并去除噪音。这是数字网络的视野。合成计算机生成的图像并不是我们现实的直接反映,而是另一种现实的真实表现。
By the same logic, we should not consider clean, skinless, too flexiblle, and at the same time too jerky, hurnan figures in 3-D computer animation as unrealistic, as imperfect approximations to the real thing-our bodies. They are perfectly realistic representations of a cyborg body yet to come, of a world reduced to geometry, where efficient representation via a geometric model becomes the basis of reality. The synthetic inage simply represents the fucure. In other words, if a traditional photograph always points to a past event, a synthetic phowagraphlo points to a futare event. 根据同样的逻辑,我们不应将干净、无皮、过于灵活且同时又过于颤动的人体形象视为不现实的 3D 计算机动画,它们并不是对我们身体的不完美近似。相反,它们是对未来赛博格身体的完美表现,展现了一个简化为几何形状的世界,在这个世界中,通过几何模型的有效表现成为现实的基础。合成图像仅仅代表未来。换句话说,传统照片总是指向过去的事件,而合成照片则指向未来的事件。
Is this a totallly new situation? Wras there already an aesthetic that consistently pointed to the future? In order to help us locate this aestheric historically, I will invoke a painting by the Russian-born conceptual artists Komar and Melamid. Called Bolshewiser Returning Home affer a Denowosstration (1981-82), it depicts two workers, one carrying a red flag, who come across a tiny dinosaur, smaller than a human hand, standing in the snow. Part of the "Nostalgic Socialist. Realism’ series, this painting was created a few years after the painters had arrived in the United States, well before Hollywrood embraced computer-generated visuals. Yet it seems to comment on such movies as Jurassic Parke and on Hollywood as a whole, connecting its fictions with the fictions of Sowiet history as depicted by Socialist Realism, the official style of Soviet art from the early 1930s until the late 1950s. 这是一个全新的情况吗?是否已经存在一种美学,始终指向未来?为了帮助我们在历史上定位这种美学,我想引用俄罗斯出生的概念艺术家科马尔和梅拉米德的一幅画作。这幅名为《布尔什维克回家后的示威》(1981-82)的画描绘了两个工人,其中一个举着红旗,他们在雪中遇到了一只比人手还小的微型恐龙。这幅画是“怀旧社会主义现实主义”系列的一部分,创作于画家抵达美国几年后,远在好莱坞接受计算机生成视觉效果之前。 然而,它似乎在评论《侏罗纪公园》等电影以及好莱坞整体,将这些虚构与社会主义现实主义所描绘的苏联历史相联系,社会主义现实主义是 20 世纪 30 年代初至 50 年代末苏联艺术的官方风格。
Taking the hint from this painting, we are now in a position to characterize the aesthetics of Jarassic Park. This aesthetic is one of Soviet Socialist Realism. Socialist realism wanted to show the future in the present by projecting the perfect world of future socialist society onto a visual reality familiar to the viewer-the streers, interiors, and faces of Russia in the middle of the twentieth century-tired and underfed, scared and exhausted from fear, unkempt and gray. Socialist realism had to retain enough of then-everyday reality while showing how that reality would look in the future when everyone’s body would be healthy and muscular, every street modern, every face transformed by the spirituality of communist ideollogy. This is how socialist reallism differs from pure science fiction, which does not have to carry any feature of today’s reality into the future. In contrast, Socialist Realism had to superimpose the future on the present, projecting the Communist ideal onto the very different reality familiar to wiewers. Importantly, Socialist realism never depicted this future directly: There is not a single Socialist Realist work of art set in the future. Science fiction as a genre did not exist in Russia from che early 1930s until Stalin’s death. The idea was not to make the workers dream about the perfect future while closing their eyes to imperfect reality, but rather to make them see the signs of this future in the reality around them. This is one of the meanings behind Vertow’s notion of the “communist decoding of the world.” To decode the world in such a way means to recognize the future all around you. 从这幅画中得到的启示使我们能够描述《侏罗纪公园》的美学。这种美学体现了苏联社会主义现实主义。社会主义现实主义旨在通过将未来社会主义社会的理想世界投射到观众熟悉的视觉现实中,来展示未来——20 世纪中叶俄罗斯的街道、室内和面孔——那些疲惫、营养不良、因恐惧而感到害怕和疲惫、邋遢且灰暗的形象。社会主义现实主义必须保留当时日常生活的足够元素,同时展示未来的样子:每个人的身体都健康而强壮,每条街道都现代化,每张面孔都被共产主义意识形态的精神所改变。 这就是社会主义现实主义与纯粹科幻小说的不同之处,后者不需要将当今现实的任何特征带入未来。相反,社会主义现实主义必须将未来与现在结合,将共产主义理想投射到观众熟悉的截然不同的现实中。重要的是,社会主义现实主义从未直接描绘未来:没有一件社会主义现实主义的艺术作品设定在未来。从 1930 年代初到斯大林去世,科幻小说作为一个流派在俄罗斯并不存在。其理念并不是让工人们在闭上眼睛时幻想完美的未来,而是让他们在周围的现实中看到未来的迹象。 这是维尔托“共产主义解码世界”概念背后的一种含义。以这种方式解码世界意味着要意识到你周围的未来。
The same superimposition of the future onto the present happens in Jurassic Park. It tries to show the future of sight itself-the perfect cyborg vision, free of noise and capable of grasping infinite details. This vision is exemplified by the original computer-graphics images before they were blended with film images. But just as Socialist Realist paintings blended the perfect future with the imperfect reality, Jutassic Park blends the future supervision of computer graphics with the familiar vision of the film image. In Juratssic Park, the computer image bends down before the film image; its perfection is undermined by every possible means and is also masked by the film’s content. As already discussed, computer-generated images, originally clean and sharp, free of focus and grain, are degraded in a variety of ways: Resolution is reduced; edges are softened; depth of field and grain effect artificially added. Additionally, the wery content of the film-prehistoric dinosaurs that come to life-can be interpreted as another way to mask the potentially disturbing. reference to our cyborg future. The dinosaurs are present to tell us that computer images belong safely to a past lang gone-even though we have every reason to believe that they are messengers from a future still to come. 在《侏罗纪公园》中,未来与现在的重叠同样存在。它试图展示视觉的未来——完美的赛博格视觉,摆脱噪音,能够捕捉无限细节。这种视觉通过最初的计算机图像展现出来,尚未与电影图像融合。但正如社会主义现实主义绘画将完美的未来与不完美的现实结合在一起,《侏罗纪公园》将计算机图形的未来监督与电影图像的熟悉视觉相融合。在《侏罗纪公园》中,计算机图像在电影图像面前屈服;它的完美被各种手段削弱,也被电影内容所掩盖。 正如我们之前讨论的,计算机生成的图像最初是干净而清晰的,没有焦点和颗粒感,但以多种方式退化:分辨率降低,边缘变得模糊,景深和颗粒效果被人为添加。此外,电影中的内容——复活的史前恐龙——可以被视为掩盖潜在不安的另一种方式,暗示着我们的人形机器人未来。恐龙的存在告诉我们,计算机图像安全地属于一个已经消逝的过去,尽管我们有充分理由相信它们是来自尚未到来的未来的信使。
In that respect Jurassic Park and Terminator 2 are opposites. If in Jurassic Park the dinosaurs function to convince us that computer imagery belongs to the past, the Terminator in Terminator 2 is more “honest.”’ He himself is a messenger from the future-a cyborg who can take on human appearance. His true form is that of a futuristic alloy. In perfect correspondence with this logic, this form is represented with computer graphics. While his true body perfectly reflects its surrounding reality, the very nature of these reflections shows us the future of human and machine sight. The reflections are extrasharp and clean, without any blur. This is indeed the look produced by the reflection mapping algorithm, one of the standard techniques to achieve photorealism. Thus to represent the Terminator who comes from the future, designers used the standard computer graphics techniques withour degrading them; in contrast, in Jurassic Parke the dinosaurs that come from the past were created by systematically degrading computer images. What of course is the past in this movie is the film medium itself-its grain, its depth of focus, its motion blur, its low resolution. 在这方面,《侏罗纪公园》和《终结者 2》形成了鲜明的对比。在《侏罗纪公园》中,恐龙的存在让我们相信计算机图像已经属于过去,而《终结者 2》中的终结者则显得更加“诚实”。他是来自未来的信使——一个能够伪装成人类的赛博格。他的真实形态是一种未来的合金。与这一逻辑完美契合的是,这种形态通过计算机图形技术得以呈现。当他的真实身体完美反映周围的现实时,这些反射的本质向我们展示了人类与机器视觉的未来。这些反射超清晰且干净,没有任何模糊。这确实是反射映射算法所产生的效果,这是一种实现照片真实感的标准技术。 因此,为了表现来自未来的终结者,设计师们采用了标准的计算机图形技术,保持了其质量;而在《侏罗纪公园》中,来自过去的恐龙则是通过系统性地降低计算机图像质量来制作的。在这部电影中,所谓的过去实际上就是电影媒介本身——它的颗粒感、景深、运动模糊和低分辨率。
This, then, is the paradox of 3-D photorealistic computer animation. Its images are not inferior to chose of traditional photography. They are perfectly real—all too real. 这就是 3D 逼真计算机动画的悖论。它的图像并不逊色于传统摄影的作品,甚至可以说是过于真实。
Illusion, Narrative, and Interactïvity 幻觉、叙事与互动性
Having analyzed computer illusionism from the point of view of its production and the longer history of visual illusion, I now want to look at it from a different perspective. While existing theories of illusionism assume that the subject acts strictly as a viewer new media, more often than not, turn the subject into a user. The subject is expected to interact with a representation-click on menus or the image itself, making selections and decisions. What effect does inceractivity have on the reality effect of an image? What is more important for the realism of a representation: faithfully simulating physical laws and human motivations, or accurately simulating the wisual aspects of reality? For instance, does a racing game that uses a precise collision model bur poor visuals feel more real than a game that has richer images but a less precise model? Or do the simulation dimensions and the visual dimensions support each other, adding up to a total effect? 在分析了计算机幻觉主义及其更长历史的视觉幻觉后,我想从另一个角度来看待这个问题。虽然现有的幻觉主义理论认为主体仅仅是新媒体的观众,但实际上,主体往往变成了用户。用户需要与表现进行互动——点击菜单或图像本身,做出选择和决策。互动对图像的现实效果有什么影响?对于表现的现实主义而言,忠实模拟物理法则和人类动机与准确模拟现实的视觉特征,哪个更为重要? 例如,使用精确碰撞模型但视觉效果较差的赛车游戏,是否比视觉效果更丰富但模型不够精确的游戏更真实?或者说,模拟维度和视觉维度是否相互支持,从而形成一个整体效果?
In this section, I will focus on a particular aspect of the more general question of the production of illusionism in interactive computer objects. The aspect that I will consider has to do with time. Web sites, virtuall worlds, computer games and many other types of hypermedia applications are characterized by a peculiar cemporal dynamic-constant, repetitive ascillation between an illusion and its suspense. These new media objects keep reminding us of their artificiality, incompleteness, and constructedness. They present us with a perfect illusion only next to reveal its underlying machinery. 在这一部分,我将专注于互动计算机对象中幻觉生产的一个特定方面,这个方面与时间有关。网站、虚拟世界、计算机游戏以及许多其他类型的超媒体应用都展现出一种独特的时间动态——在幻觉与悬念之间不断重复的波动。这些新媒体对象时刻提醒我们它们的人工性、不完整性和构造性。它们向我们展示了一个完美的幻觉,随后又揭示了其背后的运作机制。
Web surfing in the 1990 s provides a perfect example. A typical user may be spending equal time looking at a page and wairing for the next page to downlload. During waiting periods, the act of communication itself-bits traveling through the network-becomes the message. The user keeps 1990 年代的网络冲浪是一个很好的例子。一个典型的用户可能在浏览一个页面和等待下一个页面下载之间花费相同的时间。在等待的过程中,通信本身——数据在网络中传输——就成为了信息。用户保持
checking whether the connection is being made, glancing back and forth between the animated icon and the status bar. Using Roman Jakobson’s model of communication functions, we can say that communication comes to be dominated by contact, or the phatic function-it is centered on the physical channel and the very act of connection between addresser and addressee. ^("23 "){ }^{\text {23 }} 检查连接是否正在建立,来回查看动画图标和状态栏。根据罗曼·雅各布森的交流功能模型,我们可以说交流主要由接触主导,或者说是交际功能——它集中于物理通道以及发信人与收信人之间的连接行为。
Jakobson writes about verbal communication between two people who, in order to check whether the chanmel works, address each other: “Do you hear me?” “Do you understand me?” But in Web communication there is no human addresser, only a machine. So as the user keeps checking whether the information is coming, she actuallly addresses the machine itself. Or rather, the machine addresses the user. The machine reveals itself; it reminds the user of its existence-not only because the user is forced to wait but also because she is forced to witness how the message is being constructed over time. A page fillis in part by part, top to bottom; text comes before images; images arriwe in low resolution and are gradually refined. Finally, everyching comes together in a smooth sleek image-the image that will be destroyed with the mext click. 雅各布森提到,两个为了确认通道是否有效而互相询问的人的言语交流:“你听到我吗?”“你理解我吗?”然而在网络交流中,没有人类的发信者,只有机器。因此,当用户不断检查信息是否到达时,她实际上是在对机器发问。或者说,机器在对用户发问。机器展现了自己;它提醒用户它的存在——不仅因为用户被迫等待,还因为她被迫见证信息是如何随着时间推移而逐步构建的。页面是逐部分填充的,从上到下;文本在图像之前出现;图像以低分辨率呈现,并逐渐被精细化。 最终,一切都融汇成一个光滑而流畅的图像——这个图像将在下一个点击中被摧毁。
Interaction with most 3-D virtual worlds is chatacterized by the same temporal dynamic. Consider the rechnique called “distancing” or “level of detaill”, which for years has been used in VR simulations and later was adapted to 3-D games and VRML scenes. The idea is to render the models more crudely when the user is moving through wirtual space; when the user stops, details gradually fill in. Another variation of the same technique involves creating a number of models of the same object, each with progressively less detail. When the virtual camera is close to an object, a highly detailed model is used; if the object is far away, a lesser detailed version is substituted to save unnecessary computation. 与大多数 3D 虚拟世界的互动具有相同的时间动态。可以考虑一种称为“距离化”或“细节级别”的技术,这种技术多年来一直用于虚拟现实模拟,后来被应用于 3D 游戏和 VRML 场景。其核心思想是在用户在虚拟空间中移动时,以较粗糙的方式渲染模型;而当用户停止时,细节会逐渐填充。该技术的另一种变体是创建多个相同对象的模型,每个模型的细节逐渐减少。当虚拟相机靠近某个对象时,会使用高度详细的模型;而当对象远离时,则会用细节较少的版本替代,以节省不必要的计算资源。
A virtual world that incorporates these techniques has a fluid ontology chat is affected by the actions of the user. As the user navigates through space, the objects switch back and forth between pale blueprints and fully fleshed out illusions. The immobility of a subject guarantees a complete illusion; the slightest movement destroys it. 一个结合了这些技术的虚拟世界具有流动的本体论,聊天内容会受到用户行为的影响。当用户在空间中移动时,物体会在淡蓝色的蓝图和完全具象的幻影之间不断切换。主体的静止状态确保了幻觉的完整性;任何微小的移动都会破坏这种幻觉。
ed. Thomas Sebeok (Cambridge, Mass.: MITT Press, 1960). 编者:托马斯·塞贝克(剑桥,马萨诸塞州:MITT 出版社,1960 年)。
Navigating a QuickTime VR movie is characterized by a similar dymamic. In contrast to the nineteenth-century panorama that it closely emulates, QuickTime VR continuously deconstructs its own illusion. The moment you begin to pan through the scene, the image becomes jagged. And if you try to zoom into the image, all you get are oversized pixels. The representational machine keeps hiding and revealing itself. 导航 QuickTime VR 电影的特点与类似的动态相似。与它所模仿的十九世纪全景相比,QuickTime VR 不断解构自身的幻觉。当你开始在场景中平移时,图像会变得锯齿状。如果你试图放大图像,得到的只是巨大的像素。表现机器不断地隐藏和揭示自己。
Compare this dymarnic to traditional cinema or realist theater, which aims at all cost to maintain the continuity of the illusion for the duration of the performance. In contrast to such totalizing realism, new media aesthetics has a surprising affinity to twentieth-century leftist ayant-garde aesthetics. Playwright Bertold Brecht’s strategy of rewealing the conditions of an illinsion’s production, echoed by countless other leftist artists, has become embedded in hardware and software themselves. Similarly, Walter Benjamin’s concept of "perception in the state of distraction ^(""30 "){ }^{\text {"30 }} has found a perfect realization. The periodic reappearance of the machinery, the continuous presence of the communication channel in the message, prewent the subject from falling into che dream world of illiusion for very long, make her alternate between concentration and detachment. 将这种动态与传统电影或现实主义戏剧进行比较,后者不惜一切代价维持表演期间幻觉的连续性。与这种全面的现实主义相比,新媒体美学与二十世纪左翼先锋美学有着惊人的相似之处。剧作家贝托尔德·布莱希特揭示幻觉生产条件的策略,得到了无数其他左翼艺术家的呼应,已深深植根于硬件和软件之中。同样,瓦尔特·本雅明的“在分心状态下的感知”概念也得到了完美的体现。 机械的周期性出现以及信息中通信渠道的持续存在,使得她无法长时间沉浸在幻觉的梦境中,促使她在专注与超脱之间不断切换。
While virtual machinery itself already acts as an avant-garde director, the designers of interactive media, such as games, DVD citles, interactive cinema, and interactive television programs, often consciously attempt to structure the subject’s temporal experience as a series of periodic shifts. The subject is forced to oscillate between the roles of viewer and user, shifting between perceiving and acting, between following the story and actively particlpating in it. During one segment, the computer screen presents the viewer with an engaging cinematic nartarive. Suddenly the image freezes, menus and icons appear, and the viewer is forced to act-make choices, click, push buttons. The purest example of such cyclical organization of the user’s experience is the computer games that alternate between FMV (full motion video) segments and segments requiring the user’s input, such as the Wing Comntander series. Moscow media theorist Amatoly Prokhorov describes these shifts in terms of two different identities of the computer screentransparent and opaque. The screen keeps shifting from transparent to 虚拟机器本身已经充当了先锋导演,互动媒体的设计师们,如游戏、DVD 标题、互动电影和互动电视节目,常常有意识地试图将观众的时间体验结构化为一系列周期性的变化。观众被迫在观看者和用户的角色之间摇摆,在感知与行动之间,在跟随故事与积极参与之间切换。在某个片段中,计算机屏幕向观众展示了一个引人入胜的电影叙事。突然,画面冻结,菜单和图标出现,观众被迫采取行动——做出选择、点击、按下按钮。 这种用户体验的循环组织最典型的例子是那些交替播放全动态视频(FMV)片段和需要用户输入的片段的电脑游戏,例如《飞翼指挥官》系列。莫斯科的媒体理论家阿马托利·普罗霍罗夫将这些变化描述为计算机屏幕的两种不同状态:透明和不透明。屏幕不断在透明和不透明之间切换
30. Benjamin, “The Work of Art in che Age of Mechanical Reproduction.” 30. 本雅明,“机械复制时代的艺术作品。”
opaque一from a window to fictional 3-D universe to a solid surface, full of menus, controls, text, and icons. ^(31){ }^{31} Three-dimensional space becomes surface; a photograph becomes a diagram; a character becomes an ioon. To use the opposition introduced in the “Cultural Interfaces” section, we can say that the screen keeps alternating between the dimensions of representation and control. What at one moment was a fictional universe becomes a set of buttoas that demand action. 从一个窗口进入虚构的三维宇宙,再到一个充满菜单、控制、文本和图标的实心表面。 ^(31){ }^{31} 三维空间转变为表面;一张照片变成了图示;一个角色变成了图标。根据“文化接口”部分提出的对立关系,我们可以说屏幕在表现和控制的维度之间不断切换。曾经是虚构宇宙的东西在某一时刻变成了一组需要操作的按钮。
The effect of these shifts on the subject is hardly one of liberation and enlightenment. While modernist avant-garde theater and film directors deliberately highlighted the machinery and conyentions involved in producing and keeping the illusion in their works-for instance, having actors directly address the audience or pulling away the carnera to show the crew and the set-the systematic “auto-deconstruction”’ performed by computer objects, applications, interfaces, and handware does not seem to distract the user from giving in to the reality effect. The cyclical shifts between illusion and its destruction appear meither to distract from it nor support it. It is tempting to compare these temparal shifts to the shoticounter-shot structure in cinema and to understand them as a new kind of suturing mechanism. By having periodically to complete the inceractive text through active participation, the subject is interpolated in it. Thus if we adopt the notion of suture, it would follow that the periodic shifts between illusion and its suspension are necessary to fully involve the subject in che illusion. ^(3.2){ }^{3.2} 这些变化对主题的影响几乎不是解放和启蒙。现代主义先锋戏剧和电影导演故意强调在他们的作品中制作和维持幻觉所涉及的机械和惯例——例如,让演员直接与观众对话或拉开镜头展示工作人员和布景——而计算机对象、应用程序、界面和硬件所进行的系统“自我解构”似乎并没有让用户分心,反而让他们更容易沉浸于现实效果中。幻觉与其破坏之间的循环变化似乎既没有分散注意力,也没有支持它。 将这些时间变化与电影中的镜头对抗结构进行比较是很有吸引力的,可以将其视为一种新的缝合机制。通过定期主动参与互动文本,主体被融入其中。因此,如果我们采用缝合的概念,那么幻觉与其悬置之间的周期性变化是必要的,以便让主体完全参与到幻觉中。 ^(3.2){ }^{3.2}
Yet clearly we are dealing with something that goes beyond the old-style realism of the analog era. We can call this mew realism metarealism since it incorporates its own critique inside itself. Its emergence can be related to a larger cultural change. The old realism corresponded to the functioning of ideology during modernity一toralization of a semiotic field, “false consciousness,” complete illusion. But today ideology functions differently: It continuously and skillfully deconstructs itself, presenting the subject with countless “scandals” and “investigations.” The leaders of the middle of the twentieth century were presented as invincible-as always in the rightr, and 然而显然,我们正在处理一些超越模拟时代旧式现实主义的事物。我们可以将这种新现实主义称为元现实主义,因为它在自身内部包含了自我批判。它的出现与更大的文化变革密切相关。旧现实主义反映了现代性时期意识形态的运作——一种符号场的“虚假意识”,完全的幻觉。然而,如今意识形态的运作方式有所不同:它不断而巧妙地自我解构,向主体呈现无数的“丑闻”和“调查”。二十世纪中叶的领导者被描绘成不可战胜的——总是在右派中。
31. Private communication, September 1995, St. Petrersburg. 1995 年 9 月,圣彼得堡的私人交流。
32. On cheories of suture in relacion to cinema, see chapter SS of Kaja Silverman, TLe Subjpac off Semiotion (New York: Oxford University Press, 1983 : in che case of Stalin and Hitler, as true saints incapable of any human sin. Today we expect to hear about scandals involving our leaders, yet these scandals do not really diminish their credibility. Similarly, contemporary telewision commetcials often make fun of themselves and of advertising in general; this does not prevent them from selling whatever they are designed to sell. Auto-critique, scandall, and revelation of its machinery became new structural components of modern ideology: witness the 1998 episode when MTV created an illusion on its Web site that somebody backed it. The ideology does not demand that the subject blindly believe it, as it did early in the twentieth century; racher, it purs the subject in the master position of someone who knows very wrell that she is being fooled, and generously lets herself be fooled. You know, for instance, that creating a unique identity through a commercial mass-produced style is meaningless-but you buy the expensively styled clothes anyway, choosing from a menu- “military,” “bohemian,” “flower child,” “inner city,” “clubbing,” and so on. The periodic shifts between illusion and its suspension in interactive media, described here, can be seen as another example of the same general phenomenon. Like classical ideology, classical realism demands that the subject completely accept the illusion for as along as it lasts. In contrast, the new metarealism is based on oscillation between illusion and its destruction, between immersing a viewer in illusion and directly addressing her. In fact, the user is put in a much stronger position of mastery than ever before when she is “deconstructing” commercials, newspaper reports of scandals, and other traditional noninteractive media. The user invests in the illusion precisely because she is given control over it. 关于缝合理论与电影的关系,请参见 Kaja Silverman 的《情感的副本》第 SS 章;在斯大林和希特勒的案例中,他们被视为无法犯下任何人类罪恶的真正圣人。如今,我们期待听到关于领导人的丑闻,但这些丑闻并没有真正削弱他们的可信度。同样,当代电视广告常常自嘲并调侃广告本身;这并不妨碍它们销售所设计的产品。自我批评、丑闻和其机制的揭示已成为现代意识形态的新结构组成部分:请看 1998 年 MTV 在其网站上创造的幻觉,仿佛有人在支持它。 这种意识形态并不要求主体盲目相信,就像二十世纪初那样;相反,它将主体置于一个清楚自己被愚弄的主导地位,并慷慨地让自己接受这种愚弄。比如,你知道通过一种商业化的大众生产风格来创造独特身份是毫无意义的——但你仍然会购买那些昂贵的风格服装,从“军装”、“波希米亚”、“花童”、“内城”、“夜店”等选项中选择。这里描述的互动媒体中幻觉与其暂停之间的周期性转变,可以视为同一普遍现象的另一个例子。与经典意识形态一样,经典现实主义要求主体在幻觉持续的整个过程中完全接受它。 相比之下,新的元现实主义基于幻觉与其破坏之间的交替,在将观众沉浸于幻觉与直接与她对话之间。实际上,当用户“解构”广告、关于丑闻的报纸报道以及其他传统非互动媒体时,她的掌控力比以往任何时候都要强。用户之所以愿意投入于幻觉,正是因为她获得了对其的控制权。
If this analysis is correct, the possible counteratgument-that this oscillation between interactivity and illusion is simply an artifact of the current technology and that advances in hardware will eliminate it-would not work. The oscillation analyzed here is not an attifact of computer technology but a structural feature of modern society, present not just in interactive media but in numerous orther social realms and on many different levels 如果这个分析是正确的,那么可能的反驳——这种互动与幻觉之间的振荡只是当前技术的一个产物,而硬件的进步将消除它——将不成立。这里分析的振荡并不是计算机技术的产物,而是现代社会的一个结构特征,存在于互动媒体中,也体现在许多其他社会领域和不同层面上。
This may explain the popularity of this particular temporal dynamics in interactive media, but it does not address another question: Does it work aesthetically? Can Brecht and Hollywood be married? Is it possible to create a new temporal aesthetics, even a language, based on cyclical shifts between perception and action? In my wiew, the most successfull example of such an aestherics already in existence is a military simulator, the only marure form 这或许可以解释这种特定时间动态在互动媒体中的流行,但它并没有回答另一个问题:这种方式在美学上有效吗?布莱希特与好莱坞能否结合?是否有可能基于感知与行动之间的循环变化创造出一种新的时间美学,甚至是一种新的语言?在我看来,现存的最成功的这种美学例子是一个军事模拟器,这是唯一成熟的形式
of interactiwe narrative. It perfectly blends perception and action, cinematic realism and computer menus. The screen presents the subject with an illusionistic virtual world while periodically demanding quick actions-shooting at the enemy, changing the direction of a vehicle, and so on. In this ant form, the roles of viewer and actant are blended perfectly-but there is a price to pay. The narrative is organized around a single and clearly defined goal-staying alive. 互动叙事的特点。它完美地融合了感知与行动、电影现实主义与计算机菜单。屏幕向主体展示一个幻觉般的虚拟世界,同时定期要求快速反应——比如向敌人开火、改变车辆方向等。在这种形式中,观众和行动者的角色完美交融——但这也有代价。叙事围绕一个单一且明确的目标展开——活下去。
Games modeled after simulators-first of all, first-person shooters such as Down Ouake, and Tomb Raider, but also flight and racing simulators-have been quite successfull. In contrast to interactive narratives, such as Wing Commander, Myst, Riteres, or Bad Day on abe Midway, that are based on temporall oscillation between two distinct states-nioninteractive movie-like sequences and interactive game play-first-person shooters are based on the coexistence of the rwo states - which are also two states of the subject (perception and action) and two states of a screen (transparent and opaque). As wou run through the couridors shooting at enemies or controlling the car on the racetrack, you also keep your eyes on the readouts, which rell you about the “health” of your character, the damage level of your vehicle, the awailability of ammunition, and so on. 以模拟器为基础的游戏,尤其是第一人称射击游戏,如《下落震撼》和《古墓丽影》,以及飞行和赛车模拟器,取得了相当大的成功。与互动叙事(如《翼指挥官》、《神秘岛》、《骑士》和《坏日子在中途》)相比,后者基于两个不同状态之间的时间波动——非互动的电影序列和互动的游戏玩法——而第一人称射击游戏则基于这两种状态的共存,这也反映了主体的两种状态(感知和行动)以及屏幕的两种状态(透明和不透明)。 当你在走廊中奔跑、向敌人开火或在赛道上驾驶汽车时,你还需要关注显示器上的数据,这些数据会告诉你角色的“生命值”、车辆的损坏程度、弹药的可用性等信息。
As a conclusion, I would like to offer a different interpretation of the temporal oscillation in new media that will relate it not to the social realm outside new media but rather to orher similar effects specific ro computer cultrute itself. The oscillarion berween illusionary segments and interactive segments forces the user to switch between different mental sets-different kinds of cognitive activity. These switches are typical of modern computer usage in general. At one moment, the user might be analyzing quantitative data; the next, using a search engine, then starting a new application, or navigating through space in a computer game; next perbaps, using a search engine again, and so on. In fact, the modern HCI that allows the user to run a number of programs at the same time and keep a number of windows open on the screen at once posits multitasking as the social and cognitive norm. This multitasking demands from the user “cognitive multitasking”-rapidly altermating between different kinds of attention, problem solving, and other cognitive skills. All in all, modern computing requires of the user intellectual problem solving, systematic experimentation, and the quick leaming of new tasks. 作为结论,我想对新媒体中的时间振荡提供一种不同的解释,这种解释不仅与新媒体外部的社会领域无关,而是与计算机文化本身特有的其他类似效应相关。虚幻片段与互动片段之间的振荡迫使用户在不同的心理状态之间切换——不同类型的认知活动。这种切换在现代计算机使用中非常普遍。用户可能在某一时刻分析定量数据,接着使用搜索引擎,然后启动一个新应用程序,或在计算机游戏中进行导航;接下来,可能又会使用搜索引擎,依此类推。 事实上,现代人机交互(HCI)允许用户同时运行多个程序,并在屏幕上保持多个窗口开放,这使得多任务处理成为社会和认知的常态。这种多任务处理要求用户进行“认知多任务处理”——快速在不同类型的注意力、问题解决和其他认知技能之间切换。总的来说,现代计算要求用户具备智力问题解决能力、系统实验能力以及快速学习新任务的能力。
Just as any particular software application is embedded, borth metaphorically and literally, within the larger framework of the operating system, new media embeds cinema-style illusions within the larger framework of an interactive control surface. Illlusion is subordinated to action, depth to surface, window to imaginary universe to control pazel. From commanding a dark movie theater, the cinema image, this twentieth-century illusion and therapy machine par excellenice, becomes just a small window on a computer screen, one stream among many others coming to us through the network, one file among numerous others on our hard drives. 就像任何特定的软件应用程序在操作系统的整体框架中嵌入一样,新媒体在互动控制界面的更大框架中融入了电影风格的幻觉。幻觉被从属于行动,深度被从属于表面,窗口被从属于控制拼图的虚构宇宙。从指挥一个黑暗的电影院开始,电影图像,这个二十世纪的幻觉和治疗机器,变成了计算机屏幕上的一个小窗口,成为网络中众多流中的一条,以及我们硬盘上众多文件中的一个。
5
The Forms 表单
August 5, 1999. I am sitting in the lobby of Razorfish Studios, which was named by Adweek one of the top ten interactive agencies in the world for 1998. 'The company’s story is Silicon Alley legend. It was founded in 1995 by two partners in their East Willage loft; by 1997 it had forty-five employees; by 1999 the number grew to six hundred (this includes a number of companies around the world that Razorfish acquired). Razorfish projects range from screen savers to a Charles Schwab online trading Web site. At the time of my visit, the studios were housed on two floors of a building on Grand Street in Soho, between Broadway and Mercer, a few blocks from Prada, Hugo Boss, and other designer shops. The large, open space houses loosely positioned workspaces occupied mostly by twenty-something employees (although I notice one busy programmer who cannot be older then eighteen). The design of the space functions (intentionailly so) as a metaphor for computer culture"s key themes-interactivity, lack of hierarchy, modularity. In concrast to traditional office architecture, where the reception area acts as a gateway between the visitor and the company, here the desk looks like just another workstation, set aside from the entrance. On entering the space you can go to the reception desk, or you can directly make your way to any workstation on the floor. Srylishly dressed young employees of boch genders appear and disappear in the elevator at regular intervals. It is fairly quier, except for the little noises made by numerous computers as they save and retrieve files. One of the cofounders, still in his early thirties, gives me a quick tour of the place. Although Razorfish is the established design leader in the virtual world of computer screens and networks, our tour is focused on the physical wrorld. He proudly paints out that the workers are scattered around the open space regardless of their job titles-a programmer next to an interface designer next to a Web designer. He notes that the reception area, composed of a desk and two semicircular sofas, mimics the Razorfish logo. He talks about Razorfish’s plans to venture into product design: “Our goal is to prowide a total user experience. Right now, a client thinks thar if he needs a design for buttons on the screen, he hires Razorfish; but if he needs real buttons, he goes to another shop. We want to change this.” 1999 年 8 月 5 日,我坐在 Razorfish Studios 的大厅里。该公司在 1998 年被 Adweek 评选为全球十大互动机构之一。“公司的故事是硅谷的传奇。它于 1995 年由两位合伙人在东村的阁楼中创立;到 1997 年,员工人数达到了四十五人;到 1999 年,这个数字增长到了六百人(包括 Razorfish 收购的全球多家公司)。Razorfish 的项目涵盖了从屏幕保护程序到查尔斯·施瓦布的在线交易网站。在我访问时,工作室位于 Soho 的 Grand Street 一栋建筑的两层楼中,位于百老汇和梅赛德斯之间,离 Prada、Hugo Boss 和其他设计师商店只有几个街区。 这个宽敞的开放空间里,工作区松散地布置,主要由二十多岁的员工使用(不过我注意到有一个忙碌的程序员,看起来不超过十八岁)。这个空间的设计(故意如此)象征着计算机文化的几个关键主题——互动性、缺乏等级和模块化。与传统办公室建筑不同,传统办公室中接待区是访客与公司之间的门户,而在这里,桌子看起来就像是另一个工作站,远离入口。进入这个空间后,你可以选择去接待台,或者直接前往楼层上的任何工作站。穿着时尚的年轻员工在电梯中定期进出。 这里相对安静,除了许多计算机在保存和检索文件时发出的细微噪音。一个仍在三十出头的联合创始人给我快速介绍了这个地方。尽管 Razorfish 在虚拟计算机屏幕和网络设计领域处于领先地位,但我们的参观重点是物理空间。他自豪地指出,员工们在开放空间中分散工作,职位无关——程序员、界面设计师和网页设计师相邻而坐。他提到接待区由一个桌子和两个半圆形沙发组成,模仿了 Razorfish 的标志。他谈到 Razorfish 计划进军产品设计:“我们的目标是提供完整的用户体验。” 目前,一位客户认为如果他需要屏幕上的按钮设计,就会选择 Razorfish;而如果他需要实际的按钮,则会去其他商店。我们希望改变这种情况。”
The original 1970 s paradigm of the Graphical User Incerface (GUD) emulated familiar physical interfaces-a file cabinet, a desk, a trash can, a control panel. 1970 年代的图形用户界面(GUD)最初的设计模仿了我们熟悉的物理界面,比如文件柜、桌子、垃圾桶和控制面板。
After leaving Razorfish Studios, I stop at Venus by Patricia Field, a funky store on West Broad way where I buy an orange and blue wallet that has two plastic buttons on its cover, an emulation of the forward and reverse buttons of a Web browser. The buttons do not do anything (yet); they simply signify “computer.” Over the course of twenty years, the culture has come full circle. If with GUI the physical enviroment migrated into the computer screen, now the conventions of GUI are migrating back into our physical neality. The same trajectory can be traced in relation to other conventions, or forms, of computer media. A collection of documents and a navigable space, already traditional methods of organizing both data and human experience of the world itself, became two of the forms that today can be found in most areas of new media. The first form is a database, used to store any kind of data-from financial reconds to digital movie clips; the second form is a virtual interactive 3-D spane, employed in computer games, motion rides, VR, computer animation, and human-computer interfaces. In migrating to a compurer environment, the collection and the navigable space were not left unchanged; on the contrary, they came to incorporate a computer’s particular techniques for structuring and accessing data, such as modularity, as well as its fundamental logic-that of computer programming. So , for instance, a computer database is quite diffrenent from a traditional collection of documents: It allows one to quickly access, sort, and reorganize millions of records; it can contain different media types, and it assumes multiple indexing of data, since each record besides the daca itself contains a number of fields with user-defined values. 离开 Razorfish Studios 后,我在位于西百老汇的时尚商店 Venus by Patricia Field 停下,买了一个橙色和蓝色的钱包,钱包封面上有两个塑料按钮,模仿网页浏览器的前进和后退按钮。这些按钮目前没有任何功能;它们只是象征着“计算机”。在过去的二十年里,文化经历了一个循环。如果说 GUI 使得物理环境迁移到了计算机屏幕上,那么现在 GUI 的惯例又回到了我们的物理现实中。其他计算机媒体的惯例或形式也可以追溯到同样的轨迹。 一系列文档和一个可导航的空间,已经成为组织数据和人类对世界体验的传统方法,成为今天在大多数新媒体领域中常见的两种形式。第一种形式是数据库,用于存储各种数据——从财务记录到数字电影片段;第二种形式是虚拟互动 3D 空间,广泛应用于电脑游戏、模拟游乐设施、虚拟现实、计算机动画和人机界面。在迁移到计算机环境时,这些集合和可导航空间并没有保持不变;相反,它们开始融入计算机特有的数据结构和访问技术,如模块化,以及其基本逻辑——计算机编程的逻辑。 因此,例如,计算机数据库与传统的文档集合有很大不同:它可以快速访问、排序和重新组织数百万条记录;它可以包含多种媒体类型,并且假设数据会有多重索引,因为每条记录除了数据本身外,还包含多个用户定义的字段。
Today, in accordance with the transcoding principle, these two computerbased forms migrate back into culture at large, both literally and conceprually. A library, a museum-in fact, any large collecrion of cultural data-is replaced by a computer database. At the same time, a computer database becomes a new metaphor that we use to conceptualize individual and collective cultural memory, a collection of documents or objects, and other phenomena and experiences. Similarly, computer culture uses 3-D navigable space to visualize any kind of data-molecules, historical records, files in a computer, the Internet as a whole, the semantics of human language. (For instance, the software from plumbdesign renders an English thesaurus as a structure in 3-D space. ^(2){ }^{2} And, with many computer games, the human ex- 今天,依据转码原则,这两种基于计算机的形式在文化中广泛回归,无论是字面上还是概念上。图书馆、博物馆——实际上,任何大型文化数据的集合——都被计算机数据库所取代。同时,计算机数据库成为我们用来概念化个人和集体文化记忆的新隐喻,形成文档或物品的集合,以及其他现象和体验。类似地,计算机文化利用 3D 可导航空间来可视化各种数据——如分子、历史记录、计算机文件、整个互联网以及人类语言的语义。(例如,plumbdesign 的软件下载将英语同义词词典呈现为 3D 空间中的结构。) ^(2){ }^{2} 而且,在许多电脑游戏中,人类的表现
2. hecp://www.plumbdesign.com/thesaarust. perience of bieing in the world and the narrative itself are represented as continuous nawigation through space (think, for example, of Tombrb Raider). In short, the computer database and the 3-D computer-based virtual space have become true cultural forms-general ways used by the culture to represent human experience, the world, and human existence in this world. 2. hecp://www.plumbdesign.com/thesaarust. 在世界中的体验和叙事被视为在空间中持续导航(例如,想想《古墓丽影》)。简而言之,计算机数据库和基于计算机的 3D 虚拟空间已成为真正的文化形式——文化用来表现人类的经验、世界以及人类在这个世界中的存在。
Why does computer culture privilege these forms over other possibijities?? We may associate the first gense wirh work , the postindustrial labor of information processing) and the second with leisure and fun (computer games), yet this very distinction is no longer valid in computer culture. As I noted in the introduction to the “Interface” chapter, increasingly the same metaphors and interfaces are used at work and at home, for business and for encertainment. For instance, the user navigates through a virtual space both to work and to play, wherher anallyzing scientific data or killing enemies in Quake. 为什么计算机文化会优先选择这些形式而非其他可能性?我们可能将第一种形式与工作(信息处理的后工业劳动)联系在一起,将第二种形式与休闲和娱乐(电脑游戏)联系在一起,但这种区分在计算机文化中已不再成立。正如我在“界面”章节的引言中提到的,越来越多的相同隐喻和界面在工作和家庭、商业和娱乐中被广泛使用。例如,用户在虚拟空间中导航,无论是分析科学数据还是在《雷神之锤》中击败敌人。
We may arrive at a better explanation if we look at how these two forms are used in new media design. From one perspective, all new media design can be reduced to these two approaches; that is, creating works in new media can be understood as either constructing the right interface to a multimedia database or as defining navigation methods through spatialized representations. The first approach is typically used in self-contained hypermedia and Web sites-in short, whenever the main goal is to provide an interface to datal. The second approach is used in most computer gaimes and virtual worlds. What is the logic here? Web sites and hypermedia programs usually aim to give the user efficient access to information, whereas games and yirtual worlds aim to psychologically “immerse” the user in an imaginary universe. It is appropriate that the database has emerged as the perfect wehicle for the first goal while navigable space meets the demands of the second. It accomplishes the same effects that before were created by literary and cinematic narrative. 如果我们研究这两种形式在新媒体设计中的应用,或许能得出更好的解释。从某种角度来看,所有的新媒体设计都可以归纳为这两种方法;也就是说,创作新媒体作品可以理解为构建一个多媒体数据库的合适界面,或者定义通过空间化表现的导航方式。第一种方法通常用于自包含的超媒体和网站——简而言之,就是当主要目标是提供数据接口时。第二种方法则广泛应用于大多数计算机游戏和虚拟世界。这其中的逻辑是什么? 网站和超媒体程序通常旨在为用户提供高效的信息访问,而游戏和虚拟世界则旨在让用户在一个虚构的宇宙中“沉浸”。因此,数据库成为实现第一个目标的理想工具,而可导航的空间则满足了第二个目标的需求。它产生的效果与之前的文学和电影叙事相同。
3. According to Janet Murray, digital environment have four essential properties: They are procedural, participatory, spatial, and encyclopedic. As can be seen; spatial and encyclopedic can be correlared with the two forms I describe here-navigable space and the database. Janet Murray, Hamlet on the Holdadab-The Fultare of Nartrative in Cyberpacet (Cambridge, Mass… MIT Press, 1997), 73. 根据珍妮特·穆雷的说法,数字环境有四个基本特性:程序性、参与性、空间性和百科全书性。可以看出,空间性和百科全书性与我在这里描述的两种形式——可导航空间和数据库——是相关的。珍妮特·穆雷,《哈姆雷特在霍尔达巴——网络叙事的未来》(剑桥,马萨诸塞州……麻省理工学院出版社,1997 年),第 73 页。
Sometimes, one alone of these two goals, information access and psychological engagement with an imaginary world, shapes the design of a new media object. An example of the former would be a search engine site; an example of the latter would be games such as Riven or Unreal. However, in general these two goals should be thought of as extreme cases of a single conceprual continuum. Such a supposedly “pure” example of an informationoriented object as a Yahoo, Hotbor, or other search site aims to “immerse” the user in its universe, prevent her from going to other sites. And such supposedly pure “psychological immersion” objects as Riven or Unreal have a strong “information processing” dimension. This dimension makes playing these games more like reading a detective story or playing chess than being engaged with traditional literary and film fictional narrative. Gathering clues and treasures; constantly updating a mental map of the universe of the game, including the positions of pathways, doors, places to avoid, and soon; keeping track of one’s ammunition, health, and other levels-all this aligns playing a computer game with other “information processing” tasks typical of computer culture, like searching the Internet, scanning news groups, pulling records from a database, using a spreadsheet, or data mining large data stares. 有时,这两个目标之一——信息获取和与虚构世界的心理参与——会影响新媒体对象的设计。前者的例子是搜索引擎网站;后者的例子则是像《Riven》或《Unreal》这样的游戏。然而,通常这两个目标应被视为单一概念连续体的极端情况。像 Yahoo、Hotbor 或其他搜索网站这样的“纯粹”信息导向对象,旨在让用户“沉浸”在其宇宙中,阻止她访问其他网站。而那些所谓的“心理沉浸”对象,如《Riven》或《Unreal》,则具有强烈的信息处理特征。 这个维度让玩这些游戏更像是在阅读侦探小说或下棋,而不是与传统的文学和电影叙事互动。收集线索和宝藏,不断更新游戏世界的心理地图,包括通道、门和需要避免的地方的位置;同时跟踪自己的弹药、健康和其他状态——这一切都使得玩电脑游戏与计算机文化中常见的“信息处理”任务相似,比如搜索互联网、浏览新闻组、从数据库提取记录、使用电子表格或进行大数据挖掘。
Often, the two goals of information access and psychologica engagement compete within the same new media object. Along with sasflace wersus deptb, the opposition between infornution and “immersion” can be thougbt of as a particular exprescion of the more genteral opposition characteristic of new medta-between action and representation. And just as is the case with the surface and depth opposition, the results of this competition are often awkward and uneasy. For instance, an image that embeds within itself a number of hyperlinks offers neither a true psychological “immersion” nor easy navigation because the user has to search for hyperlinks. Appropriately, games such as Jobnny Mnemonic (SONY, 1995) that aspired to become true interactive movies, chose to avoid hyperlinks and menus altogether, instead relying on a keyboard as the sole source of interactive control. 通常,信息获取和心理参与这两个目标在同一个新媒体对象中相互竞争。与表面与深度的对立类似,信息与“沉浸”之间的对立可以看作是新媒体特有的更一般对立——行动与表现之间的对立。正如表面与深度的对立所示,这种竞争的结果往往显得尴尬和不安。例如,一个嵌入多个超链接的图像既无法提供真正的心理“沉浸”,也无法实现轻松的导航,因为用户需要去寻找超链接。 适当地,像《乔布斯记忆》(SONY,1995)这样的游戏,旨在成为真正的互动电影,选择完全避免超链接和菜单,而是将键盘作为唯一的互动控制方式。
Narratology, the branch of modern literary theory devoted to the theory of narrative, distinguishes berween narration and description. Narration is those parts of the narrative that mowe the plor forward; description is those parts that do nor. Examples of description are passages that describe the landscape, or a city, or a character’s apartment. In short, to use the language of the information age, description passages present the reader with discrip- tive information. As its name itself implies, narratology paid most attention to narration and hardly any to description. But in the information age, narration and description have changed roles. If traditional cultures provided people with well-defined narratives (myths, religion) and little “standalone” information, today we have too much information and too few narratives that can tie it all together. For better or worse, information access has became a key accivity of the computer age. Therefore, ue meed sownething that can be called “info-aesthexics”-a theoretical analysis of the westhetics of information access as well as the creation of newew media objects that “aestheeticize” infornation processimgg. In an age when all design has become “information design,” and, to paraphrase the title of the famous book by the architectural historian Sigfried Giedion, ^(4){ }^{4} “the search engine takes command,” information access is no longer just a key form of work but also a new key category of culture. Accordingly, it demands that we deal with it theoretically, aestherically, and symbolically. 叙事学是现代文学理论的一个分支,专注于叙事理论,区分叙述和描述。叙述是推动情节发展的部分,而描述则是那些不推动情节发展的部分。描述的例子包括描绘风景、城市或角色公寓的段落。简而言之,使用信息时代的语言,描述段落向读者提供了描述性的信息。正如其名称所暗示的,叙事学主要关注叙述,而对描述几乎不予关注。然而,在信息时代,叙述和描述的角色发生了变化。 如果传统文化为人们提供了明确的叙事(如神话和宗教)以及很少的“独立”信息,那么如今我们面临的是信息过载,而能够将这些信息联系在一起的叙事却寥寥无几。无论是好是坏,信息获取已成为计算机时代的关键活动。因此,我们需要一些可以称为“信息美学”的东西——对信息获取的美学进行理论分析,并创造新的媒体对象,使其在信息处理过程中“美学化”。 在一个所有设计都变成“信息设计”的时代,借用建筑历史学家西格弗里德·基迪翁著名书籍的标题, ^(4){ }^{4} “搜索引擎掌控一切”,信息获取不仅仅是一种工作形式,更是文化的新关键类别。因此,我们需要在理论、美学和象征层面上对其进行探讨。
4. Sigfried Giedion, Mebbanization Taker Gommand, a Conarilhurtian in Auranymous History (New York: Oxford University Press, 1948% 4. 西格弗里德·吉迪翁,《梅巴尼化的指令》,一位在奥拉尼默斯历史中的科纳里赫特人(纽约:牛津大学出版社,1948 年)
The Database Logic 数据库的逻辑
After the nowll, and subsequently cinema, privileged narrative as the key form of cultural expression of the modern age, the computer age introduces its correlate-the database. Many new media objects do not tell stories; they do not have a beginning of end; in fact, they do not have any development, thematically, formally, or otherwise that would organize their elements into a sequence. Instead, they are collections of individual items, with every item possessing the same significance as any other. 在叙述的时代之后,电影作为现代文化表达的主要形式,计算机时代引入了其对应的概念——数据库。许多新媒体对象并不讲述故事;它们没有开始或结束;实际上,它们在主题、形式或其他方面都没有发展,无法将元素组织成一个序列。相反,它们是单个项目的集合,每个项目与其他项目同样重要。
Why does new media favor the database form over others? Can we explain its popularity by araalyzing the specificity of the digital medium and of computer programming? What is the relationship berween the database and another form that has traditionally dominated human culture-nartative? These are the questions I will address in this section. 为什么新媒体更倾向于数据库形式而非其他形式?我们能否通过分析数字媒介和计算机编程的特点来解释它的流行?数据库与另一种传统上主导人类文化的形式——叙事之间有什么关系?这些是我将在本节中探讨的问题。
Before proceeding, I need to comment on my use of the word datalatree In computer science, datuthase is defined as a structured collection of data. The data stored in a database is organized for fast search and retrieval by a conaputer and thenefore, it is anything but a simple collection of iterns. Different types of databases-hierarchical, network, relational, and object-orienteduse different models to organize data. For instance, the records in hierarchical darabases are organized in a treelike structure. Object-oriented databases store complex data structures, called “objects,” which are organized into hierarchical classes that may inherit properties from classes higher in the chain." 在继续之前,我需要对“数据树”这个词的使用做一些说明。在计算机科学中,数据树被定义为一种结构化的数据集合。存储在数据库中的数据经过组织,以便计算机能够快速搜索和检索,因此,它绝不是一个简单的数据集合。不同类型的数据库——层次型、网络型、关系型和面向对象型——采用不同的模型来组织数据。例如,层次型数据库中的记录以树状结构进行组织,而面向对象的数据库则存储复杂的数据结构,称为“对象”,这些对象被组织成层次类,并可以从更高层次的类继承属性。
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New media objects may or may not employ these highly structured database models; however, from the point of view of the user’s experience, a large proportion of them are databases in a more basic sense. They appear as collections of items on which the user can perform warious operations-view, navigate, search. The user’s experience of such computerized collections is, therefore, quite distinct from reading a narrative or watching a film or navigating an architectural site. Similarly, a literary or cinematic narrative, an architectural plan, and a database each present a different model of what a world is like. It is this sense of database as a cultural form of its own that I want to address here. Following art historian Ervin Panofsky’s analysis of linear perspective as a “symbolic form” of the modern age, we may even call database a new symbolic form of the computer age (or, as philosopher Jean-François Lyotard called it in his famous 1979 book The Postmodern Condition, “computerized society”), ^(6){ }^{6} a new way to structure our experience of ourselves and of the world. Indeed, if after the death of God (Nietzche), the end of grand Narratives of Enlightenment (Lyotard), and the arrival of the Web (Tim Berners-Lee), the world appears to us as an endless and unstructured collection of images, texts, and other data records, it is only appropriate that we will be mowed to model it as a database. But it is also appropriate that we would want to develop a poetics, aesthetics, and ethics of this database. 新媒体对象可能会使用或不使用这些高度结构化的数据库模型;然而,从用户体验的角度来看,它们中的大部分在更基本的意义上仍然是数据库。它们呈现为用户可以进行各种操作的项目集合——如查看、导航和搜索。因此,用户对这些计算机化集合的体验与阅读叙事、观看电影或浏览建筑网站是截然不同的。同样,文学或电影叙事、建筑设计和数据库各自展现了不同的世界模型。正是这种作为一种文化形式的数据库的概念是我想在这里探讨的。 根据艺术历史学家埃尔文·帕诺夫斯基对线性透视作为现代时代“象征形式”的分析,我们甚至可以将数据库视为计算机时代的一种新象征形式(正如哲学家让-弗朗索瓦·利奥塔在他 1979 年著名的《后现代状况》一书中所称的“计算机化社会”), ^(6){ }^{6} 这是一种重新构建我们对自身和世界体验的新方式。确实,在经历了上帝之死(尼采)、启蒙伟大叙事的终结(利奥塔)以及网络的到来(蒂姆·伯纳斯-李)之后,世界在我们眼中似乎变成了无尽且无结构的图像、文本和其他数据记录的集合,因此将其建模为数据库显得十分合理。 但我们希望为这个数据库发展一种诗学、美学和伦理学,这也是合适的。
Let us begin by documenting the dominance of the database form in new media. The most obvious examples are popular multimedia encyclopedias, collections by definition, as well as orther commercial CD-ROM (or DVD), that feature collections of recipes, quotations, photographs, and so on. ^(7){ }^{7} The identity of a CD-ROM as a storage media is projected onto another plane, thereby becoming a cultural form in its own right. Multimedia works that have “culrural” content appear to particularly favor the database form. Consider, for instance, the “virtual museums” genre-CD-ROMs that take the user on a tour through a museum collection. A museum becomes a database of images representing its holdinigs, which can be accessed in different 让我们开始记录数据库形式在新媒体中的主导地位。最明显的例子是流行的多媒体百科全书,这些百科全书本质上是集合,还有其他商业 CD-ROM(或 DVD),它们包含食谱、名言、照片等的集合。 ^(7){ }^{7} CD-ROM 作为存储媒介的身份被投射到另一个层面,从而成为一种独特的文化形式。具有“文化”内容的多媒体作品似乎特别偏爱数据库形式。例如,考虑一下“虚拟博物馆”这一类型的 CD-ROM,它带领用户游览博物馆的收藏。博物馆成为一个图像数据库,代表其藏品,可以通过不同的方式进行访问。
ways-chronologically, by country, or by artist. Although such CD-ROMs often simulate the traditional museum experience of moving from room to room in a continucus trajectory, this narrative method of access does not have any special status in comparison to other access methods offered by CDROMs. Thus narrative becomes just one method of accessing data among many. Another example of a database form is a multimedia genre that does not have an equivalent in traditional media-CD-ROMs devoted to a single cultural figure such as a famous architect, film disector, or writer. Instead of a narrative biography, we are presented with a database of images, sound recordings, video clips, and/or texts that can be navigated in a variety of ways. 可以按照时间顺序、国家或艺术家进行分类。尽管这些 CD-ROM 通常模拟了传统博物馆的体验,让人可以在一个连续的轨迹中从一个房间移动到另一个房间,但这种叙事访问方式与 CD-ROM 提供的其他访问方式相比并没有特别的地位。因此,叙事仅仅是访问数据的众多方法之一。另一个数据库形式的例子是多媒体类型,在传统媒体中没有对应的形式——专门针对某个文化人物的 CD-ROM,例如著名建筑师、电影导演或作家。我们看到的不是叙事传记,而是一个可以通过多种方式浏览的图像、声音录音、视频片段和/或文本的数据库。
CD-ROMs and other digital storage media proved to be particularly receptive to traditional genres that already had a database-like structure, such as the photo album; they also inspired new database genres, like the darabase biography: Where the database form really flourished, however, is the Internet. As defined by original HTML, a web page is a sequential list of separate elements-text blocks, images, digital video clips, and links to other pages. It is always possible to add a new element to the list-all you have to do is to open a file and add a new line. As a result, most Web pages are collections of separate elements-texts, images, links to other pages, or sites. A home page is a collection of personal photographs. A site of a major search engine is a collection of numerous links to other sites (along with a search function, of course). A site of a Web-based TV or radio station offers a collection of video or audio programs along with the oprion to listen to the current broadcast, but this current program is just one choice among many other programs stored on the site. Thus, the traditional broadcasting experience, which consists solely of a real-time transmission, becomes just one element in a collection of options. Similar to the CD-ROM medium, the Web offered fertile ground to already existing database genres (for instance, bibliography) and also inspired the creation of new ones such as sites devoted to a person or a phenomenon (Madonna, the Civil War, new media theory, etc.) that, even if they contain original material, inevitably center around a list of links to other Web pages on the same person or phenomemon. CD-ROM 和其他数字存储媒介特别适合那些已经具有数据库结构的传统类型,比如照片集;同时,它们也激发了新的数据库类型,如数据库传记。然而,数据库形式真正繁荣的地方是互联网。根据原始 HTML 的定义,网页是一个独立元素的顺序列表——包括文本块、图像、数字视频片段和指向其他页面的链接。您总是可以向列表中添加新元素——只需打开一个文件并添加新行。因此,大多数网页都是独立元素的集合——文本、图像、指向其他页面或网站的链接。主页则是个人照片的集合。 一个主要搜索引擎的网站是众多链接到其他网站的集合(当然还有搜索功能)。而一个基于网络的电视或广播电台的网站则提供了一系列视频或音频节目,并允许用户收听当前的广播,但这个当前节目只是网站上众多其他节目的一个选择。因此,传统的广播体验,单纯依赖实时传输,变成了众多选项中的一个元素。与 CD-ROM 媒介类似,网络为已有的数据库类型(例如书目)提供了丰富的土壤,同时也激发了新类型的创建,比如专门针对某个人或现象的网站(如麦当娜、内战、新媒体理论等)。) 即使这些内容包含原创材料,它们仍然不可避免地围绕着指向同一人或现象的其他网页链接列表。
The open nature of the Web as a medium (Web pages are computer files that can always be edited) means that Web sires never have to be complete; and they rarely are. They always grow. New links are continually added to what is already there. It is as easy to add new elements to the end of a list as it is to insert them anywhere in it, All this further contributes to the antinarrative logic of the Web. If new ellements are being added over time, the result is a collection, not a story. Indeed, how can one keep a coherent narrative or any orher development trajectory through the material if it keeps changing? 网络作为媒介的开放性(网页是可以随时编辑的计算机文件)意味着网站不必是完整的;而且它们通常也不是。它们总是在不断增长。新的链接不断被添加到已有内容中。将新元素添加到列表末尾和在列表的任何位置插入它们同样简单。所有这些都进一步加强了网络的反叙事逻辑。如果随着时间的推移不断添加新元素,结果就是一个集合,而不是一个故事。实际上,如果材料不断变化,如何保持连贯的叙事或其他发展轨迹呢?
Commercial producers have experimented with ways to explore the database form inherent to new media, with offerings ranging from multimedia encyclopedias to collections of software and collections of pornographic images. In contrast, many artists working with new media at first uncritically accepted the database form as a given. Thus they became blind victims of database logic. Numerous artists" Web sites are collections of multimedia elements documenting their works in other media. In the case of many early artists" CD-ROMs as well, rthe tendency was to fill all the available storage space with different material-the main work, documentation, related texts, previous works, and so on. 商业制作人已经尝试探索新媒体固有的数据库形式,提供的内容包括多媒体百科全书、软件集合和色情图像集合等。相比之下,许多从事新媒体的艺术家最初无批判地接受了数据库形式,结果成为数据库逻辑的盲目受害者。许多艺术家的个人网站是记录他们在其他媒体中作品的多媒体元素集合。在许多早期艺术家的 CD-ROM 中,往往会将所有可用的存储空间填满不同的材料——包括主要作品、文档、相关文本和以前的作品等。
As the 1990s progressed, artists increasingly began to approach the dacabase more critically. ^(8){ }^{8} A few examples of projects investigating database politics and possible aesthetics are Chris Marker’s “IMMEMORY.” Olga Lialina’s "Anna Karenina Goes to Paradise,"9 Srephen Mamber’s “Digital Hitchcock,” and Fabian WWagmister’s “. . . two, three, many Guevaras.” The artist who has explored the possibilities of a database most systematically is George Legrady. In a series of interactive multimedia works (“The Anecdoted Ancchive,” 1994; “[the clearing],” 1994; “Slippey Traces,” 1996; “Tracing,” 1998) he used different types of darabases to create "an information structure where stories/things are organized according to multiple thematic connections."so 随着 1990 年代的推进,艺术家们对数据库的批判性探讨逐渐增多。 ^(8){ }^{8} 一些研究数据库政治和美学的项目包括克里斯·马克尔的“IMMEMORY”、奥尔加·利亚利娜的“安娜·卡列尼娜去天堂”、斯蒂芬·曼伯的“数字希区柯克”和法比安·瓦格米斯特的“……两个、三个、许多格瓦拉”。在这些艺术家中,乔治·莱格拉迪最系统地探索了数据库的可能性。在他的系列互动多媒体作品中(如“轶事档案”,1994 年;“[清理]”,1994 年;“滑动痕迹”,1996 年;“追踪”,1998 年),他利用不同类型的数据库创建了“一个信息结构,其中故事和事物根据多个主题连接进行组织。”
Data and Algorithm 数据与算法
Of course, not all new media objects are explicitly databases. Computer games, for instance, are experienced by their players as narratives. In a game, 当然,并不是所有的新媒体对象都是明确的数据库。例如,计算机游戏在玩家眼中被视为一种叙事体验。在游戏中,
the player is given a well-defined task-winning the match, being first in a race, reaching the last level, or attaining the highest score. It is this task that makes the player experience the game as a nartative. Everything that happens to her in a game, all the characters and objects she encounters, either take her closer to achieving the goal or further away from it. Thus, in contrast to a CD-ROM and Web database, which always appear arbitrary because the user knows additional material could have been added without modifying the logic, in a game, from the user’s point of view, all the elements are motivated (i.e., their presence is justified). ^(11){ }^{11} 玩家被赋予一个明确的任务——赢得比赛、在竞赛中名列第一、达到最后一关或获得最高分。正是这个任务让玩家将游戏体验视为叙事。在游戏中发生的一切,所有她遇到的角色和物体,都是在帮助她更接近目标或使她远离目标。因此,与 CD-ROM 和网络数据库相比,后者总是显得任意,因为用户知道可以在不修改逻辑的情况下添加额外的材料,而在游戏中,从用户的角度来看,所有元素的存在都是有理由的。
Often the narrative shell of a game (“You are the specially trained commando who has just landed on a lunar base; your task is to make your way to the headquarters occupied by the mutant base personnel …”) masks a simple algorithm well-familiar to the player-kill all the enemies on the current level, while collecting all the treasures it contains; go to the next level and so on untill you reach the last level. Other games have different algorithms. Here is the algorithm of the legendary Tetris: When a new block appears, rotate it in such a way so thar it will complete the top layer of blocks on the bottom of the screen, thus making this layer disappear. The similariry berween the actions expected of the player and computer allgarithms is too uncanny to be dismissed. While computer games do not follow a database logic, they appear to be ruled by another logic-chat of che allgorithm. They demand that a player execute an algorithm in order to win. 游戏的叙述外壳(“你是刚刚降落在月球基地的特种训练突击队员;你的任务是前往被变异生物基地人员占领的总部……”)掩盖了一个玩家熟悉的简单算法——在当前关卡中消灭所有敌人,同时收集所有宝藏;然后进入下一个关卡,直到到达最后一关。其他游戏有不同的算法。这里是传奇游戏《俄罗斯方块》的算法:当一个新方块出现时,旋转它,使其能够完成屏幕底部方块的顶层,从而使这一层消失。玩家的预期动作与计算机算法之间的相似性太过明显,无法被忽视。 虽然电脑游戏不遵循数据库的逻辑,但它们似乎受到另一种逻辑——算法的支配。玩家需要执行一个算法才能获胜。
An algarithm is the key to the game experience in a different sense as well. As the player proceeds through the game, she gradually discovers the rules that operate in the universe constructed by this game. Slae learns its hidden logic-in short, its algorithm. Therefore, in games in which the game play departs from following an algorithm, the player is still engaged with an algorithum allbeit in anocher way: She is discovering the algorithm of 算法在游戏体验中扮演着不同的关键角色。当玩家在游戏中逐步前进时,她会逐渐揭示这个游戏构建的宇宙中的规则。Slae 学习到其隐藏的逻辑——简而言之,就是它的算法。因此,即使在那些游戏玩法不再遵循算法的游戏中,玩家仍然以另一种方式与算法互动:她正在探索这个算法。
11. Biardwell and "Thompson define motiwation in cinema in the following ways: “Because films age human conustructs, we can expect that any one element in a film will hawe some juszificarion for being there. This juscificarion is the motiwation for that element.” Hene are some exanteples of montimation: "When Tom jurnps from che balloon to chase ci cat, “me muntiwate his action by’ appealinge to notions of how dags ane lilkely to act when cats are atrownd”'s “The mowement of a chanacter across a room may mocivate cthe mowing of the camera to folllow che action and keep the chasaccer within a frame.” Boundmelll and Thompson, Fith Ant, Sth eds, 80 . the game itself. I mean this both metaphorically and literally: For instance; in a first-person shioter such as Qhake the player may eventually notice that, under such and such conditions, the enemies will appear from the left; that is, she will literally reconstruct a part of the algorithm responsible for the game play. Or , in a different formulation of the legendary author of Sim games, Will Wright, "playing the game is a continuous loop betweet the user (wiewing the outcomes and inputting decisions) and the computer (calculating outomes and displaying them back to the user). The user is trying to build a menral model of the computer model. ^("² "){ }^{\text {² }} 11. Biardwell 和 Thompson 对电影中的动机有如下定义:“因为电影反映了人类的构造,我们可以期待电影中的每一个元素都有其存在的理由。这个理由就是该元素的动机。”以下是一些动机的例子:“当汤姆从气球上跳下来追逐猫时,‘我们通过呼应狗在猫附近可能的行为来激励他的行动’” “一个角色在房间内的移动可能会激励摄像机的移动,以跟随动作并将角色保持在画面内。” Boundmelll 和 Thompson, Fith Ant, Sth eds, 80. 游戏本身。 我是说这既是比喻也是字面意思:例如,在像《雷神之锤》这样的第一人称射击游戏中,玩家最终可能会注意到,在特定条件下,敌人会从左侧出现;也就是说,她实际上会重建负责游戏玩法的算法的一部分。或者,正如传奇模拟游戏作者威尔·赖特所说,“玩游戏是用户(查看结果并输入决策)与计算机(计算结果并将其反馈给用户)之间的一个持续循环。用户试图建立对计算机模型的心理模型。 ^("² "){ }^{\text {² }}
This is another example of the general principle of transcoding discussed in the first chaprer-the projection of the ontology of a computer onito culture itself. If in physics the world is made of atoms and in genetics it is made of genes, compucer programming encapsulates the world according to its own logic. The world is reduced to two kinds of software objects that are complementary to each other-data structures and algorithms. Any process or task is reduced to an algorithm, a final sequence of simple operations that a computer can execute to accomplish a given task. And any object in the world-be it the population of a city, or the weather over the course of a century, or a chair, or a human brain-is modeled as a data structune, that is, data organized in a particular way for efficient search and retrieval ^(3){ }^{3} Examples of data scructures are arrays, linked lists, and graphs. Algorithrns and data scructures have a symbiotic relationship. The more complex the data structure of a computer program, the simpler the allgorithm needs to be, and vice versa. Together, data structures and algorithms are two halves of the ontology of the world acconding to a computer. 这是关于第一章中讨论的转码一般原则的另一个例子——计算机的本体如何投射到文化本身。如果在物理学中,世界是由原子构成的,而在遗传学中,世界是由基因构成的,那么计算机编程则根据自身的逻辑来封装世界。世界被简化为两种互补的软件对象——数据结构和算法。任何过程或任务都被简化为一个算法,即计算机可以执行的一系列简单操作,以完成特定任务。 世界上的任何事物——无论是城市的人口、一个世纪的天气、一把椅子,还是一个人脑——都可以被建模为数据结构,也就是以特定方式组织的数据,以便于高效的搜索和检索 ^(3){ }^{3} 。数据结构的例子包括数组、链表和图。算法与数据结构之间存在着共生关系:计算机程序的数据结构越复杂,所需的算法就越简单,反之亦然。数据结构和算法共同构成了计算机理解世界的本体的两个部分。
The computerization of culture involves the projection of these two fandamental parts of computer software-and of the computer’s unique ontology-onto the cultural sphere. IfCD-ROMs and Web databases are cultural manifestations of one half of this ontology-data structures-then computer games are manifestations of the second half-algorithms. Games (sports, chess, cards, etc) are one cultural form that require algorithm-like 文化的计算机化是将计算机软件的两个基本部分及其独特的本体论投射到文化领域。如果 CD-ROM 和网络数据库代表了这种本体论的一半——数据结构,那么计算机游戏则代表了另一半——算法。游戏(如体育、国际象棋、纸牌等)是一种文化形式,要求具备类似算法的特征。
12. McGowan and McCullaugh, Entertaibumemt in obie Cyber Zone, 71. 12. 麦戈万与麦卡拉赫,《网络赛区的娱乐》,第 71 页。
13. This is true for a procedural programming paradigm. In an object-oriented programiming paradigm, represented by such compuker languages as Jawa and C_(++)C_{++}, algorichums and data structures ate modeled together as objects. 13. 这对于过程式编程范式是正确的。在面向对象的编程范式中,像 Jawa 和 C_(++)C_{++} 这样的计算机语言将算法和数据结构建模为对象。
behavior from players; consequently, many traditional games were quickly simulated on computers. In parallel, new genres of computer games such as the first-person shooter came into existence. Thus, as was the case with database genres, computer games both mimic already existing games and create new game genres. 玩家行为促使许多传统游戏迅速在计算机上被模拟。同时,第一人称射击等新类型的计算机游戏也随之出现。因此,计算机游戏不仅模仿已有的游戏,还创造出新的游戏类型。
It may appear at first sight that data is passive and algorithms activeanother example of the passive-active binary categories so loved by human cultures. A program reads in data, executes an algorithm, and writes out new data. We may recall that before “computer science” and “software engineering” became established names in the computer field, this was called “data processing”-a name which remained in use for the few decades during which computers were mainly associated with performing calculations ower data. However, the passive/active distinction is not quite accurate because data does not just exist-it has to be generated. Data creators have to colllect data and organize it, or create it from scratch. Texts need to written, photographs need to be taken, video and audio material need to be reconded. Or they need to be digitized from already existing media. In the 19905 , when the new role of the computer as a Universal Media Machine became apparent, already computerized societies went into a digitizing craze. All existing books and videotapes, photographs, and andio recordings started to be fed into computers at an ever-increasing rate. Steven Spielberg created the Shoah Foundation, which videotaped and then digitized numerous interwiews with Holocaust survivors; it would take one person forty years to wratch all the recorded material. The editors of the journal Mediamatic, who devoted a whole issue to the topic of “the storage mania” (Summer 1994) wrote: “A growing number of organizations are embarking on ambitious projects. Everything is beingecollected: culture, asteroids, DNA pacterns, credit secords, telephome conversations; it doesn’t matter.” ^(""I "){ }^{\text {"I }} In 1996, the financial company T. Rowe Price stored eight hundred gigabytes of data; by the fall of 1999 this number rose to ten terabytes. ^(15){ }^{15} 起初看起来数据是被动的,而算法是主动的,这正是人类文化中常见的被动-主动二元分类的一个例子。程序读取数据,执行算法,然后输出新数据。我们可能还记得,在“计算机科学”和“软件工程”成为计算机领域的正式名称之前,这一过程被称为“数据处理”,这个名称在计算机主要用于数据计算的几十年里一直在使用。然而,被动与主动的区分并不完全准确,因为数据并非自然而然存在——它需要被生成。数据创造者必须收集和组织数据,或者从零开始创建数据。 文本需要书写,照片需要拍摄,视频和音频材料需要录制,或者需要从已有媒体中进行数字化。在 1990 年代,当计算机作为一种通用媒体机器的新角色逐渐显现时,已经实现计算机化的社会开始了数字化的狂潮。所有现有的书籍、录像带、照片和音频录音都以越来越快的速度输入到计算机中。史蒂文·斯皮尔伯格创立了大屠杀基金会,录制并数字化了许多与大屠杀幸存者的访谈;一个人需要四十年才能观看所有录制的材料。 《Mediamatic》期刊的编辑们为“存储狂热”这一主题专门撰写了一整期(1994 年夏季),他们表示:“越来越多的组织正在开展雄心勃勃的项目。所有东西都在被收集:文化、小行星、DNA 模式、信用记录、电话通话;这并不重要。” ^(""I "){ }^{\text {"I }} 到 1996 年,金融公司 T. Rowe Price 存储了八百吉字节的数据;到 1999 年秋季,这一数字已上升至十个太字节。 ^(15){ }^{15}
Once digitized, the data has to be cleaned up, organized, and indexed. The computer age brought with it a new cultural algorithm: reality rarr\rightarrow 一旦数据被数字化,就需要进行清理、整理和索引。计算机时代带来了一个新的文化算法:现实 rarr\rightarrow
14. Mediamatic 8, no. 1 (Sammer 1994), 1860 . 14. Mediamatic 第 8 卷,第 1 期(Sammer 1994),1860 年。
15. Bob Iaird, “Information Age Losing Memory”; USA Today, 25 October 1999. media rarr\rightarrow data rarr\rightarrow database. The rise of the Web, this gigantic and always eluanging data corpus, gave millions of people a new hobby or profession-data indexing. There is hardly a Web site that does not feature at least a dozen links to orher sites; therefore, every site is a type of database, And, with the rise of Internet commerce, most large-scale commercial sites have become real dlatabases, or rather front-ends to company databases. For instance, in the fall of 1998, Amazon.com, an online bookstore, had three million books in its database; and the maker of the leading commencial database Oracle has offered Oracle 8i8 i, fully integrated with the Internet and fearuring unlimited database size, natural-language queries, and support for all multimedia data types. ^(16){ }^{16} Jorge Luis Borges’s story about a map equal in size to the territory it represents is rewritter as a story about indexes and the data they index. But now the map has become larger than the territory. Sometimes, much larger. Porno Web sites exposed the logic of the Web at its extreme by constantly reusing the same photographs from other porno Web sites. Only rare sites featured the original content. On any given date, the same few dozen images would appear on thousands of sites. Thus, the same data would give rise to more indexes than the number of data elements themsel ves. 15. Bob Iaird, “信息时代的记忆丧失”;《今日美国》,1999 年 10 月 25 日。媒体 rarr\rightarrow 数据 rarr\rightarrow 数据库。网络的兴起,这个庞大而不断变化的数据集合,给数百万人带来了新的爱好或职业——数据索引。几乎没有一个网站不至少有十几个链接到其他网站;因此,每个网站都可以视为一种数据库。随着互联网商业的兴起,大多数大型商业网站已经成为真正的数据库,或者说是公司数据库的前端。例如,在 1998 年秋季,亚马逊。com,一个在线书店,其数据库中拥有三百万本书;而领先的商业数据库 Oracle 的制造商提供了与互联网完全集成的 Oracle 8i8 i ,具备无限的数据库容量、自然语言查询功能,并支持所有多媒体数据类型。 ^(16){ }^{16} 乔治·路易斯·博尔赫斯的故事讲述了一张与其所代表的领土大小相等的地图,这个故事被改写为关于索引及其索引的数据的故事。但现在这张地图已经变得比领土更大,有时甚至大得多。色情网站通过不断重复使用其他色情网站的相同照片,极端地揭示了网络的逻辑。只有少数网站提供原创内容。在任何特定日期,几乎相同的几十张图片会出现在成千上万的网站上。 因此,相同的数据会生成比数据元素本身更多的索引。
Database and Narrative 数据库与叙述
As a cultural form, the database represents the world as a list of items, and it refuses to order this list. In concrast, a narrarive creates a cause-and-effect trajectory of seemingly unordered items (events). Therefore, database and narrative are natural enemies. Competing for the same teerritory of human culture, each claims an exclusiwe right to make meaning out of the world. 作为一种文化形式,数据库将世界视为一系列项目,并拒绝对这些项目进行排序。相对而言,叙事则创造了看似无序的项目(事件)之间的因果关系。因此,数据库和叙事是天然的对立面。它们在同一文化领域中竞争,各自声称对世界的意义拥有独占权。
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 must uncover their underlying logic while proceeding through them-their algorithm. Just like the game player, the reader of a novel gradually reconstructs the algorithm (here I use the term metaphorically) that the writer used to create the settings, the characters, and the events. From this perspective, I can rewrite my earlier equations between the two parts of 与大多数游戏不同,大多数叙事并不要求读者像算法一样进行思考。然而,叙事和游戏有相似之处,用户在体验过程中必须揭示其潜在的逻辑——即它们的算法。就像游戏玩家一样,小说的读者逐渐重建作家用来构建背景、角色和事件的算法(这里我使用这个术语是为了比喻)。从这个角度来看,我可以重新阐述我之前关于这两个部分的关系。
com/database/oracle8i/. com/数据库/oracle8i/.
the computer’s ontology and its corresponding cultural forms. Data strucrures and algorithms drive different forms of computer culture. CD-ROMs, Web sites, and other new media objects organized as databases correspond to the data structure, whereas narratives, including computer games, correspond to algorithm. 计算机的本体论及其相关文化形式。数据结构和算法推动着不同形式的计算机文化。CD-ROM、网站以及其他以数据库形式组织的新媒体对象对应于数据结构,而叙事内容,包括计算机游戏,则对应于算法。
In computer programming, data structures and algorithms need each other; chey are equally important for a program to work. What happens in the culturall sphere? Do databases and narratives have the same status in computer culture? 在计算机编程中,数据结构和算法是相互依赖的;它们对程序的正常运行同样重要。那么在文化领域又是怎样的呢?数据库和叙事在计算机文化中是否享有同样的地位?
Some media objects explicitly follow a database logic in their structure whereas others do not; but under the surface, practically all of them are databases. In general, creating a work in new media can be understood as the conscruction of an interface to a database. In the simplest case, the interface simply provides access to the underlying database. For instance, am 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-dimensionall city composed from letters, ais in Jeffrey Shaw’s interactive installation “Legible City.” Or she may be trawersing a black-and-white image of a maked body, activating pieces of text, audio, and video embedded in its skin (Harwood’s CD-ROM “Rehearsal of Memory”: psi^(1s)\psi^{1 s} Or she may be playing with wirtual animals that come closer or run away depending upon her movements (Scott Fisher et al., VR installation “Menagerie.”) ^("ts "){ }^{\text {ts }} Although each of these works engages the user in a set of behaviors and cognitive activities that 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 that make up a city. “Rehearsal of Memory” is a database of texts and audio and video clips that are accessed through the interface of a body. And “Menagerie” is a database of wirtual animals, including their shapes, movements, and behaviors. 一些媒体对象在结构上明确遵循数据库逻辑,而其他对象则不然;但在表面之下,实际上它们几乎都是数据库。一般来说,在新媒体中创作作品可以理解为构建一个数据库接口。在最简单的情况下,接口仅提供对底层数据库的访问。例如,一个图像数据库可以呈现为一页缩略图;点击缩略图将检索相应的记录。如果数据库过大,无法一次性显示所有记录,可以提供搜索引擎,让用户搜索特定记录。但接口也可以将底层数据库转化为截然不同的用户体验。 用户可能正在浏览一个由字母构成的虚拟三维城市,这个城市来自杰弗里·肖的互动装置“可读城市”。或者她可能正在穿越一幅黑白图像,激活嵌入其表皮的文本、音频和视频片段(哈伍德的 CD-ROM“记忆的排练”: psi^(1s)\psi^{1 s} )。又或者她可能在与虚拟动物玩耍,这些动物会根据她的动作靠近或逃跑(斯科特·费舍尔等人的 VR 装置“动物园”)。尽管这些作品以一系列行为和认知活动吸引用户,这些活动与浏览数据库记录截然不同,但它们都是数据库。“可读城市”是一个由三维字母构成的城市数据库。 “记忆的排练”是一个文本、音频和视频片段的数据库,通过身体的界面进行访问。而“动物园”是一个虚拟动物数据库,包含它们的形状、动作和行为。
17. hect://artnetweb.com/guggenheim/wediascape/shaw.bcml.
18. Harwood, Rebbearsalil of Mesnory, CD-ROM (London: Artec and Bookworks, 1996.) 18. 哈伍德,《梅斯诺里的重生》,CD-ROM(伦敦:阿特克与书作,1996 年。)
19. hatp: %//www\% / \mathrm{www}welepresence.com/MENAGERIE. 19. hatp: %//www\% / \mathrm{www} welepresence.com/动物园。
The 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 incerface and the work were the same; in ocher words, the level of an interface did not exist. With new media, the content of the work and the interfice are separated. It is therefore possible to create different interfaces to the same material. These interfaces may present different wersions of the same work, as in David Blair’s Waxweb. ^(20){ }^{20} Or they may be radically different from each other, as in Olga Lialina’s Last Real Net Art Museum. ^(21){ }^{21} 'This is one of the ways in which the principle of variability of new media manifests itself. But now we can give this principle a new formulation. The mew media object cawsists of one or more interfaces to a database of nultimedia mateatriall. If only one interface is constructed, the result will be similar to a tradititional art object, but this is an exception rather than the norm. 在计算机时代,数据库成为创作过程的中心。历史上,艺术家在特定媒介中创作独特的作品,因此界面和作品是同一的;换句话说,界面并不存在层次。随着新媒体的发展,作品的内容与界面被分开。因此,可以为相同的材料创建不同的界面。这些界面可能呈现同一作品的不同版本,例如大卫·布莱尔的《蜡网》。 ^(20){ }^{20} 或者它们可能截然不同,如奥尔加·利亚琳娜的《最后的真实网络艺术博物馆》。 ^(21){ }^{21} “这就是新媒体变异性原则的一种表现方式。但现在我们可以为这个原则提供一个新的表述。 新媒体对象由一个或多个接口组成,这些接口连接到多媒体材料的数据库。如果只构建一个接口,结果将类似于传统艺术品,但这只是例外,而非常态。
This formulation places the opposition berween 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 narrarive (which can be also called a bypermarrative in an analogy with hypertext) can chen be understood as the sum of multiple trajectories through a database. A traditional linear narrative is one among many other possible trajectories, that is, a particular choice made within a hypernarrative. 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 that has only one interface), traditional linear narrative can be seen as a particular case of hypernarrative. 这种表述将数据库与叙事之间的对立置于新的视角,从而重新定义了我们对叙事的理解。叙事的“用户”在数据库中穿行,按照数据库创建者设定的记录之间的链接进行导航。互动叙事(也可称为超叙事,类似于超文本)可以被理解为通过数据库的多条轨迹的总和。传统的线性叙事只是众多可能轨迹中的一种,即在超叙事中做出的特定选择。就像传统文化对象现在可以被视为新媒体对象的一个特定案例一样。作为一种只有一个界面的新媒体对象,传统线性叙事可以被视为超叙事的一种特殊形式。
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 theorist 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.” "22 Obwiously, not 这种“技术”或“材料”上的叙事定义变化并不意味着任意的数据库记录序列就可以被视为叙事。要被认定为叙事,一个文化对象必须满足多个标准,文学理论家米克·巴尔对此的定义如下:它应包含一个行动者和一个叙述者;同时,它还应包含文本、故事和情节三个不同的层次;其“内容”应是“由行动者引起或经历的一系列相互关联的事件。”
20. hitcp://jeffersonuwillage.virginia.edu/wax/.
21. hutepilhmyboyfriendicameback fromethewwat.ru.
Toronto Press, 19895, 8 . 多伦多报纸,1989 年 5 月 8 日。
all cultural objects are narratives. However, in the world of new media, the word narrative is often used as an 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 overused word-interactive. Thus a number of database records linked together so that more than one trajectory is possible is assumed to constiture an “interactive narrative.” But merely to 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 ourslined abowe. 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. Howewer, 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 at narrative at all. Indeed, why should an arbitrary sequence of database records _("r "){ }_{\text {r }} constructed by the user nesultr in “a series of connected events caused or experienced by actors”? 所有文化对象都是叙事。然而,在新媒体的世界中,叙事这个词常常被用作一个包罗万象的术语,以掩盖我们尚未发展出一种语言来描述这些新奇对象的事实。它通常与另一个被过度使用的词——互动——搭配。因此,假设将多个数据库记录链接在一起,以便可能有多个轨迹,这就构成了“互动叙事”。但仅仅创建这些轨迹显然是不够的;作者还必须控制元素的语义和它们之间连接的逻辑,以确保最终的对象能够满足我们上面所述的叙事标准。另一个常见的错误假设是,“通过创造自己的路径(即。,从数据库中以特定顺序选择记录),用户构建了自己独特的叙述。然而,如果用户只是一个接一个地以通常随机的顺序访问不同的元素,那么就没有理由认为这些元素会形成叙述。实际上,为什么用户构建的任意数据库记录序列会导致“由参与者引起或经历的一系列相关事件”呢?
In summary, darabase and narrative do not have the same status in computer culture. In the database/narratiwe pair, database is the unmarked term. ^(23){ }^{23} Regardless of whether new media objects present thernselwes as linear narratiwes, interactive narratiwes, databases, or something else, underneath, on the level of material organization, they are all databases. In new media, the database supports a varietry of cultural forms that 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-narratiwe. More precisely, a database can support narrative, but there is nothing in the logic of the medium itself that 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-srill exist in new media. 总的来说,数据库和叙事在计算机文化中并不具有相同的地位。在数据库与叙事的对比中,数据库是未标记的术语。无论新媒体对象是以线性叙事、互动叙事、数据库还是其他形式呈现,从物质组织的角度来看,它们本质上都是数据库。在新媒体中,数据库支持多种文化形式,这些形式从直接翻译(即,数据库依然是数据库)到与物质形式逻辑相反的叙事形式都有。更准确地说,数据库可以支持叙事,但媒介本身的逻辑并不促进叙事的生成。 因此,数据库在新媒体领域占据了一个重要的,甚至可以说是最大的部分,这并不令人意外。更令人惊讶的是,为什么叙事这一光谱的另一端仍然在新媒体中存在。
23. The cheory of markedness was first developed by linguwists of the Prague School in relation to phonology, but subbsequently appllied to alll llevels of ling guistic analiysis. For example, “rowster” is a marked term and “chicken” an unmuarked term. Whereas “rooster” is used only in relacion to males, “chicken” is applicable to boch males and females. 23. 标记性理论最初由布拉格学派的语言学家在音位学领域提出,后来被应用于语言分析的各个层面。例如,“公鸡”是一个标记术语,而“鸡”则是一个未标记术语。“公鸡”仅用于指代雄性,而“鸡”则适用于雄性和雌性。
Paradigm and Syntagm 语法范式与句法
The dynamics that exist bewween database and nartative are not unique in new media. The relation between the structure of a digital image and the languages of contemporary wisual culture is characterized by the same dynamics. As defined by alll computer software, a digital image consists of a number of separate layers, each layer containing particular yisual elements. Thuoughout the production process, artists and designers manipulate each layer separarely; they also delete layers and add new anes. Keeping each element as a separate layer allows the content and the composition of an image to be changed ar any point-deleting a background, substituring one person for another, moving two people closer together, blurring an object, and so on. What would a cypical imtage iook like if the layers were merged together? The elements contained on different layers would become jextaposed, 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 (and compositing software on the level of operations) supports two opposing yisual languages. Ome is modernistMTV montage-rwo-dimensional juxtaposition of wisual elements designed to shock due to its impossibility in reality. The ocher is the representation of familiar reality as seen by a film camera (or its computer simulation, in the case of 3-D graphics). During the 1980 s and 1990 s, 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, chis is the wisual 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 wisual culture. 数据库与叙事之间的动态在新媒体中并不独特。数字图像的结构与当代视觉文化语言之间的关系也体现了相同的动态。根据所有计算机软件的定义,数字图像由多个独立的层组成,每层包含特定的视觉元素。在制作过程中,艺术家和设计师会分别操作每一层;他们还可以删除层或添加新层。将每个元素保持为独立层,使得在任何时候都能更改图像的内容和构图——例如,删除背景、用一个人替换另一个人、将两个人靠近、模糊某个物体等等。 如果将图层合并在一起,典型的图像会是什么样子?不同图层上的元素将会并置,形成一种蒙太奇效果。蒙太奇是图像复合组织的默认视觉语言。然而,就像数据库支持数据库形式及其对立的叙述一样,图像在物质层面的复合组织(以及在操作层面的合成软件)也支持两种对立的视觉语言。一种是现代主义 MTV 蒙太奇——二维视觉元素的并置,旨在因其在现实中的不可能性而震撼人心。另一种是通过电影摄影机(或在 3D 图形的情况下,其计算机模拟)所展现的熟悉现实。 在 1980 年代和 1990 年代,所有图像制作技术都转向了计算机化,使得所有图像都成为了复合体。与此同时,视觉文化、印刷、广播设计和新媒体中出现了一场蒙太奇的复兴。这并不令人意外——毕竟,这正是复合组织所决定的视觉语言。需要解释的是,为什么照片现实主义图像在我们基于计算机的视觉文化中依然占据如此重要的地位。
It would be surprising, of course, if photorealist images suddenly disappeared completely. The history of culture does nor contain such sudden breaks. Similarly, we should not expect that new media would completely repliane narrative with database. New media does not radically break with the past; rather, it discributes weight differently between the categories that hold culture together, foregrounding what was in the background, and vice versa. As Frederick Jameson writes in his analysis of another shift, that from modernism to postmodernism: "Radical breaks berween periods do mot generally involve complete changes but racher the restructuration of a certain 当然,如果照片现实主义的图像突然完全消失,那将是令人惊讶的。文化历史中并不存在这样的突然中断。同样,我们也不应期望新媒体会完全用数据库取代叙事。新媒体并没有与过去彻底断裂;相反,它在维持文化各个类别之间重新分配了权重,将原本处于背景中的内容置于前景,反之亦然。正如弗雷德里克·詹姆逊在分析现代主义到后现代主义的转变时所说:“不同历史时期之间的根本性断裂通常并不意味着完全的变化,而是某种结构的重组。”
number of ellements already given: features char in an earlier period of system were subordinate become dominant, and fearures that had been dominant again become secondary."24 系统早期的特征中,已经给出的元素数量显示,从属的特征变得主导,而曾经主导的特征又变得次要。
The database/narrative opposition is a case in point. To further understand how computer culture redistributes weight between the two terms of opposition in computer culture, I will bring in the 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 orhers to apply to other sign systems (narratiwe, fashion, food, etc.), the elements of a system can be related in two dimensions-the syntagmatic and paradigmatic. As defined by Barthes, "The syntagm is a combination of signs, which has space as a support."25 To use the example of natural language, the speaker produces an utterance by stringing together elements, one after another, in a linear sequence. This is the syntagmatic dimension. Now let us look at the paradigmatic dimension. To continue with the example of the language 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 forrn groups within which warious relationships can be found. ^(""26 "){ }^{\text {"26 }} This is the paradigmatic dimension. 数据库/叙事对立就是一个典型例子。为了更深入地理解计算机文化如何在这两个对立术语之间重新分配权重,我将引入句法和范畴的符号学理论。这个模型最初由费迪南德·德·索绪尔提出,用于描述英语等自然语言,后来由罗兰·巴特等人扩展到其他符号系统(如叙事、时尚、食物等)。根据这个理论,一个系统的元素可以在句法和范畴两个维度上相互关联。正如巴特所定义的:“句法是符号的组合,其空间作为支撑。”以自然语言为例,讲话者通过将元素一个接一个地串联在一起,形成线性顺序的话语。这是句法维度。现在我们来看看范畴维度。继续以语言使用者为例,每个新元素都是从一组相关元素中选择的。例如,所有名词构成一个集合,而某个特定单词的所有同义词则构成另一个集合。在索绪尔的原始表述中,“具有共同点的单位在理论上是相关联的,因此形成了可以找到各种关系的组。”这就是范畴维度。
Elements in the syrntagmatic dimension are related in praesentia, while ellements in the paradigmatic dimension are related in absentia. For instance, in the case of a written sentence, the words that comprise it materially exist on a piece of paper, while the paradigmatic sets to which these words belong only exist in the writer’s and reader’s minds. Similarly, in the case of a fashion outfit, the elements that compose it, such as skirt, blouse, and jacket, are present in reality, while pieces of clothing that could have been present instead-different skirt, differenc blouse, different jacket-exist only in the viewer’s imagination. Thus, syntagm is explicit and paradigm is implicit; one is real and the other is imagined. 语法维度中的元素是通过实际存在的方式相互关联的,而范畴维度中的元素则是通过缺失的方式相互关联的。例如,在书面句子中,构成句子的单词在纸上真实存在,而这些单词所属的范畴集合仅存在于作者和读者的脑海中。同样,在时尚服装中,构成服装的元素,如裙子、上衣和夹克,都是现实中存在的,而本可以存在的其他服装(不同的裙子、不同的上衣、不同的夹克)则仅存在于观众的想象中。因此,句法是显性的,而范畴是隐性的;一个是真实的,另一个是想象的。
24. Fredric Jameson, “Posnmodernism and Consumer Society” in The Anti-Aesthetic Essays on Postrnodern Cullure, ed. Hal Foster (Seatrle: Bay Press, 1983), 123. 24. 弗雷德里克·詹姆逊,《后现代主义与消费社会》,收录于《反美学:后现代文化论文集》,编辑:哈尔·福斯特(西雅图:贝出版社,1983 年),第 123 页。
25. Barthes, Elementrs of Siemuiallagy, 58 . 25. 巴特,《符号学元素》,第 58 页。
26. Quoted in ibid., 58. 引用自同书,第 58 页。
Literary and cinematic narratives work in the same way. Particular words, sentences, shors, and scenes that make up a narrative have a material exisLince; other elements that form the imaginary world of an author or a particular literary or cinematic style, and thar could have appeared instead, exist only wirtually. Pur differently, the database of choices from which narrative is constructed (che paradigm) is implicit; while the actual narrative (the syntagm) is explicit. 文学和电影叙事的运作方式是相同的。构成叙事的特定词汇、句子、短语和场景具有实在的存在;而构成作者想象世界或特定文学或电影风格的其他元素,虽然可能出现,但仅存在于虚拟中。换句话说,叙事构建所依据的选择数据库(范式)是隐含的,而实际叙事(句法)则是显而易见的。
New media reverse this relationship. Database (the paradigm) is given material existence, while narrariwe (the syntagm) is dematerialised. Paradigm is privileged, syntagm is downplayed. Paradigm is real; syntagm, virtual. To see this, consider the mew 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 “east,”, 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 rypically consists of a combination of original and stock material such as buttons, images, video and audio sequences, 3-D objects, behaviors, and so on. Thiroughout the design process, new elements are added to the database; existing elements are modified. The narrative is constructed by linking elememts of this database in a particular order, that is by 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 virtual while the database exists materially. 新媒体改变了这种关系。数据库(范式)被赋予了物质存在,而叙事(句法)则被去物质化。范式被优先考虑,而句法则被淡化。范式是真实的,而句法是虚拟的。要理解这一点,可以考虑新媒体的设计过程。任何新媒体对象的设计都始于组建一个可能使用的元素数据库。(Macromedia Director 称这个数据库为“东”,Adobe Premiere 称其为“项目”,ProTools 称其为“会话”,但原则是相同的。)这个数据库是设计过程的核心。它通常由原始材料和库存材料的组合组成,例如按钮、图像、视频和音频序列、3D 对象、行为等。 在设计过程中,新的元素会被添加到数据库中,现有的元素则会被修改。叙事是通过以特定顺序链接数据库中的元素来构建的,也就是说,通过设计一个从一个元素到另一个元素的路径。在物质层面上,叙事仅仅是一组链接,而元素本身仍然存储在数据库中。因此,叙事是虚拟的,而数据库则是实实在在存在的。
The pradigm is privileged over syntagm in yet another way in interactive objects presenting the user with a number of choices at the same timewhich is what typical interactive interfaces do. For instance, a screen may contain a few icons, clicking on each thicon leads the user to a different screen. On the level of an individual screen, these choices form a paradigm of their own that is explicitly presented to the user. On the level of the withole 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 that are defined. 在交互对象中,范式在另一个方面优于句法,即同时向用户提供多个选择,这正是典型交互界面的特点。例如,一个屏幕可能包含几个图标,点击每个图标会引导用户进入不同的屏幕。在单个屏幕的层面上,这些选择形成了一个明确呈现给用户的范式。而在整个对象的层面上,用户意识到她正在选择众多可能轨迹中的一条。换句话说,她正在从所有定义的轨迹中选择一条。
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 allways 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 make 其他类型的互动界面通过向用户展示所有可用选项的明确菜单,使这一范式更加清晰。在这样的界面中,所有类别始终可用,只需轻轻点击鼠标即可。完整的范式在用户面前展现,元素整齐地排列在菜单中。这是新媒体如何
explicit the psychological processes involved in cultural conmunication. 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 wery phenomena of interactive links. As I noted in chapter one, new media takes “interaction” literally, equating it with a strictly physical interaction between a user and a computer, at the expense of psychological interaction. The cognitive processes involved in understanding any cultural text are erroneously equated with an objectively existing structure of interactive links. 明确文化交流中涉及的心理过程。其他例子包括(之前讨论过的)从创作到选择的转变,这一转变将创作者头脑中的文化元素数据库外化并编码,以及互动链接的现象。正如我在第一章中提到的,新媒体将“互动”字面理解,将其等同于用户与计算机之间的物理互动,而忽视了心理互动。理解任何文化文本所涉及的认知过程被错误地视为客观存在的互动链接结构。
Interactive interfaces foreground the paradigmatic dimension and often make explicit paradigmatic sets. Yer 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 that 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 wionds, a new media user creates a sequence of screens by clicking on this or that icon at each screem. 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. 交互界面强调了范例维度,并且通常会明确展示范例集合。然而,它们仍然是沿着句法维度进行组织的。尽管用户在每个新屏幕上都在做出选择,但最终结果是她所遵循的线性屏幕序列。这种体验类似于在自然语言中构造句子。就像语言使用者通过从其他可能的单词中选择每个连续的单词来构造句子一样,新媒体用户在每个屏幕上通过点击不同的图标来创建屏幕序列。显然,这两种情况之间存在许多重要的区别。 例如,在典型的交互界面中,没有语法,范式也相对较小。然而,这两种情况的基本体验相似性非常有趣;在这两种情况下,它都是沿着一个句法维度展开的。
Why does new media insist on this language-like sequencing? My hypothesis is that they follow the dominant semiological order of the twentieth century-that of cinema. As I will discuss in more detail in the next chapter, cinema replaced all orther modes of narration with a sequential narrative, an assembly line of shots that appear on the screen one at a time. For centuries, a spatialized narrative in which all images appear simultaneously dominated European visual culture; in the twentieth century it was relegated to “minor” cultural forms such as comics or technical illustrations. “Real” culture of the twentieth century came to speak in linear chains, aligning itself with the assembly line of the industrial society and the Turing machine of the postindustrial era. New media continue this mode, giving the user information one screem 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, whether in the 新媒体为什么坚持这种类似语言的顺序?我的假设是,他们遵循了二十世纪主导的符号学秩序——电影的秩序。正如我将在下一章中更详细地讨论的那样,电影用顺序叙事取代了其他所有叙事模式,形成了一条一个接一个出现在屏幕上的镜头流水线。几个世纪以来,所有图像同时出现的空间叙事主导了欧洲的视觉文化;而在二十世纪,这种叙事方式被降级为“次要”文化形式,如漫画或技术插图。二十世纪的“真实”文化开始以线性链条的方式表达自己,与工业社会的流水线和后工业时代的图灵机相一致。 新媒体继续采用这种方式,逐个屏幕向用户提供信息。至少,当它试图成为“真实”的文化(如互动叙事和游戏)时是这样的;而当它仅作为信息的接口时,它毫不避讳地一次性在屏幕上展示更多信息,无论是在哪方面
form of tables, normal or pull-down menus, or lists. In particular, the experience of a user filling in an online form can be compared to precinematic spatialized narrative: in both cases, the user follows a sequence of elements that are presented simultaneously. 表格的形式,包括普通菜单、下拉菜单或列表。特别是,用户填写在线表单的体验可以与前电影的空间叙事进行比较:在这两种情况下,用户都在同时跟随一系列呈现的元素。
A Database Complex 一个复杂的数据库
To what extent is the database form intrinsic to modern storage media? For instance, a typical music CDC D is a collection of individual tracks grouped tagether. 'The database impulse also drives much of photagraphy throughout its history, from William Henry Fox Talbor’s Pencil of Nature to August Sander’s monumental typology of modern German society Face of Owy Time, to Bernd and Hilla Becher’s equally obsessive cataloging of water towers. Yet the connection between storage media and database forms is nor universal. The prime exception is cinema. Here the storage media support the narrative imagination. ^(27){ }^{27} Why then, in the case of photography storage media, does technology sustain darabase, whereas in the case of cinema it gives tise too a modern narrative form par excellence? Does this have to do with the method of media access? Shall we conclude chat random-access media, such as computer storage formats (hard drives, removable disks, CD-ROMs, DVD), favor database, whereas sequential-access media, such as film, favor narrative? This daes not hold either. For instance, a book, the perfect random-access medium, supports database forms such as photoalbums as well as narracive forms such as novels. 数据库形式在现代存储媒介中有多重要?例如,典型的音乐 CDC D 是将单个曲目组合在一起的集合。'数据库的冲动也贯穿了摄影的历史,从威廉·亨利·福克斯·塔尔博的《自然的铅笔》到奥古斯特·桑德的现代德国社会的宏伟类型学《时间的面孔》,再到伯恩德和希拉·贝歇尔对水塔的同样痴迷的分类。然而,存储媒介与数据库形式之间的联系并不普遍。主要的例外是电影。在电影中,存储媒介支持叙事的想象力。 ^(27){ }^{27} 那么,为什么在摄影存储媒介的情况下,技术支持数据库,而在电影的情况下,它又赋予了现代叙事形式的卓越呢? 这与媒体访问的方法有关吗?我们可以得出结论,随机访问媒体(如计算机存储格式:硬盘、可移动磁盘、CD-ROM、DVD)更倾向于数据库,而顺序访问媒体(如电影)则更倾向于叙事?但这并不成立。例如,书籍作为一种完美的随机访问媒介,既支持数据库形式(如相册),也支持叙事形式(如小说)。
Rather than trying to correlate database and narrative forms with modern media and information technologies, or deduce them from these technollogies. I prefer to think of them as two competing imaginations, two basic creatiwe 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 the monumental Encyclopedie, the largest publishing 与其试图将数据库和叙事形式与现代媒体和信息技术相联系,或从这些技术中推导出它们,我更愿意将它们视为两种竞争的想象力,两种基本的创造冲动,以及对世界的两种基本反应。这两者在现代媒体出现之前就已经存在。古希腊人创作了长篇叙事,如荷马的史诗《伊利亚特》和《奥德赛》,同时也创作了百科全书。现存的第一批希腊百科全书的片段是斯皮尤西波斯的作品,他是柏拉图的侄子。迪德罗不仅写小说,还负责宏伟的《百科全书》,这是最大的出版物。
27. Christian Mezz, “The Finttion Film and Its Spectator: AMetapsychological Srudy,” in Aph- 27. Christian Mezz, “虚构电影与观众:一项元心理学研究,”收录于 Aph-
project of the eighteenth 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 the 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. 十八世纪的项目。为了从世界中寻找意义,数据库和叙事产生了无尽的混合体。很难找到一部没有任何叙事痕迹的纯粹百科全书,反之亦然。例如,直到几个世纪前字母顺序的组织变得流行之前,大多数百科全书都是按主题组织的,主题通常按照特定的顺序(通常对应于七门自由艺术)进行排列。同时,许多叙事作品,如塞万提斯和斯威夫特的小说,甚至荷马的史诗——西方传统的创始叙事——也穿越了一本想象中的百科全书。
Modern media is che new battlefield for the competition berween database and narrative. It is tempting to read the history of this competition in dramatic terms. First, the medium of visual recording-photographyprivileges catalogs, taxonomies, and lists. While the modern novel blossoms, and academicians continue to produce historical narrative paintings throughout the nineteench century, in the reallm of the new techno-image of photography, database rules. The next wisual recording mediumfilm-privileges narrative. Almost all fictional films are narratives, with few exceptions. Magnetic tape used in wideo does not bring any substantial changes. Next, storage media-computer-controlled digital starage devices-privilege databases once again. Multimedia encyclopedias, wirtual museums, pornography, artists’ CD-ROMs, library databases, Web indexes, and, of course, the Web itself. The database is more popular than ever before. 现代媒体已成为数据库与叙事之间竞争的新战场。用戏剧化的方式解读这场竞争的历史非常诱人。首先,视觉记录媒介——摄影,优先考虑目录、分类和清单。尽管现代小说蓬勃发展,学者们在十九世纪继续创作历史叙事画作,但在新技术影像——摄影的领域,数据库占据了主导地位。接下来,视觉记录媒介——电影,优先考虑叙事。几乎所有虚构电影都是叙事,只有少数例外。用于视频的磁带并未带来实质性变化。最后,存储媒介——计算机控制的数字存储设备,再次优先考虑数据库。 多媒体百科全书、虚拟博物馆、成人内容、艺术家光盘、图书馆数据库、网络索引,以及当然还有互联网本身。这个数据库比以往任何时候都更受欢迎。
The digital computer turns out to be the perfect medium for the database form. Like a wirus, databases infect CD-ROMs and hard drives, servers and Web sites. Can we say that the 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 objectan Other-and invest it in the Self.” ^(23){ }^{23} In short, video art is a support for the 数字计算机被证明是数据库形式的理想媒介。数据库像病毒一样,感染着 CD-ROM、硬盘、服务器和网站。我们能否说数据库是计算机最具代表性的文化形式?在她 1978 年的文章《视频:自恋的美学》中,艺术史学家罗莎琳德·克劳斯指出,视频并不是一种物理媒介,而是一种心理媒介。在她的分析中,“视频的真正媒介是一种心理状态,其条件是将注意力从外部对象——他者——转移到自我上。”简而言之,视频艺术是一个支持。
28. Rosalivid Krauss, “Wideo: The Aesthetics of Narcissistm,” in John Hathardr, edi. Widon Calture (Rochester. Wisual Studies Workshop, 1987), 1844. psychological condition of narcissism. ^(22){ }^{22} Does new media similarly function to play out a particular psychological condition, something that might be called a “database complex”? In this respect, it is interesting that a darabase immagination has accompanied computer art from its very beginning. In the 1960 s , artists working with computers wrote programs to systematically explore the combinations of different wisual elements. In part, they were following art world trends such as minimalism. Minimalist artists executed works of art according to preexistent plans; they also created series of images or objects by systematically warying a single parameter. So when minimalist artist Sol Le Wirt spoke of an artists’s idea is “the machine which makes the work,” it was only logical to substitute the human executing the idea with a computer. ^(30){ }^{30} At the same time, since the only way to make pictures with a computer was by writing a compunter program, the logic of computer programming irself 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. ^(31){ }^{31} In 1967 he published a portfolio of twelve drawings 28. Rosalivid Krauss, “视频:自恋的美学”,收录于 John Hathardr 编辑的《宽广文化》(罗切斯特,视觉研究工作坊,1987 年),1844 页。自恋是一种心理状态。 ^(22){ }^{22} 新媒体是否同样能够表现出一种特定的心理状态,称之为“数据库情结”?在这方面,值得注意的是,数据库的想象从计算机艺术的起步阶段就伴随而来。在 1960 年代,使用计算机的艺术家们编写程序,系统地探索不同视觉元素的组合。在某种程度上,他们是在追随艺术界的趋势,比如极简主义。 极简主义艺术家根据既定计划创作艺术作品,同时通过系统地改变单一参数来制作一系列图像或物体。因此,当极简主义艺术家索尔·勒维特(Sol Le Wirt)提到艺术家的想法是“创作作品的机器”时,用计算机替代执行这一想法的人显得合乎逻辑。同时,由于用计算机制作图像的唯一方式是编写程序,计算机编程的逻辑也将计算机艺术家引向了相同的方向。因此,对于艺术家弗里德尔·纳克(Frieder Nake)而言,计算机是一个“通用图像生成器”,能够通过组合可用的图像元素和颜色生成所有可能的图像。1967 年,他出版了一本包含十二幅画作的作品集
29. This analysis can also be applied to minany inceractive computer installlarions. The user of such an installation is presensed wich lher own image; the user is given the possibility to play with this image and also to observe how her mowements trigger varivus effects. In a different sense, most new media, regardless of whether it represents to the user her image or not, can be said to actiwate the nascissistic condition because they tepresent to the user her actions and their results. In orther words, it funcrions as a new kind of mirror that reflects mont only the human image but human activities. This is a different kind of raacissism-not passiwe contemplation but action. The user moves the cursor around the screen, clicks on icons, presses the keys on the keytoand, and so on. The computer screen acts as a mirror of these acriwities. Of ten this mourror does not simply reflect but grearly amplifes the user’s actions-a second differencer fromm mraditional naecissism. For instance, clicking on a folder icon activates an animation accompanied by sourtid; pressing a butron on a game pad seads a character off to climb a mountain; and so on. Eur even withour this amplification, the modem GUI functions as a mirror, always representing che image of the user in the form of a cursor mowing around che screen. 29. 这种分析同样适用于许多互动计算机安装。这样的安装让用户呈现出自己的形象;用户可以与这个形象互动,并观察她的动作如何触发各种效果。从另一个角度来看,大多数新媒体,无论是否展示用户的形象,都可以说激活了自恋状态,因为它们展示了用户的行为及其结果。换句话说,它们就像一种新的镜子,不仅反映人类的形象,还反映人类的活动。这是一种不同的自恋——不是被动的沉思,而是积极的行动。用户在屏幕上移动光标,点击图标,按下键盘上的按键,等等。 计算机屏幕就像这些活动的镜子。通常,这面镜子不仅仅是反射,而是大大放大用户的动作——这与传统自恋有着显著的不同。例如,点击文件夹图标会激活一个伴随声音的动画;按下游戏手柄上的按钮会让角色开始攀登一座山;等等。即使没有这种放大,现代图形用户界面仍然像一面镜子,总是以光标在屏幕上移动的方式展示用户的形象。
30. Qhioted in Sam Hunter and Johm Jacobuts, Moders Amp Painsing. Soulpture, and Atchitecture, 3id ed. (Nem York: Abrants, 1992), 326 . 引用自萨姆·亨特和约翰·雅各布斯的《现代艺术、绘画、雕塑与建筑》第 3 版(纽约:阿布兰茨,1992 年),第 326 页。
31. Frank Dietrich, “Visual Intelligenice: The First Decade of Computer Art (1965-1975),” REEE Computer Grablïs and Appicationn (Jurly 19859. 39. 31. 弗兰克·迪特里希,“视觉智能:计算机艺术的第一个十年(1965-1975)”,REEE 计算机图形与应用(1985 年 7 月),第 39 页。
that were obtained by successfully multiplying a squace matrix by itself. Another early computer artist Manfred Mohr produced numerous imapes that recorded various transformations of a basic cube. 这些结果是通过成功地将一个方阵与自身相乘而获得的。另一位早期的计算机艺术家曼弗雷德·莫尔创作了许多图像,记录了基本立方体的各种变换。
Even more remarkable were films by John Whitney, the pioneer of computer filmmaking. His films such as Permutations (1967), Arabegqwe (1975) and others systematically explored the transformations of geometric forms obtained by manipularing 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 Whitney’s early film Catalog, which was made with an analog computer. In his important book on new forms of cinema of the 1960s entitled Expanded Cinezna (1970), critic Gene Youngblood writes about this remarkable film: "The elder Whitney actually newer produced a complete, coherent movie on the analog computer because he was continually deweloping 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. ^(32){ }^{32} One is tempted to read Catalog as one of the founding moments of new media. As discussed in the “Selection” section, all software for media creation today arrives with endless “plug-ins”-the banks of effects that with a press of a button generate interesting images from any inpur whatsoever. In parallel, much of the aesthetics of computerized visual culture is effects-driven, especially when a new techno-genre (computer animation, mulamedia, Web sites) is first becoming established. For instance, countless music videos are yariations of Whitney’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. 更加引人注目的是约翰·惠特尼的电影,他是计算机电影制作的先驱。他的作品如《排列》(1967 年)、《阿拉贝格克》(1975 年)等,系统地探索了通过操控基本数学函数所获得的几何形状的变换。因此,这些作品用视觉效果的连续积累取代了叙事、形象化,甚至形式的发展。相反,它们向观众展示了一系列效果的数据库。这一原则在惠特尼早期的电影《目录》中达到了极致,该片是用模拟计算机制作的。 在他的重要著作《扩展电影学》(1970)中,评论家基恩·杨布拉德提到了这部非凡的电影:“年长的惠特尼实际上从未在模拟计算机上制作出一部完整且连贯的电影,因为他在进行商业工作时不断开发和完善这台机器……然而,惠特尼确实汇编了他多年来所完善的效果的视觉目录。这部电影,简单地称为《目录》,于 1961 年完成,其美丽之压倒性使得许多人至今仍更喜欢惠特尼的模拟作品而非他的数字计算机电影。人们不禁将《目录》视为新媒体的奠基时刻之一。 正如“选择”部分所讨论的,现今所有用于媒体创作的软件都配备了无数“插件”——这些效果库只需按一下按钮,就能从任何输入生成有趣的图像。同时,计算机视觉文化的美学在很大程度上是由效果驱动的,尤其是在新的技术流派(如计算机动画、多媒体、网站)刚刚兴起时。例如,无数音乐视频都是惠特尼目录的变体——唯一的区别在于效果应用于人类表演者的图像。 这又是一个例子,展示了计算机的逻辑——在这种情况下,计算机能够产生无尽的元素变体,并作为过滤器,将输入转化为新的输出——如何成为更广泛文化的逻辑。
32. Gene Youngblood, Expanded Cimema (New York: E. P. Dutton and Co, 1970), 210. 32. 吉恩·杨布拉德,《扩展电影》(纽约:E. P. 达顿公司,1970 年),第 210 页。
Database Cinema: Greenaway and Vertow 电影数据库:格林威与维尔托夫
Although the database form may be inherent to new media, countless attempts to create “interactive narratives” testify to out dissatisfaction with the computer in the sole role of encyclopedia or catalog of effects. We want new media narratives, and we want these narratives to be different from the narratives we have seen or read before. In fact, regandless of how often we repeat in public that the modernist notion of medium specificity ("every medium should develop its own unique language ") is absolete, we do expect computer narratives to showcase new aestheric possibilities that did not exist before digital computers. In short, we want them to be new media specific. Given the dominance of the database in computer sofrware and the key role it plays in the computer-based design process, perthaps we can arrive at new kinds of nartative by focusing our attention on how nartative and database can work together. How can a narrative take into account the fact that its elements are organized in a database? How can our mewn abilities to store wast wamats of data, to autonatically classif; index, link, search, and instantly retrieve it, lead to new kinds of narrativer? 尽管数据库形式可能是新媒体的固有特征,但无数尝试创建“互动叙事”的努力表明,我们对计算机仅仅作为百科全书或效果目录的角色感到不满。我们渴望新媒体叙事,并希望这些叙事与我们之前见过或读过的有所不同。事实上,无论我们在公众场合多么频繁地强调现代主义的媒介特异性(“每种媒介都应发展其独特的语言”)已经过时,我们仍然期待计算机叙事能够展示数字计算机之前所不存在的新美学可能性。简而言之,我们希望它们具有新媒体的特性。 鉴于数据库在计算机软件中的主导地位以及它在计算机设计过程中的关键作用,也许我们可以通过关注叙事与数据库的协同作用,探索新的叙事形式。叙事如何考虑到其元素在数据库中的组织方式?我们如何利用存储大量数据、自动分类、索引、链接、搜索和即时检索的能力,来创造新的叙事形式?
Peter Greenaway, one of the few prominent film directors concerned with expanding cinema’s language, once complained that “the linear pursuit one story at a time told chronolagically -is the standard format of cinema.” Pointing out that cinema lags behind modern literature in experimenting with narrative, he asked: "Could it not travel on the road whene Joyce, Eliot, Borges and Perec have already arrived? ^(233){ }^{233} While Greenaway is right to direct filmmakers to mone innowarive literary narrariwes, new medlia artists working on the database-problem can learn from cinema “as it is.” For cinema already exists right at the intersection between database and narrative. We can think of all the material accumulated during shooting as forming a database, especially since the shooting schedule usually does not follow the narrative of the film but is determined by production logistics. During editing, the editor constructs a film narratiwe out of this database, crearing a unique trajectory through the conceptual space of all possible films that could have been constructed. From this perspectiwe, every filmmaker 彼得·格林纳威(Peter Greenaway),少数几位关注扩展电影语言的著名导演之一,曾抱怨:“线性地一次讲一个故事,按时间顺序叙述——这是电影的标准格式。”他指出,电影在叙事实验方面落后于现代文学,并问道:“难道它不能在乔伊斯、艾略特、博尔赫斯和佩雷克已经到达的道路上行驶吗? ^(233){ }^{233} 虽然格林纳威正确地引导电影制作人关注创新的文学叙事,但在数据库问题上工作的新的媒体艺术家可以从现有的电影中学习。因为电影已经存在于数据库和叙事之间的交汇点上。 我们可以把拍摄过程中积累的所有素材看作一个数据库,尤其是因为拍摄日程通常不遵循电影的叙事,而是由制作的后勤安排决定。在编辑时,编辑从这个数据库中构建出电影叙事,创造出一条独特的轨迹,穿越所有可能构建的电影的概念空间。从这个角度来看,每位电影制作人
Lishers, 1995), 21. Lishers,1995 年,第 21 页。
engages with the database-narrative problem in every film, although only a few have dome so self-consciously. 每部电影都与数据库叙事问题相关,尽管只有少数几部电影是如此自觉地探讨这一点。
One exception is Greenaway himself. Throughout his career, he has been working on the problem of how to reconcile database and narrative forms. Many of his films progress by recounting a list of items, a catalog without any inherent order (for example, the different books in Prospero’s Books). Working to undermine a linear narrative, Greenaway uses different systems to order his films. He wrote about this approach: “If a numerical, alphabetic color-coding system is employed, it is done deliberately as a device, a construct, to counteract, dilute, augment or complement the all-pervading obsessive cinema interest in plot, in narrative, in the ‘T’m now going to tell you a story’ school of film-making. ^(34){ }^{34} His favorite system is numbers. The sequence of numbers acts as a narrative shell that “convinces” the wiewer that she is watching a narrative. In reality, the scenes that follow one another are nor connected in any logical way. By using numbers, Greenaway “wraps” a minimal narrative around a database. Although Greenaway’s database logic was already present in his “avant-garde” films such as The Falls (1980), it has also structured his “commercial” films. The Draughtsnaanst Contracts (1982) is centered around twelve drawings in the process of being made by a draftrsman. They do not form any order, Greenaway emphasizes this by having the draftsman work on a few drawings at once. Eventually, Greenaway’s desire to take “cinema out of cinema” led to his work on a series of installations and museum exhibitions in the 1990 s. No longer obliged to conform to the linear medium of film, the elements of a database are spatialized within a museum or even a whole city. This move can be read as the desire to create a database in its most pure form-as a set of elements not andered in any way. If the elements exist in one dimeasion (the time of a film, the list on a page), they will inewitably be ordered. So the only way to create a pune database is to spacialize it, distributing the elements in space. This is exactly the path that Greenaway took. Situated in a three-dimensional space that does not have an inherent narrative logic, the 1992 installation " 100 Objects to Represent the World” by its very title proposes that the world should be under- 一个例外是格林纳威本人。在他的职业生涯中,他一直在探索如何调和数据库与叙事形式。他的许多电影通过叙述一系列项目的清单来推进,这些清单没有内在的顺序(例如,普罗斯彼罗的书中的不同书籍)。为了打破线性叙事,格林纳威使用不同的系统来组织他的电影。他曾写道:“如果采用数字和字母的颜色编码系统,那是故意作为一种手段,一种构造,来对抗、稀释、增强或补充对情节和叙事的无处不在的痴迷,即‘我现在要给你讲一个故事’的电影制作方式。”他最喜欢的系统是数字。 数字序列作为叙事的外壳,"说服"观众她正在观看一个故事。实际上,接连出现的场景在逻辑上并没有任何联系。通过使用数字,格林纳威在数据库周围“包裹”了一个简约的叙事。尽管格林纳威的数据库逻辑在他的“先锋”电影《瀑布》(1980)中已经显现,但它同样影响了他的“商业”电影。《草图合同》(1982)围绕一位制图师正在创作的十二幅画作展开。这些画作并没有形成任何特定的顺序,格林纳威通过让制图师同时处理几幅画来强调这一点。最终,格林纳威希望将“电影带出电影”的愿望促使他在 1990 年代从事一系列装置艺术和博物馆展览的工作。 不再被迫遵循电影的线性媒介,数据库的元素在博物馆甚至整个城市中被空间化。这一举动可以被视为创造一个最纯粹形式的数据库的愿望——作为一组没有被任何方式改变的元素。如果这些元素存在于一个维度中(如电影的时间或页面上的列表),它们将不可避免地被排序。因此,创造一个纯粹数据库的唯一方法是将其空间化,将元素分布在空间中。这正是格林纳威所采取的路径。该装置艺术“代表世界的 100 个物体”于 1992 年展出,位于一个没有固有叙事逻辑的三维空间中,其标题本身就暗示了世界应当被..
34. Quoted in David Pascoe, Peter Grematray: Mamesmi and Moving Jmages (Londen: Reaknion Biooks, 1997), 9-10. stood through a catalog rather than a narrative. At the same time, Greenaway does not abandon narrative; he continues to investigate how database and narratiwe can work together. Having presented " 100 Objects" as an installation, Greenaway next turned it into an opera set. In the opera, the narrator Thrope uses the objects co conduct Adam and Eve through the whole of human civilization, thus turning one hundred objects into a sequential narrative. ^(35){ }^{35} In another installation, “The Stairs, Munich, Projection” (1995), Greemaway put up a hundred screens-each representing one year in the history of cinema-throughour Munich. Again, Greenaway presents us with a spatialized dacabase-but also with a narrative. By walking from one screen to another, one follows cinema’s history. The project uses Greenaway’s favorite principle of organization by numbers, pushing it to the extreme: The projections on the screens contain no figuration, jist numbers. The screens are numbered from 1895 to 1995, one screen for each year of cinema’s history. Along with numbers, Greenaway introduces another line of development: Each projection is slightly different in color. ^(36){ }^{36} The hundred colored squares form an abstract narrative of their own that runs in parallel to the linear nartarive of cinema’s history. Finally, Greenaway superimposes yet a third narrative by dividing the history of cinema into five sections, each section staged in a different part of the city. The apparent triviality of the basic narrative of the project-one hundred numbers, standing for one hundred years of cinema’s history-“neutralizes” the narrative, forcing the viewer to focus on the phenomenon of the projected light itself, which is the actual subject of this project. 34. 引用自大卫·帕斯科和彼得·格雷马特雷的《马梅斯米与移动影像》(伦敦:反应书籍,1997 年),第 9-10 页。格林纳威通过目录而非叙述的方式进行展示,同时他并没有放弃叙述,继续探讨数据库与叙述如何协同工作。在将“100 个物品”呈现为装置后,格林纳威又将其转变为歌剧布景。在歌剧中,叙述者索普利用这些物品引导亚当和夏娃穿越整个人类文明,从而将一百个物品转变为一个连续的叙述。在另一个装置“楼梯,慕尼黑,投影”(1995 年)中,格林纳威设置了百个屏幕,每个屏幕代表电影历史中的一年,遍布慕尼黑。 再次,格林纳威为我们呈现了一个空间化的数据库,同时也带来了叙事。通过从一个屏幕走到另一个屏幕,观众可以追溯电影的历史。这个项目运用了格林纳威最喜欢的数字组织原则,并将其推向极致:屏幕上的投影没有任何形象,只有数字。屏幕的编号从 1895 到 1995,每个屏幕代表电影历史上的一年。除了数字,格林纳威还引入了另一条发展线:每个投影的颜色略有不同。 ^(36){ }^{36} 这百个彩色方块形成了一个独立的抽象叙事,与电影历史的线性叙事并行。 最后,格林纳威通过将电影史分为五个部分,并在城市的不同区域进行展示,叠加了第三个叙事。项目基本叙事的表面琐碎性——一百个数字,象征着一百年的电影历史——“中和”了叙事,迫使观众关注投射光本身的现象,这才是该项目的真正主题。
Along with Greenaway, Dziga Vertov can be chought of as a major “database filmmaker” of the twentieth century. Man witt a Mowie Camera is perhaps the most important example of a database imagination in modern media art. In one of the key shots, repeated a few times throughout the film, we see an editing room with a number of shelves used to keep and organize the shot marerial. The sheives are marked “machines,” “club,” “che movement of a ciry,” “physical exercise,” “an illusionist,” and so on. This is the clatabase of the recorded material. The editor, Vertov’s wife, Elizaweta Svilova, is shown 与格林纳威一起,迪吉·维尔托夫被视为二十世纪重要的“数据库电影制作人”。《带电影摄影机的人》可能是现代媒体艺术中数据库想象的最重要例子之一。在影片的几个关键镜头中,我们看到一个编辑室,里面有许多架子用来存放和整理拍摄的材料。这些架子标记为“机器”、“俱乐部”、“城市的运动”、“身体锻炼”、“幻术师”等等。这就是记录材料的数据库。编辑是维尔托夫的妻子,埃莉扎维塔·斯维洛娃。
35. http://www.tem-raanterte.com/greenaway-100objects/.
36. Greenaway, The Staiss, Mandich, Projettion 2, 47-53. 36. 格林威, 斯泰斯, 曼迪奇, 投影 2, 第 47-53 页.
working with this database-retrieving some reels, returning used reels, adding new ones. 使用这个数据库:检索一些胶卷,归还已用的胶卷,添加新的胶卷。
Although I pointed out that film editing in general can be compared to creating a trajectory through a database, this comparison in the case of Man with a Movie Camera constitutes the very method of the film. Iss subject is the filmmaker’s struggle to reveal (social) structure among the multitude of observed phenomena. Its project is a brave attempt at an empirical epistemology that has but one tool-perception. The goal is to decode the world purely through the surfaces wisible to the eye (natural sight enhanced, of course, by a movie camera). This is how the film’s coauthor Mikhail Kaufman describes it: 尽管我指出电影剪辑通常可以与通过数据库创建轨迹进行比较,但在《带电影摄影机的人》这部电影中,这种比较构成了电影的基本方法。其主题是电影制作者努力揭示观察到的现象中的(社会)结构。这个项目是一个勇敢的尝试,旨在通过一种只有一个工具——感知的经验认识论来探索。目标是仅通过肉眼可见的表面(当然是通过电影摄影机增强的自然视力)来解码世界。这就是电影的共同作者米哈伊尔·考夫曼对它的描述:
An ordinary person finds himself in some sort of enwironment, gets lost amidst the zillions of phenomena, and observes chese phenomena from a bad vantage point. He registers one phenomenon very well, registers a second and a third, but has no idea of where they may lead… Bur the man with a movie camesa is infused with the particular thought that he is actually seeing the world for other people. Do you winderstand? He joins chese phenomena with others, from elsewhere, which may not even have been filmed by him. Like a kind of scholar he is able to gather empirical observations in one place and then in anocher. And that is actually the way in which the world has come to be understood. ^(37){ }^{37} 一个普通人发现自己身处某种环境中,在无数现象中迷失,并从一个糟糕的角度观察这些现象。他很好地记录下一个现象,接着是第二个和第三个,但对它们可能带来的结果毫无头绪……然而,那个拿着摄像机的人却充满了这样的想法:他实际上是在为其他人看世界。你明白吗?他将这些现象与其他地方的现象结合起来,这些现象甚至可能不是他拍摄的。像学者一样,他能够在一个地方收集经验观察,然后在另一个地方再收集。这实际上就是我们理解世界的方式。
Therefore, in concrast to scandard film editing that consists of selection and ordering of previously shor material according to a preexistent script, here the process of relating shots to each other, ordering, and reordering them to discover the hidden order of the world conscitutes the film’s method. Man with a Movie Catmera traverses its database in a particular order to construct an argument. Records drawn from a darabase and arranged in a particular order become a picture of modern life-but simultaneously an argument about this life, an interpretation of what these images, which we encounter every day, every second, acrually mean. ^("38 "){ }^{\text {38 }} 因此,与标准电影剪辑通过选择和排序先前拍摄的材料来遵循预先存在的剧本不同,这里的过程是将镜头相互关联、排序和重新排序,以发现世界的隐藏秩序,这构成了电影的方法。《带着电影相机的人》以特定的顺序遍历其数据库,以构建论点。从数据库中提取并按特定顺序排列的记录,成为现代生活的图景——同时也是对这种生活的论证,是对我们每天、每秒钟所遇到的这些图像实际意义的解读。
Was this brave attempe successfull? The overall structure of the film is quite complex, and at first glance seems to have little to do with a database. 这个勇敢的尝试成功了吗?整部电影的结构相当复杂,乍一看似乎与数据库关系不大。
37. Mikhail Kaufrian, “Ma Interview,” October 11 (Winter 1979): 65. 37. 米哈伊尔·考夫里安,《我的采访》,1979 年冬季,10 月 11 日,第 65 页。
38. Ir can be said thas "Wertow uses “the Kuleshov’s effect”’ to give meaning to the database records by placing them in a particular order. 可以说“Wertow 利用‘库列肖夫效应’通过将数据库记录按特定顺序排列来赋予它们意义。”
Just as new media objects contain a hierarchy of levels (interfiace-content, operating system-application, Web page-HTML code, high-level programming language-assembly language-machine language), Wertov’s film contains at least three levels. One level is the story of a cameraman shooting material for the film. The second level consists of the shots of the audience watching the finished film in a mowie theater. The third lewel is the film itself, which consists of footage recorded in Moscow, Kiev, and Riga, arranged according to the progression of a single day: waking up-workleisure activities. If this third level is a text, the other cwo can be thought of as its metatexts. ^(39){ }^{39} Vertov goes back and forth berween the three levels, shifting between the text and its metatexts-berween the production of the film, its reception, and the film itself. But if we focus on the film within the film (i.e., the level of the text) and disregard the special effects used to creare many of the shots, we discover almost a linear printout, so to speak, of a database-a number of shots showing machines, followed by a number of shors showing work activities, followed by different shots of leisure, and so on. The paradigm is projected onto the synragm. The result is a banal, mechanical catalog of subjects that one could expect to find in the city of the 1920s-running trams, city beach, movie theaters, factories … . 就像新媒体对象具有层次结构(界面-内容,操作系统-应用程序,网页-HTML 代码,高级编程语言-汇编语言-机器语言),维尔托夫的电影至少包含三个层次。第一个层次是摄影师为电影拍摄素材的故事。第二个层次是观众在电影院观看完成的电影的镜头。第三个层次是电影本身,它由在莫斯科、基辅和里加录制的镜头组成,按照一天的进程排列:醒来-工作-休闲活动。如果将这个第三个层次视为一个文本,那么其他两个层次可以被看作是它的元文本。 维尔托夫在三个层次之间来回穿梭,切换于文本及其元文本之间——在电影的制作、观众的接受和电影本身之间。但如果我们专注于电影中的电影(即文本的层面),并忽略用于创造许多镜头的特效,我们几乎会发现一种线性的输出,可以说是一种数据库——一系列展示机器的镜头,接着是一系列展示工作活动的镜头,再接着是不同的休闲镜头,等等。这个范式投射到叙事上。结果是一个平庸、机械的主题目录,正如我们在 1920 年代的城市中所期待的那样——行驶的电车、城市海滩、电影院、工厂……。
Of course, watching Man with a Movie Cannera is anything but a banal experience. Even after the 1990s, when designers and video-makers systematically had exploited every avant-garde device, the original still looks striking. What makes its striking is not its subjects and the associations Vertov tries to establish between them to impose “che communist decoding of the world,” but rather the most amazing catalog of film techniques contained within it. Fades and superimpositions, freeze-frames, acceleration, split screens, various types of rhythm and intencutring, different montage terhniques ^(40){ }^{40}-what 当然,观看《带电影摄影机的人》绝对不是一种平凡的体验。即使在 1990 年代,设计师和视频制作者系统地利用各种先锋设备,这部作品依然显得格外引人注目。它之所以如此引人注目,不在于其主题或维尔托夫试图在它们之间建立的“共产主义解读世界”的关联,而在于其中包含的丰富多样的电影技巧。淡入淡出、叠加、定格画面、加速、分屏、各种节奏和切换,以及不同的剪辑技巧 ^(40){ }^{40} -这些都让人印象深刻。
39. Linguistics, semiorics, and philosophy use che concept of metalangurage. Mictalarguwage is che language used for the analysis of object language. Thus a metallanguage muy be thoughr of tha a laguage aboat another language. A nuetatext is a rext in metalanguage about a text in objece language. For instance, an article in a fashion magazine is a metatext abour the text of clothes. Or an HTMlL fle is a mecatext that describes the text of a Wiet page. 39. 语言学、符号学和哲学使用金属语言的概念。金属语言是用于分析对象语言的语言。因此,金属语言可以被视为一种关于另一种语言的语言。元文本是指用金属语言描述对象语言文本的文本。例如,时尚杂志中的一篇文章就是关于服装文本的元文本。或者,一个 HTML 文件则是描述网页文本的元文本。
40. Whe should remernber that warious temporal montage techniques were still a noveley in the 1920 s, they had the same sranus for wiewers then as “special effects” such as 3-D charructers thave for viewers today. The original wiewers eff Yertov’s film probably experienced it as wne long special-effects sequence. 40. 我们应该记住,1920 年代的各种时间蒙太奇技术仍然是新奇的,它们对观众的影响与今天的“特效”,如 3D 角色,对观众的影响是一样的。原始观众在观看耶尔托夫的电影时,可能会将其视为一段漫长的特效序列。
film scholar Annetre Michelson has called "a summation of the resources and techniques of the silent cinema"4it-and of coourse, a multitude of unusual, “constructivist” points of view are strung together with such density that the film cannot simply be labeled “avant-garde.” If a “inormal” avant-garde film still proposes at coherent language different from the language of mainstream cinema, that is, a small set of techniques that are repeated, Man with aa Moxie Camera never arrives at anything like a well-defined language. Rather, it proposes an untamed, and apparently endless, unwinding of techniques, or, to use contemporary language, “effects,” as cinemla’s new way of speaking. 电影学者安妮特·米歇尔森称这部作品为“无声电影资源和技术的总结”。当然,许多不寻常的“构成主义”视角以极其密集的方式交织在一起,使得这部电影无法简单地被归类为“先锋派”。如果“非传统”的先锋派电影仍然能够提出一种与主流电影不同的连贯语言,即一小组重复的技术,那么《拥有勇气的男人与莫克斯相机》则从未形成任何明确的语言。相反,它展现了一种不羁且似乎无尽的技术展开,或者用当代的说法,就是电影的新表达方式。
Traditionally, a personal artistic language or a style common to a group of cultural objects or a period requires a stability of paradigms and consistent expectations as to which elements of paradigmatic sets may appear in a given situation. For example, in the case of classic Hollywood style, a wiewer may expect that a new scene will begin with an establishing shor or that a particular lighting convention such as high key or low key will be used throughout the film. (David Bordwell defines a Hollywood style in terms of paradigms ranked in terms of probabilities. )^(42))^{42} 传统上,个人艺术语言或某一文化对象群体或时期的共同风格需要范式的稳定性,以及对特定情况下可能出现的范式元素的一致预期。例如,在经典好莱坞风格中,观众可能会期待新场景以建立镜头开始,或者在整部电影中使用特定的照明惯例,如高调或低调。(大卫·博德维尔根据概率对好莱坞风格进行定义。 )^(42))^{42}
The endless new possibilities prowided by computer software hold the promise of new cinernatic languages, but at the same time they prevent such languages from coming into being. (I am using the example of film, but the same logic applies to all other areas of computer-based visual culture.) Since every software comes with numerous sets of transitions, 2-D filters, 3-D transformations, and other effects and “plug-ins,” the artist, especially the beginner, is tempted to use many of them in the same work. In such a case, a paradigm becomes the syntagm; that is, rather than making singular choices from the sets of possible techniques, or, to use the term of Russian formalists, devices, and then repeating them throughout the work (for instance, using only cuts, or only cross-dissolves), the attist ends up using many options in the same work. Ultimately, a digital film becomes a list of different effects, which appear one after anocher. Whitney’s Catalog is the extreme expression of this logic. 计算机软件带来的无尽新可能性承诺了新的电影语言,但同时也阻碍了这些语言的诞生。(我以电影为例,但同样的逻辑适用于所有其他基于计算机的视觉文化领域。)由于每个软件都配备了多种过渡效果、二维滤镜、三维变换以及其他效果和“插件”,艺术家,尤其是初学者,常常会被诱惑在同一作品中使用许多这些效果。 在这种情况下,范式变成了句法;也就是说,与其从可能的技术集合中做出单一选择,或使用俄罗斯形式主义者所称的“设备”,然后在整个作品中重复这些选择(例如,仅使用剪切或仅使用交叉溶解),艺术家最终会在同一作品中使用多种选项。最终,数字电影变成了一系列不同的效果,一个接一个地呈现。惠特尼的目录是这种逻辑的极致体现。
41. Ibid. 55 . 41. 同上,第 55 页。
42. David Bardwell, “Classical Hollywood Film,” in Philip Rlosen, ed, Narrative, Apparatus, Idendogy: Fidla Thmeny Reader(New York: Columbia University Press, 1987). 42. 大卫·巴德威尔,《古典好莱坞电影》,收录于菲利普·罗森主编的《叙事、设备与意识形态:菲德拉·特曼尼读本》(纽约:哥伦比亚大学出版社,1987 年)。
The possibility of creacing a stable news language is also subverted by the constant introduction of newer eechniques ower time. Thus the new media paradigms not only contain many more options than old media paradigms, but they allso keep growing. And in a culture ruled by the logic of fastion, that is, the demand for constant innovation, artists tend to adopt newly available options while simultaneously dropping already familiar ones. Every year, ewery monch, new effects find their way into media works, displacing previously prominent ones and destabilizing any stable expectations that viewers might have begun to form. 创建一种稳定的新闻语言的可能性也受到新技术不断引入的影响。因此,新媒体范式不仅提供了比旧媒体范式更多的选择,而且还在不断发展。在一个由时尚逻辑主导的文化中,即对持续创新的需求,艺术家们往往会选择新出现的选项,同时放弃已经熟悉的选项。每年、每月,新的效果不断涌现,取代之前流行的效果,打破观众可能开始形成的稳定期望。
And this is why Vertov’s film has particular relewance to new media. It proves that it is possible to turn “effects” into a meaningful artistic language. Why is it that in Whitney’s computer films and music videos effects are just effects, whereas in the hands of Vertow they acquile meaning? Because in Vertov’s film they are motivated by a particular atgument, which is that the new techniques of obtaining innages and manipulating them, summed up by Vertov in his term “kino-eye,” can be used to decode the world. As the film progresses, straight footage gives way to manipulated footage; newer techniques appear one after another, reaching a rollet-coaster intensity by the film’s end-a true orgy of cinematography. It is as thought Vertov restages his discovery of the kino-eye for us, and along with him, we gradually realize the full range of possibilities offered by the camera. Vertov’s goal is to seduce us into his way of seeing and thinking, to make us share his excitement, as he discowers a new language for film. This gradual process of discovery is film’s main marrative, and it is told through a catalog of discoveries. Thus in the hands of Vertov, the database, this normally static and “objective” form, becomes dynamic and subjective. More important, Vertov is able to achieve something thar new media designers and artists still have to learn-how to merge database and narrative into a new form. 这就是维尔托夫的电影与新媒体特别相关的原因。它证明了将“效果”转化为有意义的艺术语言是可能的。为什么在惠特尼的电脑电影和音乐视频中,效果只是效果,而在维尔托夫手中却赋予了意义?因为在维尔托夫的电影中,这些效果是由一个特定的论点驱动的:获取图像和操控它们的新技术,维尔托夫称之为“电影之眼”,可以用来解读世界。随着电影的推进,原始镜头逐渐被处理过的镜头所取代;新的技术一个接一个地出现,直到电影结束时达到了过山车般的强度——一场真正的摄影盛宴。 维尔托夫似乎在为我们重新演绎他对电影之眼的发现,随着他的引导,我们逐渐意识到相机所能提供的各种可能性。维尔托夫的目标是让我们沉浸在他的视角和思维中,分享他发现电影新语言时的兴奋。这一逐步的发现过程构成了电影的主要叙事,通过一系列的发现来展现。因此,在维尔托夫的手中,数据库这种通常静态和“客观”的形式变得动态而主观。更重要的是,维尔托夫能够实现一些新的媒体设计师和艺术家仍需学习的东西——如何将数据库与叙事融合成一种新形式。
Navigable Space 可导航的空间
Doom and Myst 末日与神秘
Looking at the first decade of new media-the 1990s-one can point at a number of objects that exemplify new media"s poteatial to give rise to genuinely original and historically unprecedented aesthetic forms. Among them, two stand out. Both are computer games. Both were publisthed in the same year, 1993. Each became a phenomenon whose popularity has extended beyond the hard-core gaming community, spilling into sequels, books, TV films, fashion, and design. Togecher, they define the new field and its limits. These games are Doom (id Software, 1993) and Myst (Cyan, 1993). 回顾新媒体的第一个十年——1990 年代——我们可以指出一些物品,它们展示了新媒体在创造真正原创和历史上前所未有的美学形式方面的潜力。其中有两个特别突出,都是电脑游戏,并且它们在同一年,即 1993 年发布。每款游戏都成为了一种现象,其受欢迎程度超出了核心游戏社区,延伸到了续集、书籍、电视电影、时尚和设计。它们共同定义了这一新领域及其边界。这两款游戏是《毁灭战士》(id Software,1993)和《神秘岛》(Cyan,1993)。
In a number of ways, Doom and Myat are completely different. Doomy is fast paced; Myst is slow. In Doom the player runs through the corridors trying to complete each level as soon as possible, and then moves to the next one. In Myst, the player moves through the world literally one step at a time, unraveling the narrative along the way. Dom is populated with numerous demons lusking around every cormer, waiting to attack; Myst is completely empty. The world of Dwomy follows the convention of computer games: It consists of a few dozen levels. Although Myst also contains four separate worlds, each is more like a self-contained universe than a traditional computer game level. While in most games levels are quite similar to each other in structure and look, the porlds of Myst are distinctly different. 在许多方面,《毁灭战士》和《神秘岛》截然不同。《毁灭战士》节奏快速,而《神秘岛》则显得缓慢。在《毁灭战士》中,玩家在走廊中快速奔跑,尽快完成每一关,然后进入下一关。而在《神秘岛》中,玩家则是一步一步地探索这个世界,同时逐渐揭开故事的面纱。《毁灭战士》充满了潜伏在每个角落的恶魔,随时准备攻击;而《神秘岛》则显得空旷无物。《毁灭战士》的世界遵循计算机游戏的常规:由几十个关卡组成。尽管《神秘岛》也有四个独立的世界,但每个世界更像是一个自成体系的宇宙,而不是传统的游戏关卡。 虽然大多数游戏的关卡在结构和外观上都很相似,但《神秘岛》的世界却有着明显的不同。
Another difference lies in the aesthetics of navigation. In Doom’s world, defined by rectangular volumes, the player moves in straight lines, abruptly turning at right angles to enter a new corridor. In Myst, the navigarion is more free-form. The player, or more precisely, the visitor, slowly expliones the environment: She may look around for a while, go in circles, return to the same place over and over, as though performing an elaborate dance. 另一个区别在于导航的美学。在《毁灭战士》的世界中,玩家在矩形空间中沿直线移动,突然在直角处转弯进入新的走廊。而在《神秘岛》中,导航则更加自由。玩家,或者更准确地说,访客,慢慢探索环境:她可能会四处张望,绕圈子,反复回到同一个地方,就像在进行一场复杂的舞蹈。
Finally, the two objects exemplify two different types of cultural economy. With Doom, id software pioneered the new economy that critic of computet games J. C. Herz summarizes as follows: “It was an idea whose time had come. Release a free, stripped-down version through shareware channels, the Internet, and online services. Follow with a spruced-up, registered retail version of the software.” Fifteen million copies of the original Doom game were downloaded around the world. ^(43){ }^{43} By releasing detailed descriptions of game formats and a game editor, id software also encouraged the players to expand che game, creating new levels. Thus hacking and adding to the game became an essential part of the game, with new levels widely awailable on the Internet for anyone to download. Here was a mew cultural economy that transcended the usual relationship between producers and consumers or berween “strategies” and “tactics” (de Certeau): The producars define the basic struature of can object, and release a fewrecaumples as well as tools to allow consumners to build their oum versions, to be shared with other consumers. In contrast, the creators of Myst followed an older model of cultural economy. Thus Myst is more similar to a traditional artwork than to a piece of software-something to behold and adm mine rather than take apart and modify. To use the terms of che software industry, it is a closed, or proprietary, system, something that only the original creators cam modify. 最后,这两个对象展示了两种不同类型的文化经济。通过《毁灭战士》,id 软件开创了一种新的经济模式,计算机游戏评论家 J.C.赫兹总结道:“这是一个时机已到的想法。通过共享软件渠道、互联网和在线服务发布一个免费的简化版本,随后推出一个经过改进的注册零售版本。”全球下载了 1500 万份原版《毁灭战士》游戏。 ^(43){ }^{43} id 软件通过发布详细的游戏格式描述和游戏编辑器,鼓励玩家扩展游戏,创建新关卡。因此,破解和添加游戏内容成为游戏的重要组成部分,新的关卡在互联网上广泛可用,任何人都可以下载。 这里出现了一种新的文化经济,超越了生产者与消费者之间的传统关系,或者说“策略”与“战术”之间的关系(德塞图):生产者定义了一个对象的基本结构,并提供了一些示例和工具,让消费者能够构建自己的版本,并与其他消费者分享。相比之下,《神秘岛》的创作者遵循了一种较为传统的文化经济模式。因此,《神秘岛》更像是一件传统艺术品,而非一件软件——它是值得欣赏和赞美的,而不是拆解和修改的。用软件行业的术语来说,它是一个封闭的或专有的系统,只有原始创作者能够进行修改。
Despite all these differences in cosmogony, gameplay, and underlying economic model, the two games are similar in one key tespect. Both are spatial journeys. Navigation though 3-D space is an essential, if nor the key, component of the gameplay. Doom and Myst present the user with a space to be traversed, to be mapped out by mowing through it. Both begin by dropping the player somewhere in this space. Before reaching the end of the game narrative, the player must visit most of it, uncowering its geomerry and topology, learning its logic and its secrets. In Doom and Myst-and in a great many other computer games-narrative and time itself are equated with movement through 3-D space, progression through rooms, levels, or words. In contrast to modern literature, theater, and cinema, which are built around psychological tensions berween characters and movement in psychological 尽管在宇宙起源、游戏玩法和基础经济模型上存在诸多差异,但这两款游戏在一个关键方面是相似的:它们都是空间旅程。导航三维空间是游戏玩法的重要组成部分,甚至可以说是核心要素。《毁灭战士》和《神秘岛》为玩家提供了一个需要探索的空间,玩家通过移动来绘制地图。游戏开始时,玩家会被放置在这个空间的某个位置。在游戏叙事结束之前,玩家必须探索大部分区域,揭示其几何形状和拓扑结构,学习其逻辑和秘密。在《毁灭战士》、《神秘岛》以及许多其他电脑游戏中,叙事和时间本身都与在三维空间中的移动、通过房间、关卡或单词的进展密切相关。与现代文学、戏剧和电影相比,这些作品更注重角色之间的心理冲突和心理活动
43. J. C. Herra, Joystich Nation, 90,8490,84. 43. J. C. Herra,《乔伊斯蒂奇国家》, 90,8490,84 .
space, these computer games retura us to ancient forms of narrative in which the plot is driven by the spatial movement of the main hero, traveling thirough distanc lands to save the princess, to find the treasure, to defear the dragon, and so on. As J. C. Herz writes about the experience of playing the classic text-based adventure game Zork, "You gradually unlocked a world in which the story took place, and the receding edge of this world carried you through to the stary’s conclusion. ^(""e4 "){ }^{\text {"e4 }} Stripping away the representation of inner life, psychology, and other modernist nineteenth-century inventions, these are the narratives in the original ancienr Greek sense, for, as Michel de Certeau reminds us, "in Greek, narration is called “diagesis”: it establishes an itinerary (it "guides’) and it passes through (it “transgresses.’)” 4 空间,这些电脑游戏让我们回到了古老的叙事形式,在这些形式中,情节是由主角的空间移动所驱动的,穿越遥远的土地去拯救公主、寻找宝藏、打败龙等等。正如 J.C.赫兹在谈论经典文本冒险游戏《佐克》的体验时所说:“你逐渐解锁了一个故事发生的世界,而这个世界的边缘逐渐消退,带你走向故事的结局。” 摒弃内心生活、心理学以及其他现代主义的十九世纪发明,这些叙事是原始古希腊意义上的叙述。正如米歇尔·德·塞尔托所提醒的,“在希腊语中,叙述被称为‘diagesis’:它建立了一条路线(即‘引导’),并且它穿越(即‘超越’)。’)” 4
In the introduction to this chapter, I invoked the opposition between narration and description in nartatology. As noted by Mieke Bal, the standard theoretical premise of narratology is that "descriptions interrupt the lime of fabula. ^(246){ }^{246} For me, this opposition, in which description is defined negatively as absence of nartation, has always been problematic. It automatically privileges certain types of narrative (ruyths, fairy tales, detective stories, classical Hollywood cinema), while making it difficult to think about other forms in which the actions of characters do not dominate the nartative (ffor instance, films by Andrey Tarkowskiy, or Hirokazu Kore-eda, the director of Maborasit and Af^(2)A f^{2} er Life), ^(47){ }^{47} Games struccured around first-person navigation through space furcher challenge the narration-description opposition. 在本章的引言中,我提到了叙述与描述之间的对立,特别是在叙事学中。正如米克·巴尔所指出的,叙事学的标准理论前提是“描述会打断故事的时间”。对我而言,这种对立,即将描述消极地定义为叙述的缺失,一直是个问题。 它自动优先考虑某些类型的叙事(如神话、童话、侦探故事和经典好莱坞电影),同时使得思考其他形式变得困难,这些形式中角色的行为并不主导叙事(例如,安德烈·塔尔科夫斯基的电影或是《小偷家族》的导演),而围绕第一人称在空间中导航的游戏则进一步挑战了叙事与描述之间的对立。
44. bbid., 150 .
45. Michel de Certeau, The Pramtice of Everyday Lific, trans. Stewen Rendall (Berkeliey: Unuiwer siry of California Press, 1984, 129. 45. 米歇尔·德·塞尔托,《日常生活的实践》,斯图尔特·伦达尔译(伯克利:加利福尼亚大学出版社,1984 年,第 129 页)。
enents that ace causcel or mperienced by acroms is? 事件是由什么原因造成的或经历的?
47. In Understandimge Caxurio, Sicont McLoud nones how, in conarnast to Western comics, Japanese comics spend mowch mare time on “descripriom” nor wimertly motiwated by the natratise dewellopmeat. The same opposition holds berkneen rthe language of classical Hollywood cinema and many films from the “eastr”, such as the works of Tarkowsky and Kore-eda. Alchoughi I recagnize the danger of sucth a generalization, it is tempting to confect the natration-description opposition to a much langer qpposition between craditionally Western and Eastern ways of existence and phillosquphies-the drive of the Westem subject to know and conquer the world cousside versus the Eluddhist emphasis on mediration and stasis. Sootr McLoud, Undertanding Camaic: The Invishble Ant (Harper Pereanial, 1994). 在《理解漫画》中,西康特·麦克劳德指出,与西方漫画相比,日本漫画在“描述”上花费了更多的时间,而不是直接受到叙事发展的驱动。同样的对立也存在于经典好莱坞电影的语言与许多来自“东方”的电影之间,例如塔可夫斯基和是枝裕和的作品。尽管我意识到这种概括的危险,但将叙事与描述的对立与传统西方和东方的存在方式及哲学之间的更大对立联系起来是很有吸引力的——西方主体对知识和征服世界的追求与佛教强调的冥想和静止之间的对比。麦克劳德,《理解漫画:隐形的蚂蚁》(哈珀·佩伦尼尔,1994 年)。
Instead of nartration and description, we may be better off thinking abour games in terms of narrative cactions and exploration. Rather than being narrated to the player herself has to perform actions to move narrarive forwardtalking to orher characters she encounters in the game world, picking up objects, fighting enemies, and so on. If the player does nothing, the narrative stops. From this perspective, movement through the game world is one of the main narrative actions. But this movement also serves the self-sufficient goal of exploration. Exploring the game world, examining its details and enjoying its images, is as important for the success of games such as Myst and its followers as progressing through the narrative. Thus, while from one point of view, game narratives can be aligned with ancient nartatives that are also structured around movement through space, from another perspective they are exact opposites. Movement through space aflows the player to progress through the narrative, but it is also valuable in itself. It is a way for the player to explore the environment. 与其进行叙述和描述,我们不如将游戏视为叙事行为和探索的方式。玩家不仅仅是被叙述,而是需要通过与游戏世界中遇到的其他角色交谈、捡起物品、打击敌人等行动来推动叙事的发展。如果玩家什么都不做,叙事就会停止。从这个角度来看,穿越游戏世界的移动是主要的叙事行为之一。但这种移动同样也服务于探索的目标。探索游戏世界、观察其细节并欣赏其画面,对于像《神秘岛》及其后续作品的成功,与推动叙事同样重要。 因此,从某种角度来看,游戏叙事可以与古代围绕空间移动的叙事相一致,但从另一个角度来看,它们则完全相反。空间的移动使玩家能够在叙事中前进,但它本身也具有价值。这是玩家探索环境的一种方式。
Narratology’s analysis of descriprion can be a useful start in thinking about exploration of space in computer games and other new media objects. Bal states that descriptive passages in fiction are motiwated by speaking, looking, and acting. Mocivation by looking works as follows: “A character sees an object. The description is che reproduction of what it sees.” Mativation by acting means that "the actor carries out an action with an object. The description is then made fully marrative. The example of chis is the scene in Zola’s La Bête in which Jacques polishes [strokes] every individual component of his beloved locomotive. ^(""Asis "){ }^{\text {"Asis }} 叙事学对描述的分析可以作为思考计算机游戏和其他新媒体对象中空间探索的有用起点。巴尔指出,小说中的描述性段落是由说话、观察和行动所驱动的。观察驱动的方式如下:“一个角色看到一个物体,描述就是它所看到的再现。”而行动驱动则意味着“演员与物体进行某种动作,描述因此变得完全叙事化。”一个例子是左拉的《野兽》中,雅克抛光他心爱的机车的每一个组成部分的场景。
In contrast to the modern novel, action-oriented games do not have that much dialog, but looking and actiing are indeed the key activities performed by a player. And if in modern fiction looking and acting are usually separace activities, in games they more often than not occur together. As the player comes across a door leading to anocher level, a new passage, ammunition for his machine gun, an enemy, or a “health potion,”, he immediately acts on these objects-opens a door, picks up ammunition or “lhealth potion,” fires at the enemy. Thus narrative action and exploration are closely linked togerher. 与现代小说相比,动作导向的游戏对话较少,但观察和行动确实是玩家的关键活动。在现代小说中,观察和行动通常是分开的,而在游戏中,它们往往是同时发生的。当玩家遇到一扇通往新关卡的门、一个新通道、机枪弹药、敌人或“治疗药水”时,他会立即采取行动——打开门、捡起弹药或“治疗药水”,向敌人开火。因此,叙事行动与探索紧密相连。
The centrall role of navigation through space, both as a tool of narration and of exploration, is acknowledged by the games’ designers themselves. 游戏设计师们承认,导航在空间中的核心作用,既是叙事工具,也是探索工具。
48. Bal, Nartarodogy: 130-132130-132 48. 巴尔,纳尔塔罗多吉: 130-132130-132
According to Robyn Miller, one of the two codesigners of Myst, "We are creating environments to just wander around inside of. People have been calling it a game for lack of anything better , and we’ve called it a game at times. But that’s not what it really is; ir’s a world. ^(""ds "){ }^{\text {"ds }} Richard Gartiott, designer of the classic RPG Ultima series, contrasts game design and fiction writing: "A lot of them [fiction writers] develop their individual characters in detail, and they say what is their problem in the beginning, and what they are going to grow to learn in the end. Thar’s not the method l’ve used . . . I have the world. I have the message. And then the characters are there to support the world and the message."so 根据罗宾·米勒(Robyn Miller),《神秘岛》(Myst)的两位共同设计者之一,“我们正在创造一个环境,让人们可以在其中自由探索。人们因为找不到更合适的词而称之为游戏,我们有时也会这样称呼。但这并不是它的真实本质;它是一个世界。 ^(""ds "){ }^{\text {"ds }} 理查德·加尔蒂奥特(Richard Gartiott),经典角色扮演游戏《乌尔蒂玛》(Ultima)系列的设计师,将游戏设计与小说创作进行了对比:“许多小说作家会详细发展他们的角色,开头会说明角色面临的问题,以及他们最终会学到的东西。这并不是我所采用的方法……我有这个世界。我有这个信息。角色的存在是为了支持这个世界和这个信息。”
Structuring the game as a navigation through space is common to games across all genres. This includes adventure games (for instance, Zork, 7th7 t \mathrm{~h} Level, The Journegman Project, Tomb Raider, Myst); strategy games (Command and Conquer); role-playing games (Diabla, Final Fantasy); fying, driving, and other simulators (Microsoft Flight Simulator); action games (Hexen, Mario); and, of course, first-person shooters following in Down’s steps (Quake, Unreal). These genres obey different conventions. In adventure games, the user explores a universe, gaachering resources. In strategy games, the user engages in allocating and moving resources and in risk management. In RPGs (roleplaying games), the user builds a character and acquires skills; the narratiwe is one of self-improvement. The genre conventions by themselves do not make it necessary for these games to employ a navigable space interface. The fact that they all consistently do, therefore, suggests to me that nawigable space represents a larger cultural form. In other words, it is something that transcends computer games and in facr, as we will see later, computer culture as well. Just like a database, navigable space is a form that existed before computers, even if the computer becomes its perfect medium. 将游戏结构化为在空间中的导航是所有类型游戏的共同特点。这包括冒险游戏(例如,Zork, 7th7 t \mathrm{~h} Level,Journeyman Project,古墓丽影,神秘岛);策略游戏(命令与征服);角色扮演游戏(暗黑破坏神,最终幻想);飞行、驾驶及其他模拟器(微软飞行模拟器);动作游戏(赫克森,马里奥);当然,还有遵循唐的步伐的第一人称射击游戏(雷神之锤,虚幻)。这些类型遵循不同的规则。在冒险游戏中,用户探索一个宇宙并收集资源;在策略游戏中,用户参与资源的分配、移动和风险管理;在角色扮演游戏中,用户构建角色并获得技能,叙事则是自我提升的过程。 这些游戏的类型规范本身并不要求它们必须使用可导航的空间界面。因此,它们都一致地采用这种方式,这让我认为可导航空间代表了一种更广泛的文化形式。换句话说,这种形式超越了电脑游戏,实际上,正如我们稍后将看到的,它也超越了电脑文化。就像数据库一样,可导航空间是一种在电脑出现之前就存在的形式,即使电脑成为了它的最佳媒介。
Indeed, the use of arigable space is common to all areas of new media. During the 1980 s, numerous 3-D3-\mathrm{D} computer animations were organized around a single, uninterrupted camera move through a complex and extensive set. In a typical animation, a camera would fly over mountain terrain, or move through a series of corms, or maneuwer past geometric shapes. In con- 确实,可用空间的使用在所有新媒体领域中都很常见。在 1980 年代,许多计算机动画围绕着一个单一、连续的镜头移动,在一个复杂而广阔的场景中进行。在典型的动画中,摄像机会飞越山地,穿过一片片玉米田,或在几何形状之间穿行。
49. McGoman and McCullaugh, Entertainmment in the Gyer Zonte, 120. 49. 麦戈曼与麦卡拉赫,《盖尔佐特的娱乐》,第 120 页。
50. Quoted in J. C. Herca, Jopstiak Niation 155-156155-156. trast to both anucient myths and computer games, this journey had no goal, no purpose. In short, there was no narratiwe. Here was the ultimate “road movie,” where navigation through space was sufficient in itself. 50. 引用自 J. C. Herca, Jopstiak Niation 155-156155-156 。与古代神话和电子游戏相比,这段旅程没有目标和目的。简而言之,没有叙事。这里就是终极的“公路电影”,在空间中的导航本身就足够了。
In the 19905 , these 3-D fy-throughs have come to constitute the new gente of postcomputer cinema and location-based entertainment-the motion simulator. ^(51){ }^{51} By using first-person point of wiew and by synchronizing the mowement of the platform housing the audience with the movement of a virtual camera, motion simulators recreate the experience of traveling in a wehicle. Thinking about the historical precedents of a motion simulator, we begin to uncover some places where the form of navigable space has already manifested itself. They include Hale’s Tours and Scener of whe World, a popular film-based attraction that debuted at the St. Louis Fair in 1904; rollercoaster rides; fligh, vehicle, and military simulators, which have used a mowing base since the early 1930 s; and the fy-through sequences in 2001: A Spare Odysry (Kubrick, 1968) and Star Wars (Lucis, 1977). Among these, A Space Odyscy plays a particularly important role; Douglas Trumbull, who since the late 1980 s has produced some of the best-known motion-simulator attractions and was the key person behind the rise of the motion-simulator phenomenon, began his career by creating ride sequences for this film. 在 1990 年代,这些 3D 飞行体验已经成为后计算机电影和基于位置娱乐的新形式——运动模拟器。通过采用第一人称视角,并将观众所在平台的运动与虚拟摄像机的运动同步,运动模拟器重现了在车辆中旅行的体验。回顾运动模拟器的历史先例,我们开始发现一些可导航空间形式已经出现的地方。其中包括海尔的旅行和世界的场景,这是一个受欢迎的电影主题景点,首次在圣地亮相。 路易斯·费尔在 1904 年;过山车游乐设施;飞行、车辆和军事模拟器自 1930 年代早期以来一直使用割草机基础;以及《2001 太空漫游》(库布里克,1968 年)和《星球大战》(卢卡斯,1977 年)中的飞行序列。在这些作品中,《太空漫游》扮演了特别重要的角色;道格拉斯·特伦布尔自 1980 年代末以来制作了一些最著名的运动模拟器景点,并且是运动模拟现象崛起的关键人物,他的职业生涯始于为这部电影创作游乐设施序列。
Along with providing a key foundation for new media aestherics, navigable space has also become a new tool of labor. It is now a common way to visualize and work with any data. From scientific visualization to walkthroughs of architectural designs, from models of a stock marker performance to statistical datasets, the 3-D wirtual space combined with a camera model is the accepted way to visualize all information. It is as accepted in computer culture as charts and graphs were in a print culture. ^(5z){ }^{5 z} 除了为新媒体美学提供重要基础外,可导航空间也成为了一种新的工作工具。如今,它已成为可视化和处理各种数据的常见方式。从科学可视化到建筑设计的演示,从股票市场表现模型到统计数据集,结合相机模型的 3D 虚拟空间已成为可视化所有信息的公认方式。在计算机文化中,它的接受程度与图表和图形在印刷文化中的地位相当。 ^(5z){ }^{5 z}
Since nawigable space can be used to represent borh physical spaces and abstract information spaces, it is only logical that it has also emerged as an important paradigm in human-computer interfaces. Indeed, on one lewel, HCI can be 由于可导航空间可以表示物理空间和抽象信息空间,因此它作为人机界面中的一个重要范式的出现是合乎逻辑的。实际上,在某种程度上,人机交互可以是
seen as a particular case of data visualization, the data being computer files rather than molecules, anchitectural models, or stock market figures. Examples of 3-D navigable space interfaces are the Information Visualizer (Xerox Parc), which replaces a flar desktop with 3-D rooms and planes rendered in perspective, ^(-33){ }^{-33} T_Vision (ART+COM), which uses a navigable 3-D representation of the earth as its interface, ^(34){ }^{34} and The Information Landscape (Silicon Graphics), in which che user flies over a plane populated by data objects."s 被视为数据可视化的一个特定案例,这里的数据是计算机文件,而不是分子、建筑模型或股票市场数据。可导航的 3D 空间界面示例包括信息可视化器(Xerox Parc),它用 3D 房间和透视平面替代了传统的平面桌面;T_Vision(ART+COM),它使用可导航的 3D 地球表示作为界面;以及信息景观(硅谷图形),用户可以在一个由数据对象构成的平面上飞行。
The original (i.e., the 1980s) vision of cyberspace called for a 3-D space of information to be traversed by a human user or, to use the term of William Gibson, a "data cowboy."s6 Even before Gibson’s fictional descriptions of cyberspace were published, cyberspace was visualized in the film Tron (Disney, 1982). Although Tron takes place inside a single computer rather than a network, its vision of users zapping through immaterial space defined by lines of light is remarkably similar to the one articulated by Gibson in his novels. In an article that appeared in the 1991 anthology Cyherspace: First Steps, Marcos\cos Novak still defined cyberspace as “a completely spatialized wisualization of all information in global information processing systems.” ^("" "){ }^{\text {" }} In the first part of the 1990 s, this wision has survived among the original designers of VRML. In designing the llanguage, they aimed to "create a unified conceptualization of space spanning the entire Internet, a spatial equivalent of WWW. ^("ss "){ }^{\text {ss }} They saw WRML as a natural stage in the evolution of the Ner from an abstract data network toward a “‘perceptualized’ Internet where the data has been sensualized,” "that is, represented in three dimensions. ^(59){ }^{59} 原始的(即 1980 年代)网络空间愿景描绘了一个三维的信息空间,供人类用户穿越,或者用威廉·吉布森的说法,是一个“数据牛仔”。在吉布森的虚构描述发表之前,网络空间已经在电影《创:战纪》(迪士尼,1982 年)中被展现。尽管《创:战纪》发生在一台单一的计算机内部,而非网络中,但其用户在由光线构成的无形空间中穿梭的画面与吉布森在小说中所描绘的非常相似。在 1991 年出版的选集《网络空间:第一步》中,马尔·诺瓦克仍然将网络空间定义为“全球信息处理系统中所有信息的完全空间化可视化”。“ ^("" "){ }^{\text {" }} 在 1990 年代初期,这一愿景在 VRML 的原始设计者中得以延续。在设计语言时,他们的目标是“创建一个跨越整个互联网的统一空间概念,类似于 WWW 的空间等价物。 ^("ss "){ }^{\text {ss }} 他们认为 WRML 是网络从抽象数据网络向‘感知化’互联网演变的自然阶段,在这个阶段,数据被感性化,也就是说,以三维形式呈现。” ^(59){ }^{59}
53. Stuart Card, George Robertson, and Jock Mackingly, The Information Vissualizer, an 53. 斯图尔特·卡德、乔治·罗伯逊和乔克·麦金利,《信息可视化器》,一个
(New York: ACM, 1991), 181-186; awailable onaline at hatp; 3//3 /www.acm.org/pubs/anticles! proceedingsichi/1108844/p181-card/p181-card.pdf. (纽约:ACM,1991),181-186;可在线访问,网址: 3//3 / www.acm.org/pubs/articles! proceedings/1108844/p181-card/p181-card.pdf。
54. hatp://wwwemantcom.de/projects/t_visiond.
55. htrp://wwwwaccm.org/sigchǐchi95/proceedingsj/panels/km_bdy.htrm.
56. Willam Gibson, Neuromanner (New York: Ace Books, 1984). 56. 威廉·吉布森,《神经漫游者》(纽约:艾斯出版社,1984 年)。
57. Marcos Novak, “Liquid Architecture in Cyberspace,” in Michael Benedikt, ed, , Cybesppare: Fints Stpps(Cambridge, Mass.: MIT Press, 1991), 225-254. 57. 马科斯·诺瓦克,《网络空间中的液态建筑》,收录于迈克尔·贝内迪克特主编的《网络空间:虚拟步骤》(剑桥,马萨诸塞州:麻省理工学院出版社,1991 年),第 225-254 页。
58. Mark Pesce, Peter Kennard, and Anthony Parisi, “Cyberspace,” 1994, hitcp://www.hyperreal.orgi impesce/www.html. 58. Mark Pesce、Peter Kennard 和 Anthony Parisi,"网络空间",1994 年,hitcp://www.hyperreal.orgi/impesce/www.html。
59. Bhid.
The termi cylarsplace is derived from another term-cybernetics. In his 1947 book Cybervetics, mathematician Norbert Wiener defined it as “the science of control and communications in the animal and machine.” Wiener conceived of cybernetics during World War II when he was working on problems concerning gunfire control and automatic missile guidance. He derived the term cybernetics from the ancient Greek word kybernesieas, which refers to the art of the steersman and can be cranslated as “good ar steering.” Thus the idea of navigable space lies at the very origins of the computer era. The steersman navigating the ship and the missile traversing space on its way to a target have given rise to a whole number of new figures-the heroes of William Gibson, “data cowboys” moving through the vast terrains of cyberspace; “drivers” of motion simulators; computer users navigaring through sciencific data sets and computet data structures, molecules and genes, chie earth’s atmosphere and the human body; and last but not least, players of Doom, Mysts, and their endless imitations. 术语“控制论”源自另一个词“控制论”。在他 1947 年的著作《控制论》中,数学家诺伯特·维纳将其定义为“动物与机器中的控制与通信科学”。维纳在第二次世界大战期间构思了控制论,当时他正在研究炮火控制和自动导弹制导的问题。他将“控制论”一词源自古希腊语“kybernesieas”,意指舵手的艺术,可以翻译为“良好的操控”。因此,可导航空间的概念正是计算机时代的根源。 船的舵手在航行,导弹在太空中飞向目标,这些都催生了一系列新的人物——威廉·吉布森笔下的英雄,“数据牛仔”在广袤的网络空间中穿行;运动模拟器的“驾驶员”;计算机用户在科学数据集、计算数据结构、分子、基因、地球大气层和人体中导航;最后但同样重要的是,《毁灭战士》、《神秘》和它们无尽模仿者的玩家。
From one point of view, navigable space can legitimately be seen as a particular kind of an interface to a database, and thus something that does not deserve special focus. I would like, however, to think of it also as a cultural form in its own right, not only because of its prominence across the new media landscape and, as we will later see, its persistence in new media history, but also because, more than a database, it is a new form that may be unique to new media. Of course, both the organization of space and its use to represent or visualize something ellse have always been a fundamental part of human culture. Architecture and ancient mnemonics, city planning and diagramming, geometry and topology, are just some of the disciples and techniques that were developed to harness space’s symbolic and economic capital. ^(60){ }^{60} Spatial constructions in new media draw on all these existing traditions-but they are also fundamentally different in one key respect. For the first time, space beramtes a media type. Just as outher media types-audio, video, stills, and text-it can now be instantly transmitted, stored, and retrieved; compressed, reformatted, streamed, filtered, com- 从某种角度来看,可导航空间可以被视为数据库的一种特定接口,因此不需要特别关注。然而,我希望将其视为一种独特的文化形式,这不仅是因为它在新媒体领域的显著地位,以及我们稍后将看到的它在新媒体历史中的持久性,还因为它比数据库更具独特性,可能是新媒体特有的一种新形式。当然,空间的组织及其用于表示或可视化其他事物的方式,一直是人类文化的基本组成部分。 建筑与古代记忆法、城市规划与图示、几何与拓扑等,都是为了利用空间的象征和经济资本而发展的一些学科和技术。 ^(60){ }^{60} 新媒体中的空间构造借鉴了这些传统,但在一个关键方面却有根本的不同:空间首次成为了一种媒体类型。就像其他媒体类型——音频、视频、静态图像和文本——一样,它现在可以被即时传输、存储和检索;可以压缩、重新格式化、流式传输、过滤和组合
60. Michael Benedikt explores the relevance of some of these disciplines to che concept of Cy berspace in the introduccion to his groundbreaking anthology Cylerpacee: First Slepts, which remains one of the best books on the topic of cc cy berspace. 60. 迈克尔·贝内迪克特在其开创性选集《网络空间:第一步》的引言中探讨了这些学科与网络空间概念的相关性,这本书至今仍是关于 cc 网络空间主题的最佳著作之一。
puted, programmed, and interacted with. In other words, all operations that are possible with media as a result of its conversion to computer data can also now apply to representations of 3-D space. 被处理、编程和交互。换句话说,所有因媒体转换为计算机数据而可能进行的操作,现在也可以应用于三维空间的表现。
Recent cultural theory has paid increasing attention to the category of space. Examples are Henri Lefebwre’s work on the politics and anthropalogy of everyday space, Michel Foucault’s analysis of the Panoptioon"s topology as a model of modern subjectivity, the writings of Fredric Jameson and David Harvey on the postmodern space of global capitalism, and Edward Soja’s work on political geography. ^(61){ }^{61} At the same time, new media theoreticians and practitioners have come forward with many formulations of how cyberspace should be structured and how computer-based spatial representations might be used in new ways. ^(62){ }^{62} What has received lirtle attention, however, both in cultural theory and in new media theory, is the particular category of navigution through space. And yet, this category characterizes new media as it actually exists; in other words, new media spaces are always spaces of navigation. At the same time, as we will see later in this section, this category also firs a number of developments in other cultural fields such as anthropology and architecture. 最近的文化理论越来越关注空间这一概念。例如,亨利·列费伏尔研究日常空间的政治与人类学,米歇尔·福柯分析全景监狱的拓扑结构作为现代主体性的模型,弗雷德里克·詹姆逊和大卫·哈维探讨全球资本主义的后现代空间,以及爱德华·索贾的政治地理学研究。 ^(61){ }^{61} 同时,新媒体理论家和从业者提出了许多关于网络空间的构建方式以及计算机基础的空间表现如何以新方式使用的观点。 ^(62){ }^{62} 然而,在文化理论和新媒体理论中,导航空间这一特定类别却很少受到关注。 然而,这一类别将新媒体定义为其实际存在的状态;换句话说,新媒体空间始终是导航的空间。同时,正如我们将在本节后面看到的,这一类别也适用于人类学和建筑等其他文化领域的一些发展。
To summarize, along with a database, navigable space is another key form of new media. It is already an accepted way of interacting with any kind of data, a familiar interface in computer games and motion simulators, and a possible form for nearly any computing practice. Why does computer culture spatialize all representations and experiences (the library is replaced by cyberspace; narrative is equated with traveling through space; all kinds of data are rendered in three dimensions through computer visualization)? Shall we try to oppose chis spatialization (i.e., what about time in new 总的来说,除了数据库,导航空间是新媒体的另一种重要形式。它已经成为与各种数据交互的常用方式,是计算机游戏和运动模拟器中熟悉的界面,也是几乎所有计算实践的一种可能形式。为什么计算机文化会将所有表现和体验空间化(图书馆被网络空间取代;叙事与穿越空间相等;各种数据通过计算机可视化呈现为三维)?我们是否应该尝试反对这种空间化(那么在新媒体中,时间又该如何处理呢)?
61. Henri Lefebvre, The Production of Space (Oxford: Blackwell, 1991); Michel Fourcault, Discipline and Puxisb: The Birth of fhe Privan (New York: Pantheon Books, 1977); Fredric Jameson, The Geepolitical Aertheric Cinema and Space in tbe World Sysent (Bloomingten: Indiana Universiry Press, 1992); Dayid Harvey, The Condition of Possmadernity (Oxford: Blackwell, 1989); Edward Soja, Postrnodem Geegstapbies: The Reassertion of Space in Critioal Social Theary LLondon: Verso, 1989). 61. 亨利·列斐伏尔,《空间的生产》(牛津:布莱克威尔,1991 年);米歇尔·福柯,《纪律与惩罚:私人的诞生》(纽约:潘 thon 书籍,1977 年);弗雷德里克·詹姆逊,《地缘政治的电影与世界体系中的空间》(布 loomington:印第安纳大学出版社,1992 年);大卫·哈维,《后现代性的状态》(牛津:布莱克威尔,1989 年);爱德华·索贾,《后现代地理学:在批判社会理论中重新确认空间》(伦敦:维索,1989 年)。
62. See, for insrance, Benedikt, Cyberpacec Firast Sreper and the articles of Marcos Novak (hatp: ///// / wwwwaud. ucla.edwifmarcos). media?) And, finally, what are the aesthetics of navigation chrough vircual space? 62. 例如,参见 Benedikt 的《网络空间的第一步》和 Marcos Novak 的文章(网址: ///// / wwwwaud.ucla.edwifmarcos)。媒体?最后,虚拟空间的导航美学是什么?
Computer Space 电脑空间
The very first coin-op arcade game was called Computer Space. The game simulated a dogfight between a spaceship and a flying saucer. Released in 1971, it was a remake of the first computer game, Spacewar, programmed on PDP1 at MIT in 1962.^(63)1962 .{ }^{63} Both of these legendary games included the word space in their titles; and appropriately, space was one of the main characters in each of them. In the original Spacewar, the players navigated two spaceships around the screen while shooting torpedoes ar one another. The player also had to be careful in maneuvering the ships to make sure they would not get too close to the star in the center of the screen that pulled them toward in. Thus along with the spaceships, the player had to interact with space itself. And alchough, in contrast to such films as 2001, Star Wars, and Tron, the space of Spacewara and Compitter Space was not navigable-one could not move through it-the simulation of gravity made it a truly active presence. Just as the player had to engage with the spaceships, he also had to engage with space itself. 第一款投币式街机游戏叫做《计算机空间》。这个游戏模拟了一场宇宙飞船与飞碟之间的空战。它于 1971 年发布,是第一款计算机游戏《太空战争》的重制版,该游戏是在麻省理工学院的 PDP1 上编程的。这两款传奇游戏的标题中都包含“空间”这个词,而空间恰好也是它们的主要角色之一。在原版《太空战争》中,玩家需要在屏幕上操控两艘宇宙飞船,并向对方发射鱼雷。玩家还必须小心操控飞船,以确保它们不会靠得太近屏幕中央的星星,因为星星会将它们吸引过去。因此,除了操控宇宙飞船,玩家还需要与空间本身进行互动。 尽管与《2001 太空漫游》、《星球大战》和《创:战纪》等电影相比,《太空战争》和《计算机空间》的空间是不可导航的——人们无法在其中移动——重力的模拟使其成为一种真正的主动存在。正如玩家需要与宇宙飞船互动一样,他也必须与空间本身进行互动。
This active treatment of space is the exception rather than the rule in new media. Although new media objects favor the use of space for representations of all kinds, virtual spaces are most often not true spaces but collections of separate objects. Or, to put this in a slogan: There is no space in cyberspace. 在新媒体中,这种对空间的积极利用是例外而非常态。尽管新媒体对象倾向于使用空间来表现各种形式,但虚拟空间通常并不是真正的空间,而是独立对象的集合。换句话说,网络空间中并不存在真正的空间。
To explore this thesis further, we can borrow categories deweloped by art historians early in this century. Alois Riegl, Heinrich Wölfflin, and Erwin Panofsky, the founders of modern art history, defined their field as the history of the representation of space. Working within the paradigm of cyclic cultural development, they related the representation of space in art to the spirit of entire epochs, civilizations, and races. In his 1901 Die Spätrömische Kuntaindustrie (The late-Roman art industry), Riegl characterized mankind’s cultural development as the oscillation between two ways of understanding space, which he called “haptic” and “optic.” Haptic perception isolates the object in the field as a discrete entity, whereas optic petception unifies 为了更深入地探讨这一论题,我们可以借用本世纪初艺术史学家们所提出的分类。阿洛伊斯·里格尔、海因里希·维尔夫林和埃尔温·帕诺夫斯基是现代艺术史的奠基人,他们将自己的研究领域定义为空间表现的历史。在循环文化发展的范式下,他们将艺术中空间的表现与整个时代、文明和种族的精神相联系。在他 1901 年的著作《晚罗马艺术工业》中,里格尔将人类的文化发展描述为对两种理解空间方式的摆动,这两种方式分别被称为“触觉”和“视觉”。触觉感知将场中的物体视为一个独立的实体,而视觉感知则将其统一为一个整体。
objects in a spatial continuum. Riegl’s contemporary, Heintich Wölfflim, similarly proposed that che temperament of a period or a nation expresses itself in a particular mode of seeing and representing space. Wölfflin’s Principtes of Art Histary (1913) plotted the differences between Renaissance and baroque styles along five axes: linearipainterly; plane/recession; closed form/open form; multiplicity/unity; and clearness/unclearness. ^("6f "){ }^{\text {6f }} Erwin Panofsky, another founder of modern art history, contrasted the “aggregate” space of the Greeks with the “systematic” space of the Italian Renaissance in his famous essay Perspective ats Synbolic Form (1924-1925). ^(65){ }^{65} Panofsky established a parallel berween the history of spatial representation and the evolution of abstract thought. The former moves from the space of individual objects in antiquity to the representation of space as continuous and systematic in modernity. Correspondingly, the evolution of abstract thought progresses from ancient philosophy’s wiew of the physical universe as disconcinuous and “aggregate,” to the post-Renaissance understanding of space as infinite, hamogeneous, isotropic, and with ontological primacy in relation to objects-in short; as systematic. 在空间连续体中的物体。Riegl 的同时代人 Heintich Wölfflin 同样提出,一个时期或国家的气质通过特定的方式表现出对空间的理解和表现。Wölfflin 的《艺术史原理》(1913)沿五个维度描绘了文艺复兴与巴洛克风格之间的差异:线性与绘画性;平面与深度;封闭形式与开放形式;多样性与统一性;清晰与模糊。 ^("6f "){ }^{\text {6f }} 现代艺术史的另一位创始人 Erwin Panofsky 在其著名论文《透视与象征形式》(1924-1925)中对比了希腊的“聚合”空间与意大利文艺复兴的“系统”空间。 ^(65){ }^{65} Panofsky 建立了空间表现的历史与抽象思维演变之间的平行关系。 前者从古代个体物体的空间转向现代连续且系统的空间表现。相应地,抽象思维的演变从古代哲学对物理宇宙的看法——即不连续和“聚合”,发展到后文艺复兴时期对空间的理解,认为空间是无限的、均匀的、各向同性的,并在本体论上相对于物体具有优先性——简而言之,就是系统的。
We do not have to believe in grand evolutionary schemes in order to usefully retain such categories. What kind of space is virtual space? At first glance, the technology of 3-D computer graphics exemplifies Panufsky’s concept of systematic space, which exists prior to the objects in it. Indeed, the Cartesian coordinate system is built into computer graphics soffware and often into the hardware itself. ^(66)A{ }^{66} \mathrm{~A} designer launching a modeling program is typically presented with an empty space defined by a perspectival grid; the space will be gradually filled by the objects created. If the built-in message of a music synthesizer is a sine wave, the built-in world of computer graphics is an empty Renaissance space-the coordinate system itself. 我们不必相信宏大的进化理论就能有效地保留这些类别。虚拟空间究竟是什么样的空间?乍一看,3D 计算机图形技术体现了帕努夫斯基的系统空间概念,这种空间在其中的物体之前就存在。实际上,笛卡尔坐标系统被内置于计算机图形软件中,通常也被内置于硬件本身。当设计师启动建模程序时,通常会看到一个由透视网格定义的空白空间;这个空间将逐渐被创建的物体填充。如果音乐合成器的内置信息是正弦波,那么计算机图形的内置世界就是一个空的文艺复兴空间——坐标系统本身。
Yet computer-generated worlds are actually much more haptic and aggregate than optic and systematic. The most commonly used computer- 然而,计算机生成的世界实际上比光学和系统化的更具触感和整体性。最常用的计算机-
64. Heinrich Walfffin, Primaiptes of Art History, trans: M. D. Hottiager (New York: Dewer Publications, 1950). 64. 海因里希·瓦尔夫芬,艺术史首席教授,翻译:M. D. 霍蒂亚格(纽约:德威尔出版,1950 年)。
65. Eswin Panofitky, Perspective as Symbolic Furm, trans. Christopher S. Wood (New York: Zone Books, 1991). 65. 埃斯温·帕诺菲特基,《作为象征的视角》,克里斯托弗·S·伍德译(纽约:区域出版社,1991 年)。
66. See my article “Mapping Space: Perspective, Radars, and Computer Graphics.” graphics technique of creating 3-D worlds is polygonal modeling. The virtual world creared with chis technique is a vacuum containing separate objects defined by rigid boundaries. What is missing from computer space is space in the sense of medium-an environment in which objects are embedded and the effect of these objects on each other, what Russian writers and artists call prostranjtvennaya sreda: Pavel Florensky, a legendary Russian philosopher and art historian, described it in the sollowing way in the early 1920s: “The space-medium is objects mapped onto space . . . Wre have seen the inseparability of Things and space, and the impossibility of representing Things and space by themselves.” "es This understanding of space also chatacterizes a particular tradition of modern painting that stretches from Seurat to Giacometti and de Kooning. These painters tried to eliminate che notions of a distinct object and empty space as such. Instede they depicted a dense field that occasionally hardens into something that we carn read as an object. Following the example of Gilles Deleuze’s analysis of cinema as an activity of articulating new concepts akin to philosophy, ^(68){ }^{68} it can be said that modern painters belonging to this tradicion worked to articulate a particular philosophical conceps in their painting-that of space-medium. This concept is something mainstream computer graphics still has to discover. 66. 请阅读我的文章“映射空间:视角、雷达与计算机图形。”创建三维世界的图形技术是多边形建模。使用这种技术创建的虚拟世界是一个真空,里面包含着由刚性边界定义的独立对象。计算机空间缺少的是作为媒介的空间——一个对象嵌入其中并相互影响的环境,俄罗斯的作家和艺术家称之为“空间环境”。传奇的俄罗斯哲学家和艺术史家帕维尔·弗洛伦斯基在 20 世纪 20 年代初以以下方式描述它:“空间媒介是映射到空间的对象……我们已经看到了事物与空间的不可分割性,以及单独表示事物和空间的不可行性。”对空间的理解也体现了现代绘画的一种特定传统,这种传统从塞拉延续到贾科梅蒂和德库宁。这些画家试图消除独特物体和空白空间的概念。相反,他们描绘了一个偶尔凝固成我们可以视为物体的密集场域。借鉴吉尔·德勒兹对电影作为阐明新概念活动的分析,可以说属于这一传统的现代画家努力在他们的绘画中阐明一个特定的哲学概念——空间媒介。这个概念是主流计算机图形学仍需探索的。
Another basic technique used in creating virtual worlds also leads to aggregate space. It involves superimposing animated characters, still images, digital movies, and other elements over a separate background. Traditionally, this technique was used in video and computer games. Responding to the limitations of the available computers, the designers of early games would limit animation to a small part of a screen. 2-D animated objects and characters called “sprites” were drawn over a static background. For ex- 创建虚拟世界的另一种基本技术也导致了聚合空间。这种技术涉及将动画角色、静态图像、数字电影和其他元素叠加在一个独立的背景上。传统上,这种技术用于视频和电脑游戏。为了应对当时计算机的限制,早期游戏的设计师通常将动画限制在屏幕的一小部分。被称为“精灵”的二维动画对象和角色被绘制在静态背景上。
Hy over a blank background, while in Pac-Man the tiny character mowed across the picture of a maze. The sprites were essentially animated 2-D cutouts thrown ower the background image at game time, so no real interaction 在空白背景上,Hy,而在吃豆人中,那个小角色在迷宫的图像上移动。精灵实际上是动画的二维剪影,在游戏进行时覆盖在背景图像上,因此没有真正的互动。
between them and the background took place. In the second half of the 1990s, much faster processors and 3-D graphics cards made it possible for games to switch to real-time 3-D rendering. This allowed for modeling of visual interactions between objects and the space in which they were located, such as reflections and shadows. Consequently, the game space became more of a coherent, true 3-D space, rather than a set of 2-D planes unrelated to each other. However, the limitations of earlier decades returned in another area of new media-online virtual worlds. Because of the limited bandwidth of the 1990 s Internet, virtual world designers have to deal with constraints similar to and sometimes even more severe than those faced by game designers two decades earlier. In online wirtual worlds, a typical scenario may involve an avatar animated in real time in response to the user’s commands. The avatar is superimposed on a picture of a room in the same way as in video games sprites are superimposed on backgrounds. The avatar is controlled by the user; the picture of the room is provided by a virtual-world operator. Because the elements come from different sources and are put together in real time, the result is a series of 2-D planes rather than a real 3-D environment. Although the image depicts characters in a 3 -D space, it is an illusion since the background and the characters do not “know” about each orher, and no interaction between them is possible. 在它们与背景之间发生了变化。在 1990 年代后半期,更快的处理器和 3D 显卡使得游戏能够切换到实时 3D 渲染。这使得可以对物体之间以及它们所处空间的视觉交互进行建模,例如反射和阴影。因此,游戏空间变得更像是一个连贯的、真实的 3D 空间,而不是一组彼此无关的 2D 平面。然而,早期几十年的局限性在新媒体的另一个领域——在线虚拟世界中再次出现。由于 1990 年代互联网的带宽有限,虚拟世界设计师不得不面对与两年前游戏设计师所面临的限制相似,甚至更为严峻的约束。 在在线虚拟世界中,典型的场景可能涉及一个实时响应用户命令的虚拟化身。这个化身就像视频游戏中的精灵一样,叠加在房间的图片上。化身由用户控制,而房间的图片则由虚拟世界的运营商提供。由于这些元素来自不同的来源并实时组合,最终呈现的是一系列二维平面,而非真实的三维环境。尽管图像中描绘了三维空间中的角色,但这只是一种幻觉,因为背景和角色之间并不“相互了解”,它们之间也无法进行互动。
Historically, we can connect the technique of superimposing animated sprites on backgrounds to traditional cell animation. To save labor, animators similarly divided an image between a static background and animated characters. In fact, the sprites of computer games can be thought of as reincarnated animation characters. Yet the use of this rechmique did not prevent Fleischer and Disney animators from thinking of space as a space-medium (to use Florensky’s term), alrthough they created this space-medium in a different way than did modern painters. (Thus while the masses run away from serious and “difficult” abstract art to enjoy the funny and figurative images of cartoons, what they saw was not that different from Giacometri’s and de Kooning’s canvases.) Although alll objects in cartoons have hard edges, the total anthropomorphism of the cartoon universe breaks distinctions both between subjects and objects and objects and space. Everything is subjected to the same laws of stretch and squash, everything moves and twists in the same way, everyching is alive to the same extent. It is as though ewerything - the character’s body, chairs, walls, plates, food, cars, and so on-is made from the same bio-material. This monism of the cartoon worlds stands in opposition to the binary ontology of computer worlds in which the space and the sprites/characters appear to be made from two fundamentally different substances. 从历史上看,我们可以将动画精灵叠加在背景上的技术与传统的逐帧动画联系起来。为了节省人力,动画师们通常将图像分为静态背景和动态角色。实际上,计算机游戏中的精灵可以被视为重生的动画角色。然而,这种技术的使用并没有阻止弗莱舍和迪士尼的动画师将空间视为一种媒介(用弗洛伦斯基的术语),尽管他们创造这种媒介的方式与现代画家有所不同。(因此,当大众逃避严肃和“困难”的抽象艺术,转而享受卡通的幽默和具象图像时,他们所看到的与贾科梅蒂和德库宁的画作并没有太大区别。尽管卡通中的所有物体都有硬边缘,但卡通宇宙的完全拟人化打破了主体与客体以及物体与空间之间的界限。一切都遵循相同的拉伸和压缩法则,所有事物以相同的方式移动和扭曲,所有事物在同样的程度上都是活的。就好像一切——角色的身体、椅子、墙壁、盘子、食物、汽车等等——都是由相同的生物材料制成的。这种卡通世界的单一性与计算机世界的二元本体论形成对比,在计算机世界中,空间和精灵/角色似乎是由两种根本不同的物质构成的。
In summary, although 3-D computer-generated virtual worlds are usually rendered in linear perspective, they are really collections of separate objects, unrelated to each other. In view of this, the common argument that 3-D computer simulations return us to Renaissance perspective and therefore, from the viewpoint of twentieth-century abstraction, should be considered regressive, turns out to be ungrounded. If we are to apply the evolutionary paradigm of Panofsky to the history of wirtual computer space, we must conclude that it has not yet reached its Renaissance stage. It is still at the level of ancient Greece, which could not conceive of space as a totality. 总的来说,尽管三维计算机生成的虚拟世界通常以线性透视的方式呈现,但它们实际上是相互独立的物体集合。因此,认为三维计算机模拟让我们回到了文艺复兴时期的透视,并且从二十世纪抽象艺术的角度来看,这种观点应该被视为倒退,这一论点实际上是没有依据的。如果我们将帕诺夫斯基的进化范式应用于虚拟计算机空间的历史,我们必须得出结论:它尚未达到文艺复兴的阶段,仍然停留在古希腊的水平,无法将空间视为一个整体。
Computer space is also aggregate yet in another sense. As I already noted, using the example of Douns, traditionally the world of a compurer game is not a continuous space bur a set of discrete levels. In addition, each level is also discrete-it is a sum of rooms, corridors, and arenas built by the designers. Thus rather than conceiving space as a totality, one is dealing with a set of separate places. The convention of levels is remarkably stable, persisting across genres and numerous computer platforms. 计算机空间在另一个意义上也是一种聚合。正如我之前提到的,以 Douns 为例,传统上计算机游戏的世界并不是一个连续的空间,而是一系列离散的关卡。此外,每个关卡也是离散的——它是设计师构建的房间、走廊和竞技场的总和。因此,与其将空间视为一个整体,不如说是在处理一组独立的地方。关卡的惯例非常稳定,跨越了多种类型和众多计算机平台。
If the World Wide Web and the original VRML are any indications, we are not moving any closer towand systematic space; instead, we are embracing aggregate space as a new norm, both metaphorically and literally. The space of the Web, in principle, cannot be thought of as a coherent torality: It is, rather, a collection of numerous files, byperlinked bur without any overall perspective to unite thern. The same holds for accual 3-D spaces on the Internet. A 3-D scene as defined by a VRML file is a list of separate objects that may exist anywhere on the Internet, each created by a different person or a different program. A user can easily add or delete objects without taking into account the overall structure of the scene. ^(69){ }^{69} Just as in the case of a darabase, the narrative is replaced by a list of items; a coherent 3-D scene becomes a list of separate objects. 如果万维网和原始的 VRML 有任何启示,我们并没有朝着系统化空间更进一步;相反,我们正在将聚合空间视为一种新的常态,无论是比喻上还是字面上。网络空间原则上不能被视为一个连贯的整体:它更像是许多文件的集合,通过超链接相互连接,但没有任何整体视角来统一它们。对于互联网中的实际 3D 空间也是如此。由 VRML 文件定义的 3D 场景是一组独立对象的列表,这些对象可以存在于互联网的任何地方,每个对象都是由不同的人或程序创建的。用户可以轻松地添加或删除对象,而不考虑场景的整体结构。 就像在数据库中一样,叙述被一系列项目所替代;一个连贯的三维场景变成了一组独立的物体。
Wiith its metaphors of navigation and homesteading, the web has been compared to the American Wild West. The spatialized Web enwisioned by VRML (itself a product of California) reflects the treatment of space in 通过导航和定居的隐喻,网络被比作美国的西部荒野。VRML(本身是加利福尼亚的产物)所构想的空间化网络反映了对空间的处理方式。
American culture generally, in its lack of atrention to any zone that is not functionally used. The marginal areas that exist berween privately owmed houses, businesses, and parks are left to decay. The VRML universe, as defined by soffrware standards and the default settings of software cools, pushes this tendency to the limit: It does not contain space as such but only objects that belong to different individuals. Obviously, the users can modify the default settings and use the tools to create the opposite of what the default values suggest. In fact, the actual muti-user spaces built on the Web can be seen precisely as a reaction against the anticommunal and discrete nature of American society, an attempt to compensate for the much discussed disappearance of traditional community by creating virtual ones. (Of course, if we follow the nimeteenth-century sociologist Ferdinand Tönnies, the shift from traditional clase-knit scale community to modern impersonal society had already taken place in the ninereenth century and was an inevitable side-effect as well as prerequisite for modernization. )^(70))^{70} However, it is importanc that the ontology of virtual space as defined by software itself is fundamentally aggregate, a set of objects without a unifying point of view. 美国文化通常对任何非功能性区域缺乏关注。私人住宅、商店和公园之间的边缘区域被遗弃,逐渐衰败。VRML 宇宙,如软件标准和默认设置所定义的那样,将这种倾向推向极限:它并不包含空间本身,而只是不同个体的物体。显然,用户可以修改默认设置,并利用工具创造出与默认值所暗示的完全相反的东西。 事实上,建立在网络上的多用户空间可以被视为对美国社会反共和分散特性的反应,试图通过创建虚拟社区来弥补传统社区的消失(当然,如果我们遵循 19 世纪社会学家费迪南德·滕尼斯的观点,从传统的紧密联系的社区到现代非个人化社会的转变在 19 世纪就已经发生,并且是现代化的一个不可避免的副作用和前提条件。 )^(70))^{70} 然而,重要的是,软件本身定义的虚拟空间的本体论本质上是聚合的,是一组没有统一视角的对象。
Art historians and literary and film scholars have traditionally analyzed the structure of cultural objects as reflecting larger cultoural patterns (for instance, Planofsky’s reading of perspective); in the case of new media, we should look not only at the finished objects but first of all at the software tools, their organization and default sertings. ^("71 "){ }^{\text {71 }} This is particularly important because in new media the relation between production tools and media objects is one of contimuity, in fact, it is often hard to establish the boundary between thens. Thus we may connect the American ideology of democracy with its paranoid fear of hierarchy and centralized control with the flat structure of the Web, where every page exists on the same level of importance as any other and where any two sources connected through hyperlinking have equal weight. Similarly, in the case of wirtual 3-D spaces on the Web, the lack of a unifying perspective in U.S. culture, whether in the space of an Ameri- 艺术历史学家以及文学和电影学者传统上分析文化对象的结构,认为这些对象反映了更大的文化模式(例如,普拉诺夫斯基对透视的解读);在新媒体的情况下,我们不仅要关注成品对象,更要首先关注软件工具及其组织和默认设置。 ^("71 "){ }^{\text {71 }} 这尤其重要,因为在新媒体中,生产工具与媒体对象之间的关系是连续的,实际上,往往很难界定它们之间的界限。 因此,我们可以将美国的民主意识形态与其对等级制度和集中控制的偏执恐惧联系起来,这与网络的扁平结构相符。在这个结构中,每个页面的重要性与其他页面相同,而通过超链接连接的任何两个来源也具有相等的权重。同样,在网络上的虚拟 3D 空间中,缺乏统一的视角。文化,无论是在美国的环境中
70. See Ferdinaad Tönnies, Communisy and Saxity, trans. Chartes P. Loomis (East Lansing: Michigan State University Press, 1957). 70. 参见费尔迪南·滕尼斯的《共产主义与社会性》,查尔斯·P·卢米斯翻译(东兰辛:密歇根州立大学出版社,1957 年)。
71. One important exception was the apparacus cheory developed by film theoreticians in the 1970 s. can city or in the space of an increasingly fragmented public discourse, can be correlated with the design of VRML, which substitutes a collection of objects for a unified space. 一个重要的例外是 1970 年代电影理论家们所发展的 apparacus cheory。在一个日益碎片化的公共话语环境中,城市或空间可以与 VRML 的设计相联系,后者用一组对象替代了统一的空间。
The Poetics of Nawigation 航海的诗意
In order to analyze computer representations of 3-D space, I thawe used theories from early art history, but it would not be hard to find other theories that could work as well. Navigation through space, howewer, is a different matter. Whille art history, geography, anthropology, sociology, and other disciplines have come up with many approaches to analyze space as a static, objectively existing structure, we do not have the same wealth of concepts to help us think about the poetics of navigation through space. And yet, if I am right to claim that the key feature of computer space is its navigability, we need to be able to address this feature theoretically. 为了分析计算机对三维空间的表现,我借鉴了早期艺术史的理论,但找到其他同样有效的理论并不困难。然而,空间的导航则是另一个问题。尽管艺术史、地理学、人类学、社会学等学科提出了许多方法来将空间视为一种静态、客观存在的结构,但我们并没有同样丰富的概念来帮助我们思考在空间中导航的诗学。然而,如果我正确地认为计算机空间的关键特征是其可导航性,那么我们需要在理论上探讨这一特征。
As a way to begin, we may take a look at some of the classic navigable computer spaces. The 1978 project Aspen Movie Map, designed at the MIT Architecture Machine Group, headed by Nicholas Negroponte (the group later expanded into the MIT Media Laboratory), is acknowledged as the first interactive virtual navigable space, and also as the firse hypermedia program to be shown publicly. The program allowed the user to “drive” through the city of Aspen, Colorado. At each intersection the user was able to select a new direction using a joystick. To construct this program, the MIT team drove through Aspen in a car taking pictures every three meters. The pictures were then stored on a set of videodiscs. Responding to the information from the joystick, the appropriate picture or sequence of pictures was displayed on the screen. Inspired by a mockup of an airport used by Israeli commandos to train for the Entebbe hostage-freeing raid of 1973, Aspen Mavie Map was a simulator and, therefore, its navigation modeled the real-life experience of moving in a car with all its limitations. ^(j_(2)){ }^{j_{2}} Yet its realism also opened up a new set of aesthetic possibilities, which, unfortunately, later designers of navigable spaces did nor explone further. They relied on interactive 3-D computer graphics to construct their spaces. In contrast, the designers of Aspen Movie Map utilized a set of photographic images; in addition, because the images 作为开端,我们可以看看一些经典的可导航计算机空间。1978 年,麻省理工学院建筑机器组设计的阿斯彭电影地图项目,由尼古拉斯·尼葛洛庞帝领导(该小组后来扩展为麻省理工学院媒体实验室),被认为是第一个互动虚拟可导航空间,也是第一个公开展示的超媒体程序。该程序允许用户“驾驶”穿越科罗拉多州的阿斯彭市。在每个交叉口,用户可以通过操纵杆选择新的方向。为了制作这个程序,麻省理工学院的团队在汽车中穿越阿斯彭,每三米拍摄一张照片。这些照片随后被存储在一组视频光盘上。 响应操纵杆的信息,适当的图片或图片序列会显示在屏幕上。Aspen Mavie Map 是一个模拟器,因此它的导航模拟了在汽车中移动的真实体验及其所有限制。 ^(j_(2)){ }^{j_{2}} 然而,它的真实感也开启了一系列新的美学可能性,不幸的是,后来的可导航空间设计师并没有进一步探索这些可能性。他们依赖互动 3D 计算机图形来构建他们的空间。相比之下,Aspen Movie Map 的设计师使用了一系列摄影图像;此外,由于这些图像
72. Stewart Brand, Tbe Medsa Lab (New York: Penguin Books, 1988), 141. 72. 斯图尔特·布兰德,《梅德萨实验室》(纽约:企鹅出版社,1988 年),第 141 页。
were taken every three meters, the result was an interesting sampling of three-dimensional space. Although in the 1990s Apple’s QuickTime VR technology made this technique quite accessible, the idea of constructing a large-scale virtual space from photographs or a video of a real space was never systematically attempted again, despite the fact that it opens up unique aesthetic possibilities not available with 3-D computer graphics. 每三米拍摄一次,结果形成了对三维空间的有趣采样。尽管在 1990 年代,苹果公司的 QuickTime VR 技术使这种方法变得相对容易,但从真实空间的照片或视频构建大规模虚拟空间的想法再也没有被系统地尝试过,尽管这为我们打开了与 3D 计算机图形无法提供的独特美学可能性。
Jeffrey Shaw’s Legible City (1988-1991), another well-known and influential computer navigable space, is also based on an existing ciry. ^(73){ }^{73} As in A5A 5 pen Motie Map, the navigation also simulates a real, physical situation, in this case, riding a bicycle. Its virtual space, however, is not tied to the simulation of physical reality: it is an imaginary city made from 3-D letters. In contrast to most navigable spaces whose parameters are chosen arbitrarily, every value of wirtual space in Legible City (Armsterdam and Karlsruhe wersions) is derived from the actual existing physical space it replaces. Each 3-D letter in the wirrual city corresponds to an actual building in a physical city; the letter’s proportions, color, and location are derived from the building it replaces… By navigating through the space, the user reads the texts composed by the letters; these texts are drawn from the archive documents describing the city’s history. Through this mapping, Shaw foregrounds, or, more precisely, “stages,” one of the fundamental problematics of new media and the computer age as a whole-the relation between the virtual and the real, In his other works Shaw has systematically “staged” other key aspects of new media such as the interactive relation between the viewer and the image, or the discrete quality of all computer-based representations. Legible City functions not only as a unique navigable virtual space of its own, but also as a comment on all che other navigable spaces. It suggests that instead of creating virtual spaces that have nothing to do with actual physical spaces, or spaces that are closely modeled after existing physical structures, such as towns or shopping malls (this holds for most commercial virtual worlds and VR works), we may take a middle road. In Legible City, the memory of the real city is carefullly preserved without succumbing to illusionism; the vir- 杰弗里·肖的《可读城市》(1988-1991)是另一个著名且有影响力的计算机可导航空间,基于一个真实的城市。 ^(73){ }^{73} 与 A5A 5 的笔记地图类似,导航也模拟了一个真实的物理场景,这里是骑自行车。然而,它的虚拟空间并不依赖于物理现实的模拟:这是一个由 3D 字母构成的虚构城市。与大多数参数任意选择的可导航空间不同,《可读城市》(阿姆斯特丹和卡尔斯鲁厄版本)中的每个虚拟空间的值都源自它所替代的实际物理空间。 每个 3D 字母在虚拟城市中对应于物理城市中的实际建筑;字母的比例、颜色和位置源自其所替代的建筑……用户通过在空间中导航,阅读由字母组成的文本,这些文本来自描述城市历史的档案文件。通过这种映射,肖突出了新媒体和计算机时代的一个基本问题——虚拟与现实之间的关系。在他的其他作品中,肖系统地呈现了新媒体的其他关键方面,例如观众与图像之间的互动关系,以及所有基于计算机的表现的离散特性。 可读城市不仅是一个独特的可导航虚拟空间,同时也对其他所有可导航空间进行了反思。它提出,与其创造与实际物理空间毫无关联的虚拟空间,或是紧密模仿现有物理结构(如城镇或购物中心)的空间(这适用于大多数商业虚拟世界和虚拟现实作品),不如采取一种折中的方式。在可读城市中,真实城市的记忆被小心地保存,没有屈服于幻觉主义;这个病毒-
73. Manuela Abel, ed, Jeffrey Sbaw-A User’s Manmal (Karlsruhe, Germany: ZKM, 1997), 127-129127-129. Three different versions of Legible Cisy were created based on the plans of Manhattan, Amsterdam, and Karlsruhe. ^(2)^{2} tual representation encodes the city’s genetic code, its deep structure rather than its surface. Through this mapping Shaw proposes an ethics of the virtual. Shaw suggests that the virtual can at least preserve the memory of the real it replaces, encoding its structure, if not its aura, in a new form. 73. Manuela Abel 主编,Jeffrey Sbaw-《用户手册》(德国卡尔斯鲁厄:ZKM,1997), 127-129127-129 。基于曼哈顿、阿姆斯特丹和卡尔斯鲁厄的规划,创建了三种不同版本的可读城市。 ^(2)^{2} 这种表征编码了城市的基因代码,关注其深层结构而非表面。通过这种映射,肖提出了一种虚拟伦理。肖认为,虚拟至少可以保留其所替代的真实的记忆,以一种新形式编码其结构,尽管未必能保留其气场。
Although Legible City was a landmark work in that it presenced a symbolic rather than illusionistic space, its visual appearance in many ways reflected the default real-time graphics capability of SGI workstations on which it was running: flat-shaded shapes attenuated by a fog. Char Davies and her development team at SoftImage have consciously addressed the goal of creating a different, more painterly aesthetic for the navigable space in their interactive VR installation Omose (1994-1995) ^(74){ }^{74} From the point of view of the history of modern aft, the result hardly represented something new. Osmose simply replaced the usual hard-edge, polygonal; Cézanne-like look of 3-D computer graphics with a softer, more armaspheric, Renoir- or late Monet-like environment made of translucent textures and flowing particles. Yet, in the context of other 3-D virtual worlds, it was an important advance. The “soft” aestheric of Ompose is further supported through the use of slow cinematic dissolwes between its dozen or so worlds. Like in Aspen Moyie Map and Legible City, the navigation in Osnose is modeled on a real-life experience, in this case, scuba diving. The “immersant” controls navigation by breathing: Breaching in sends the body upward, while breathing out makes it fall. The resulting experience, according to the designers, is one of floating, rather than flying or driving, typical of wirtual worlds. Anorher important aspect of Osmasets navigation is its collective character. While only one person can be “immersed”’ at a time, the audience can witness her or his journey through the virtual warlds as it unfolds on a large projection screen. At the same size, another translucent screen enables the audience to observe the body gestures of the “immersant” as a shadow-sillhouette. The “immersant” thus becomes a kind of ship captain, taking the audience along on a journey, like a captain, she occupies a visible and symbolically marked position, being responsible for the audience’s aesthetic experience. 尽管《可读城市》是一部具有里程碑意义的作品,因为它呈现了一个象征性的而非幻觉性的空间,但其视觉效果在许多方面反映了运行它的 SGI 工作站的默认实时图形能力:平面阴影的形状被雾气所减弱。Char Davies 及其在 SoftImage 的开发团队有意识地致力于为他们的互动虚拟现实装置 Omose(1994-1995)创造一种不同的、更具绘画感的美学 ^(74){ }^{74} 从现代艺术史的角度来看,这一结果几乎没有代表什么新的东西。 Osmose 简单地用一种更柔和、更具氛围的环境,取代了通常的硬边缘、多边形的、类似于塞尚的 3D 计算机图形,这种环境由半透明的纹理和流动的粒子构成。然而,在其他 3D 虚拟世界中,这是一项重要的进步。Ompose 的“柔和”美学通过在其十几个世界之间使用缓慢的电影溶解效果得到了进一步支持。就像在阿斯彭莫伊地图和可读城市中一样,Osmose 的导航是基于现实生活体验建模的,这里是潜水体验。“沉浸式”控制通过呼吸来导航:吸气时身体向上移动,而呼气时则下沉。 根据设计师的说法,最终的体验是一种漂浮感,而非飞行或驾驶,这在虚拟世界中是很常见的。Osmasets 导航的另一个重要特点是其集体性。虽然一次只能有一个人“沉浸”其中,但观众可以通过大型投影屏幕见证她或他的旅程。同时,另一个半透明的屏幕让观众能够观察“沉浸者”的身体动作,呈现出阴影轮廓。因此,“沉浸者”就像一位船长,带领观众一起旅行,作为船长,她占据了一个显眼且象征性的位置,负责观众的美学体验。
Tamás Waliczky’s The Forert (1993) liberated the virtual camera from its enslavement to the simulation of humanly possible navigation-walking, 塔马什·瓦利茨基的《森林》(1993)解放了虚拟相机,使其不再受制于人类可行的导航和行走模拟
driving a car, pedaling a bicycle, scuba diving. In The Forst the camera slides through the endless black-and-white forest in a series of complex and melancholic mowes. If modern visual culture exeraplified by MTV can be thought of as a mannerist stage of cinema, its perfected techniques of cinematography, mise-en-scène, and editing self-consciously displayed and paraded far its own sake, Waliczky’s film presents an alternative response to cinema"s classical age, which is now behind us. In this metafilm, the camera, part of cinema’s apparatus, becomes the main character (and in this respect, we can connect The Forest to another metafilm, Man with a Movie Camera). On first glance, the logic of camera movements can be identified as the quest of a human being rrying to escape from the forest (which, in reality, is just a single picture of a tree repeated owes and over). Yet just as in some of the animated films of the Brothers Quay, such as The Street of Crocodiles, the virtual camera of The Forract neither simulates natural perception nor does it follow the standard grammar of cinema’s camera; instead, it establishes a distinct system of its own. In The Street of Crocodiles, the camera suddenly takes off, rapidly moving in a straight line parallel to an image plane, as though mounted on some robotic arm, and just as suddenly stops to frame a new corner of the space. The logic of these movements is clearly non-human; this is the vision of some alien creature. In concrass, the camera never stops at all in The Forest, the whole film being one uninterrupted camera trajectory. The camera system of The Fonest can be read as a commentary on the fundamentallly ambiguous nature of computer space. On the one hand, while not indexically tied to physical reality or the human body, computer space is isotropic. In contrast to human space, in which the verticality of the body and the direction of the horizon are two dominant directions, computer space does not privilege any particular axis. In this way it is similar to the space of El Lissitzky’s Proums and Kazimir Malevich’s suprematist compositions-an abstract cosmos, unencumbered by either earth’s gravity or the weight of a human body. (Thus the game Spacewar with its simulated gravity got it wrong!) William Gibson’s term “matrix,” which he used in his novels to refer to cyberspace, captures well this isotropic quality. But, on the other hand, computer space is also the space of a human diweller, something used and craversed by a user, who brings her own anthropological framework of horizontality and werticality along with her. The camera system of The Forest foregrounds this double character of computer space. While no human figures or awatars appear in the film and we are never shown either the ground or the sky, it is centered around a stand-in for the human subject-a tree. The constant movements of the camera along the vertical dimension chroughour the film-sometimes getting closer to where we imagine the ground plane is located, sometimes moving coward (but again, newer actually showing) the sky-can be interpreted as an attempt to negotiate between isotropic space and the space of human anthropology, with its horizontality of the ground plane anid the horizoutal and vertical dimension of human bodies. The navigable space of TT the Forest thus mediates berween human subjectivicy and the wery different and ultimately alien logic of a computer-the ultimate and orninipresent Other of our age. 驾驶汽车、骑自行车和潜水。在《森林》中,摄影机在无尽的黑白森林中滑动,展现出一系列复杂而忧郁的动作。如果将现代视觉文化视为以 MTV 为代表的电影的 mannerist 阶段,那么其完美的摄影、布景和剪辑技巧则自觉地展示并炫耀自身的价值。Waliczky 的电影则对电影的经典时代作出了另一种回应,这一时代如今已成为过去。在这部元电影中,摄影机作为电影设备的一部分,成为了主要角色(在这方面,我们可以将《森林》与另一部元电影《带电影机的人》联系起来)。 初看之下,摄像机运动的逻辑可以被视为一个人试图逃离森林的过程(实际上,这只是重复的树木图像)。然而,就像奎兄弟的一些动画电影,例如《鳄鱼街》,《森林》的虚拟摄像机既不模拟自然感知,也不遵循电影摄像机的标准语法;相反,它建立了一个独特的系统。在《鳄鱼街》中,摄像机突然起飞,快速沿着与图像平面平行的直线移动,仿佛安装在某个机器人手臂上,然后又突然停下来,捕捉空间的新角落。 这些运动的逻辑显然是非人类的;这是某种外星生物的视角。在《森林》这部电影中,摄影机始终没有停下来,整部影片都是一个不间断的摄影机轨迹。《森林》的摄影系统可以被视为对计算机空间本质上模糊特性的评论。一方面,尽管计算机空间并不直接与物理现实或人类身体相连,但它是各向同性的。与人类空间相比,在人类空间中,身体的垂直性和地平线的方向是两个主导方向,而计算机空间并不偏向任何特定的轴。 这样,它与埃尔·利西茨基的普鲁姆斯和卡齐米尔·马列维奇的至上主义作品的空间相似——一个抽象的宇宙,不受地球重力或人类身体重量的影响。(因此,模拟重力的游戏《太空战争》是错误的!)威廉·吉布森在他的小说中用来指代网络空间的“矩阵”一词很好地捕捉了这种各向同性的特质。然而,另一方面,计算机空间也是人类居住者的空间,是用户所使用和渴望的东西,用户带来了自己的水平和垂直的人类学框架。森林的相机系统突出了计算机空间的这种双重特性。 尽管电影中没有人类形象或化身出现,我们也从未看到地面或天空,但它围绕着一个人类主体的替代物——一棵树。摄像机在垂直维度上的不断移动贯穿整部电影——有时靠近我们想象中的地面,有时向上移动(但又从未真正显示)天空——可以被解读为一种在各向同性空间与人类学空间之间进行协商的尝试,其地面平面的水平性与人类身体的水平和垂直维度相对应。因此,森林的可导航空间在人的主观性与计算机截然不同且最终是外星逻辑之间进行调解——这是我们时代的终极和无处不在的他者。
While the works discussed so far all create virtual navigable spaces, George Legrady’s interactive computer installation Transitional Spaces (1999) moves from the virtual back to the physicall. Legrady locates an already existing architectural navigable space (the Siemens headquarters building in Munich) and makes it into an “engine” that triggers three cinematic projections. As regular office employees and visitors move through the main entrance section and second-level entrance/exit passageways, their motions are picked up by cameras and are used to control the projections. Legrady writes in his installation proposal: 尽管到目前为止讨论的作品都创造了虚拟可导航空间,乔治·莱格拉迪的互动计算机装置《过渡空间》(1999 年)则从虚拟回归到物理世界。莱格拉迪选择了一个已经存在的建筑可导航空间(位于慕尼黑的西门子总部大楼),并将其转变为一个“引擎”,以触发三个电影投影。当普通的办公室员工和访客通过主入口和二层出入口通道时,他们的动作会被摄像头捕捉,并用于控制投影。莱格拉迪在他的装置提案中写道:
As the speed, location, timing, and number of individuals in the space control the sequence and timing of projection sequences, the audience will have the opportunity to “play” she system, that is, engage consciously by interacting with the camera sensing to control the narrative flow of the installation. 由于速度、位置、时机和空间中个体数量的变化控制了投影序列的顺序和时机,观众将有机会“玩”这个系统,也就是说,通过与摄像头的感应互动,主动参与并控制装置的叙事流程。
All three projections will comment on the notion of “transitional space” and narrative development. Image sequences will represent transitional states: from noise covered to clear, from empty to full, from open to closed, from dark to light, from our of focus to in-facus. ^(35){ }^{35} 所有三个投影将探讨“过渡空间”和叙事发展的概念。图像序列将展示过渡状态:从噪音到清晰,从空到满,从开放到封闭,从黑暗到光明,从模糊到清晰。
Legrady’s installation begins to explore one element in the “vocabulary” of the navigable space “alphabet”-the transition from one state to another. (Other potential elements of this alphabet include the character of a trajectory; the pattern of the user’s movement-for instance, rapid geometric Legrady 的装置开始探索可导航空间“字母表”中的一个元素——从一种状态转变为另一种状态。(这个字母表的其他潜在元素包括轨迹的特征和用户移动的模式,例如快速的几何形状。
movement in Doom wersus wandering in Myst; possible interactions between the user and the space, such as the chatacter acring as a center of perspective in Waliczky’s The Garden (1992); and, of course, the architecture of space itself.) Earlier I invoked a definition of narrative by Ball that may be too restrictive in relation to new media. Legrady quotes another, much broader definition by literary theorist Tzuetan Todorov, according to whom minimal narrative involves the passage from “one equilibium to another” (or, in different words, from one state to another). Legrady’s installation suggests that we can think of a subject’s movement from one “stable” point in space to another (for instance, moving from a lobby to a building to an office) like a narrative; by analogy, we may also think of a transition from one state of a new media object to another (for instance, from a noisy image to a noise-free image) as a minimal narrarive. For me, the second analogy is more problematic than the first, because, in contrast to a literary narrarive, it is hard to say what constitutes a “state of equilibrium” in a typical new media object. Nevertheless, rather than concluding that Legrady’s installation does not really create narratives, we should recognize it instead as an important example of a whole trend among new media artists-exploration of the minimal condition of a narrative in new media. 在《毁灭战士》中移动与在《神秘》中徘徊之间的对比;用户与空间之间可能的互动,例如在 Waliczky 的《花园》(1992)中,角色作为视角的中心;当然,还有空间本身的建筑。)我之前提到的 Ball 的叙事定义在新媒体方面可能过于狭隘。Legrady 引用了另一种更广泛的定义,来自文学理论家 Tzuetan Todorov,他认为最小叙事是指从“一个平衡状态到另一个平衡状态”的过程(或者换句话说,从一种状态到另一种状态)。 Legrady 的装置表明,我们可以将一个主体从一个“稳定”的空间点移动到另一个点(例如,从大堂到建筑物再到办公室)视为一种叙事;同样,我们也可以将一个新媒体对象从一种状态过渡到另一种状态(例如,从一个嘈杂的图像到一个无噪声的图像)视为一种最小叙事。对我而言,第二个类比比第一个更具挑战性,因为与文学叙事相比,很难界定在典型的新媒体对象中什么构成了“平衡状态”。 然而,与其认为 Legrady 的装置并没有真正创造叙事,我们更应该将其视为新媒体艺术家中一个重要趋势的例子——对新媒体叙事最基本条件的探索。
Each of the computer spaces just discussed, from Aspars Mowie Map to Forest, establishes a distinct aesthetic of its own. However, the majority of navigable wirtual spaces mimic existing physical reality without proposing any coherent aesthetic program. What artistic and cheoretical traditions can the designers of navigable spaces draw upon to make them more interesting? One obvious candidate is modern architecture. From Melnikov, Le Corbusier, and Frank Lloyd Wright to Archigram and Bernard Tschumi, modern architects have elabowated a variety of schemes for structuring and concepcualizing space to be navigated by users: We can look, for instance, at the 1925 USSR Pavilion (Melnikov), Villa Savoye (Le Corbusier), Walking City (Archigram), and Parc de la Villette (Tschumi). ^(36){ }^{36} Even more relevant is the tradition of “paper architecture”-designs that were nat intended to be built and whose authors cherefore felt unencumbered by the limitations of mace- 每个刚刚讨论的计算机空间,从 Aspars Mowie Map 到森林,都建立了独特的美学。然而,大多数可导航的虚拟空间只是模仿现有的物理现实,并没有提出连贯的美学方案。可导航空间的设计师可以借鉴哪些艺术和理论传统来使其更具吸引力?一个显而易见的选择是现代建筑。从梅尔尼科夫、勒·柯布西耶和弗兰克·劳埃德·赖特,到阿基格拉姆和伯纳德·屈米,现代建筑师们提出了多种方案来构建和概念化用户可导航的空间。例如,我们可以看看 1925 年苏联展馆(梅尔尼科夫)、萨伏伊别墅(勒·柯布西耶)、步行城市(阿基格拉姆)和拉维莱特公园(屈米)。更相关的是“纸上建筑”的传统——这些设计并不是为了实际建造而创作,作者因此不受材料限制的束缚
76. For a discussion of the Archigram group in che concext of computer-thased virnual spaces, 76. 关于 Archigram 小组在计算机生成的虚拟空间中的讨论,
rials, gravity, and budgets. ^(77){ }^{77} Anorther highly relevant tradition is film architecture. ^(75){ }^{75} As discussed in the “Language of Cultural Interfaces” section, the standard interface to computer space is the virtual camera modeled after the film camera rather than a simulation of unaided human sight. After all, film architecture is architecture designed for navigation and exploration by a film camera. 里亚尔、重力和预算。 ^(77){ }^{77} 另一个非常相关的传统是电影建筑。 ^(75){ }^{75} 正如在“文化接口的语言”部分中所讨论的,计算机空间的标准接口是虚拟相机,它是基于电影相机而非模拟人类的自然视力。毕竟,电影建筑是专为电影相机的导航和探索而设计的。
Along with different architectural traditions, designers of nawigable spaces can find a wealth of relevant ideas in modern art. They may consider, for instance, the works of modern artists situated between art and architecture, which, like the projects of paper architects, display a sparial imagination freed from the questions of utility and economy- the warped worlds of Jean Dubuffet, mobiles by Alexander Calder, earth works by Robert Smichson, moving-text spaces by Jenny Holzer. While many modern artists felt compelled to create 3-D structures in real spaces, others were satisfied with painting virtual worlds: Think, for, instance, of the melancholic ciryscapes of Giorgio de Chirico, the biomorphic worlds of Yves Tanguy, the economical wireframe structures of Alberto Giacomenti, and the existential landscapes of Anselm Kiefer. Besides providing us with many examples of imaginative spaces, both abstract and figurative, modern painting is relevant to the design of virtual navigable spaces in two additional ways. First, given that new media are most often experienced, like paintings, wia a rectangular frame, wirtual architects can study how painters organized their spaces within the constraints of a rectangle. Second, modern painters who belong to what I call the “space-medium tradition” elaborated the concept of space as a homogeneous, dense field, where everything is made from the same “stuff”-in contrast to architects who always have to work with the basic dichotomy between built structure and empty space. And although the virtual spaces that have thus far been realized, with the possible exception of Dsmose, accept the same dichotomy between rigid objects and the void between 除了不同的建筑传统,导航空间的设计师们可以在现代艺术中找到丰富的相关理念。例如,他们可以考虑那些介于艺术与建筑之间的现代艺术家的作品,这些作品就像纸上建筑师的设计一样,展现了一种超越实用性和经济性问题的空间想象力——让·杜布菲的扭曲世界、亚历山大·卡尔德的移动装置、罗伯特·史密森的土地艺术,以及珍妮·霍尔泽的动态文本空间。 尽管许多现代艺术家感到有必要在真实空间中创造三维结构,但也有一些艺术家满足于描绘虚拟世界。例如,乔治·德·基里科的忧郁城市景观、伊夫·唐吉的生物形态世界、阿尔贝托·贾科梅蒂的简约线框结构,以及安塞尔姆·基弗的存在主义风景,都是很好的例子。现代绘画不仅为我们提供了许多抽象和具象的想象空间,还在两个方面与虚拟可导航空间的设计密切相关。首先,由于新媒体通常像绘画一样通过矩形框架来体验,虚拟建筑师可以研究画家如何在矩形的限制下组织他们的空间。 第二,现代画家们属于我所称的“空间媒介传统”,他们阐述了空间作为一个均匀而密集的场域的概念,在这个场域中,一切都由相同的“物质”构成——这与建筑师们必须在建成结构和空旷空间之间进行基本的二分法形成了鲜明对比。尽管迄今为止实现的虚拟空间,除了 Dsmose 可能是个例外,仍然接受刚性物体与它们之间空虚的二元对立
77. See, For instance, Visionary Ambitats: Bowlley, Ledoux, Leqquen (Houstom: Umiversity of St . 77. 例如,《Visionary Ambitats》:Bowlley、Ledoux、Leqquen(休斯顿:圣大学)。
Blade Rusmer (Munich: Prestel, 1996). 布雷德·鲁斯梅尔著作(慕尼黑:普雷斯特尔出版社,1996 年)。
them, on the lewel of material organization they are intrinsically related to the monistic ontology of modern painters such as Matta, Giacometri, or Pollock, for everything in them is also made from the same material-pixels, on the level of surface; polygons or woxels, on the level of 3-D representation. Thus virtual computer space is structurally closer to modern painting than is is to architecture. 在物质组织层面上,它们与现代画家的单一本体论本质上是相关的,例如马塔、贾科梅蒂或波洛克,因为它们中的一切都是由相同的材料像素构成的,在表面层面上;在三维表现层面上则是多边形或体素。因此,虚拟计算机空间在结构上比建筑更接近现代绘画。
Along with painting, a genre of modern art with particular relevance to the desigm of navigable virtual spaces is installation. Seen in the context of new media, many installations can be thought of as demse multimedia information spaces. They combine images, video, texts, graphics, and 3-D elements within a spatial layout. While most installations leave it up to the wiewer to determine the order of “information access” to their elements, one of the most well-known installation artists, Ilya Kabakov, elaborated a system of strategies to scructure the viewer’s navigation through his spaces. ^(79){ }^{79} In most installations, according to Kabakov, “the viewer is completely free because the space surrounding her and the installation remain completely indifferent to the installation it encloses.” ^("ma "){ }^{\text {ma }} In contrast, by creating a separate, enclosed space with carefully chosen proportions, colors, and lighting within the larger space of a museum or a gallery, Kabakow aims to completely “immerse” the viewer inside his installation. He calls this installation cype a “total installation.” 除了绘画,现代艺术中与可导航虚拟空间设计特别相关的一个流派是装置艺术。从新媒体的角度来看,许多装置可以被视为多媒体信息空间。它们在空间布局中结合了图像、视频、文本、图形和三维元素。虽然大多数装置让观众自行决定“信息访问”的顺序,但著名的装置艺术家伊利亚·卡巴科夫提出了一套策略,以帮助观众在其空间中导航。卡巴科夫认为,在大多数装置中,“观众是完全自由的,因为她周围的空间和装置对其所包含的装置完全无动于衷。”“ ^("ma "){ }^{\text {ma }} 相比之下,卡巴科夫通过在博物馆或画廊的更大空间中创造一个独立的、封闭的空间,并精心选择比例、颜色和照明,旨在让观众完全“沉浸”在他的装置中。他将这种装置称为“整体装置”。”
For Kabakov, a “total” installation has a double identity. On the one hand, it belongs to the plastic arts designed to be wiewed by an immobile spectator-painting, sculpture, architecture. On the other hand, it also belongs to time-based arts such as theater and cinema. We can say the same about virtual navigable spaces. Another concept of Kabakoy directly applicable to wirtual space design is his distinction berween the spatial structure of an installation and its dramaturgy, that is, the time-space structure created by the movement of a wiewer through an installation. ^(81){ }^{81} Kabakov’s strategies of dramaturgy include dividing the coral space of an installation into two or more coninectedi spaces and creating a well-defined path through the space 对于卡巴科夫而言,“整体”装置具有双重身份。一方面,它属于旨在被静止观众观看的塑料艺术——如绘画、雕塑和建筑;另一方面,它也属于基于时间的艺术,如戏剧和电影。我们同样可以将这一点应用于虚拟可导航空间。卡巴科夫的另一个适用于虚拟空间设计的概念是他对装置的空间结构与其戏剧性的区分,即观众在装置中移动所形成的时间-空间结构。卡巴科夫的戏剧策略包括将装置的整体空间划分为两个或多个相互连接的空间,并在其中创建一条明确的路径。
79. Ilya Kabakow, Om the “Total Installation” (Bbonn: Cantz Werlag, 1995). 79. 伊利亚·卡巴科夫,《关于“整体装置”》(波恩:坎茨出版社,1995 年)。
80. Ibid, 125. This and the following ctanslations from the Russian text of Kabakov are mine. 80. 同上,125。这些翻译以及接下来的内容均来自卡巴科夫的俄文文本,均为我所作。
81. Ibid., 200 . that does not preclude the viewer from wandering on her own, yet prevents her from feeling lost and bored. To make such a path, Kabakov constructs cortidors and abrupt openings between objects; he also places objects in strange places to obstruct passage. Another strategy of the “total installation” is the choice of particular kinds of narratives that in and of themselves lead to spacialization. These are narratives that take place around main ewent that becomes the center of an installation: “The beginning lof the inscallation] leads to the main event [of the narrative] while the last part exists after the event took place.” Yet another strategy involves the positioning of text wishin the space of an installation as a way to orchestrate the attention and navigation of the viewer. For instance, placing two to three pages of text at a particular point in the spiace creates a deliberate stop in the navigation rlyythm. ^(82){ }^{82} Finally, Kabakoy “directs” the viewer to keep alternating between focusing her attentiom on particular details and the installation as a whole. He describes these two kinds of spatial attention (which we can correlate with haptic and optic perception as theorized by Riegl and others) as follows: “wandering, total (“summarnaia”) orientation in space-and active, wellaimed ‘taking in’ of the partial, the small, the unexpected.” ^(3){ }^{3} 81. 同上,200。这并不妨碍观众自由游荡,但却能防止她感到迷失和无聊。为了创造这样的路径,卡巴科夫构建了走廊和物体之间的突兀开口;他还将物体放置在奇特的位置以阻碍通行。“整体装置”的另一种策略是选择特定类型的叙事,这些叙事本身就引导空间化。这些叙事围绕着成为装置中心的主要事件展开:“[装置的开始]引导至叙事的主要事件,而最后一部分则存在于事件发生之后。另一种策略是在装置空间中定位文本,以引导观众的注意力和导航。例如,在特定位置放置两到三页文本,会在导航节奏中制造一个刻意的停顿。 ^(82){ }^{82} 最后,Kabakoy“引导”观众在关注特定细节和整体装置之间不断切换。他将这两种空间注意力(可以与 Riegl 等人理论化的触觉和视觉感知相对应)描述为:“在空间中漫游的整体(‘summarnaia’)方向感,以及对部分、小的、意外事物的主动、精准的‘吸收’。” ^(3){ }^{3}
All these strategies can be directly applied to the design of virtual navigable spaces (and interactive multimedia in general). In particular, Kabakov is very successful at making viewers of his installations read carefully the significant amounts of text included in them-something that represents a constant challenge for new media designers. His constant concern is the viewer’s attention and reaction to what she will encouncer: “The reaction of the wiewer during her mowement through the installation is the main concern of the designer. . The loss of the wiewer’s attention is the end of the installation.” ^(""4 "){ }^{\text {"4 }} This focus on the viewer offers an important lesson for new media designers, who often forget that what they are designing is not an object in irself but a viewer’s experience in time and space. 所有这些策略都可以直接应用于虚拟可导航空间的设计(以及互动多媒体的设计)。特别是,卡巴科夫在让观众仔细阅读他装置中包含的大量文本方面非常成功——这对新媒体设计师来说是一个持续的挑战。他始终关注的是观众的注意力以及她对所遇内容的反应:“观众在穿越装置时的反应是设计师的主要关注点。观众注意力的丧失意味着装置的结束。”“ ^(""4 "){ }^{\text {"4 }} 这种对观众的关注为新媒体设计师提供了一个重要的教训,他们常常忘记自己设计的并不是一个物体,而是观众在时间和空间中的体验。
I have purposefully used the word strategy to refer to Kabakow’s techniques. To evoke the terminology of Michel de Certeau’s The Practice of 我故意使用“战略”一词来指代卡巴科夫的技巧,以此来引发米歇尔·德·塞尔托在《实践的艺术》中使用的术语。
82. Ibid., 200-209. 82. 同上,页码 200 至 209。
83. Whid., 162 83. 惠德,第 162 页
84. Hbid. 162
Everyday Life, Kabakov uses strategies to impose a particular matrix of space, time, experience, and meaning on his viewers; they, in turn, use “tactics” to create their own trajectories (this is a term actually used by de Certeaul) within this matrix. If Kabakov is perhaps the most accomplished architect of navigable spaces, de Certeau could wery well be their best theoretician. Like Kabakow, he never deals with computer media directly, and yet The Practice of Everyday Life contains a multitude of ideas directly applicable to new media. His analysis of the ways in which people employ “tactics” to create their own trajectories through the spaces defined by others (both metaphorically and in the case of spatial tactics, literally) offers a good model for thinking about the ways in which computer users navigate through computer spaces they did not design: 在日常生活中,卡巴科夫运用策略为观众构建了一种特定的空间、时间、体验和意义的框架;观众则利用“战术”在这个框架中创造自己的路径(这个术语实际上是德塞图提出的)。如果说卡巴科夫是可导航空间的杰出建筑师,那么德塞图则可能是其最佳理论家。与卡巴科夫一样,他并不直接涉及计算机媒体,但《日常生活的实践》却包含了许多可以直接应用于新媒体的思想。他对人们如何运用“战术”在他人定义的空间中创造自己轨迹的分析(无论是隐喻上还是在空间战术的字面意义上)为我们思考计算机用户如何在未设计的计算机空间中进行导航提供了一个很好的模型:
Although they are composed with the vocabularies of established languages (those of television, mewspapers, supermarkets of established sequences) and althought they remain subordinated to prescribed symtacticall forms (temporal modes of schedules, paradigmatic orders of spaces, etc.), the trajectories trace out the rules of ocher inceeests and desires that are neither determined, nor captured by, the system in which they develop. ^("as "){ }^{\text {as }} 尽管这些内容是由已建立语言的词汇(如电视、报纸、超市等)构成,并且仍然遵循规定的句法形式(如时间表的时间模式、空间的范式顺序等),但这些轨迹描绘了其他兴趣和欲望的规则,这些规则既不被确定,也不被系统所捕捉。
The Navigator and the Explorer Why is navigable space such a popular construct in new media? What are the historical origins and precedents of this form? 导航者与探险家:为什么可导航空间在新媒体中如此受欢迎?这种形式的历史起源和先例是什么?
In his famous 1863 essay “The Painter of Modern Life,” Charles Baudelaire documented the new modern male urban subject-the flamneur. ^(86){ }^{86} (Recent writings on visual culture, film theory, cultural history, and cyberculcure hawe inwolked the figure of the flameur much too often; my justification for invoking it once again here is that I hope to use it in new ways.) An anonymous observer, the flâneur nawigates through the space of a Parisian crowd, mentallly recording and immediately erasing the faces and figures of passersby. From time to time, his gaze meets the gaze of a passing woman, 在他 1863 年著名的论文《现代生活的画家》中,查尔斯·波德莱尔描绘了新的现代男性城市形象——漫游者。 ^(86){ }^{86} (近期关于视觉文化、电影理论、文化历史和网络文化的著作中,漫游者的形象被提及得过于频繁;我再次提到它的原因是希望以新的方式来使用这个概念。)作为一个匿名的观察者,漫游者在巴黎的人群中穿行,心中记录并迅速抹去路人的面孔和身影。偶尔,他的目光会与一位路过女性的目光相遇,
85. De Certeau, The Practice of Everyday Life, xviii. 85. 德塞图,《日常生活的实践》,第十八页。
86. Charles Baudelaire, “The Paimere of Moden Life”, in My Heant Laid Bawe amd Ouber Prosi Writings (London: Soho Book Company, 1986) engaging her in a split-second virtual affair, only to be unfaithfiul to her with the next female passerby. The flaneur is only truly at home in one placemowing through the crowd. Baudelaire writes: “To the perfect spectacor, the impassioned observer, it is an immense joy to make his domicile amongst numbers, amidst fluctuation and movement, amidst the fugitive and infnite . . . To be away from home, and yet to feel at home; to behold the world, to be in the midst of the world and yet to remais hidden from the world.” There is a theory of nawigable wirtual spaces hidden here, and we can turn to Walter Benjamin to help us in articulating it. According to Benjamin, the flanneur’s navigation transforms the space of the city: "The Crowd is the veil through which the familiar city lures the flâneur like a phantasmagoria. In it the city is now a landscape, now a room. "B7 The navigable space is thus a subjective space, its archicecture responding to the subject’s movement and emotion. In the case of the flanneur moving through the physical city, this transformation, of course, only happens in the flaneur’s perception, but in the case of navigation through a virtual space, the space can fiterally change, becoming a mirror of the user’s subjectivity. The virtual spaces built on this principle can be found in Waliczky’s The Gatden and also in the commercial film Dark City (Proyas, 1998). 86. 查尔斯·波德莱尔,《现代生活的画面》,收录于《我的心中有巴韦和其他散文作品》(伦敦:索霍书公司,1986 年),让她参与一场瞬间的虚拟恋情,却又对下一个经过的女性不忠。漫游者只有在一个地方才能真正感到家,穿梭于人群中。波德莱尔写道:“对于完美的观众和热情的观察者来说,在人群中、在波动和运动中、在短暂和无限中建立自己的家是一种巨大的快乐……远离家,却又感到像在家;目睹世界,身处世界之中,却又隐藏于世界之外。”这里隐藏着一种可导航的虚拟空间理论,我们可以借助瓦尔特·本雅明来帮助我们阐述这一点。 根据本雅明的说法,漫游者的导航改变了城市的空间:“人群是熟悉的城市通过它吸引漫游者的面纱,如同幻影。在这种情况下,城市有时呈现为风景,有时则是一个房间。”可导航的空间因此是一个主观空间,其建筑形式响应于主体的运动和情感。在漫游者穿越物理城市时,这种转变只存在于漫游者的感知中;而在虚拟空间的导航中,空间则可以字面上发生变化,成为用户主观性的镜子。基于这一原则构建的虚拟空间可以在瓦利茨基的《花园》和商业电影《黑暗城市》(普罗亚斯,1998)中找到。
Following European cradition, the subjectivity of the fâneur is decermined by his interaction with a group-even though it is a group of strangers. In place of the close-knit community of the small-scale traditional society (Gemeinschaft), we now have the anonymous associations of modern society (Gesellshaft).s ^("ms "){ }^{\text {ms }} We can interpret the Aâneur’s behavior as a response to this historical shift. It is as though he is trying to compensate for the loss of a close relationship with his group by inserting himself inuto the anonymous crowd. He thus exemplifies the historical shift from Gemeinschaft to Gesellshaft, and the fact that he only feels at home in a crowd of strangers. shows the psychological price paid for modernization. Still, the subjectivity of the flâneur is, in essence, intersubjectivity-an exchange of glances between him and other human beings. 根据欧洲传统,游荡者的主观性是通过他与一群人的互动来决定的——即使这是一群陌生人。我们现在所拥有的是现代社会的匿名群体(Gesellshaft),而不是小规模传统社会(Gemeinschaft)的紧密社区。我们可以将游荡者的行为视为对这一历史转变的回应。他似乎试图通过融入匿名人群来弥补与群体之间亲密关系的缺失。因此,他体现了从 Gemeinschaft 到 Gesellshaft 的历史转变,以及他只在陌生人群中感到自在的事实,这显示了现代化所付出的心理代价。 然而,流浪者的主观性本质上是一种交互主观性——他与其他人之间的目光交流。
87. Walter Benjamin, “Paris, Capital of the Nineteenth Century”, in Reffilthioms (New York Schocken Books, 1986, 156. 87. 瓦尔特·本雅明,《巴黎:十九世纪的首都》,载于《Reffilthioms》(纽约:Schocken Books,1986 年,第 156 页)。
88. The distincrion berween Gemeinschaft and Gesellithaf was developed by Tonnies in Consmunity and Society. 88. Gemeinschaft 与 Gesellschaft 之间的区别是由 Tonnies 在《社区与社会》一书中提出的。
A very different image of navigation through space-and of subjectivity - is presented in the novels of nineteenth-century American writers such as James Fenimore Cooper (1789-1851) and Mark Twain (1835-1910). The main chatacter of Cooper’s novels, the wilderness scout Nacty Bumppa, alias Leatherstacking, navigates through spaces of nature rather than culture. Similarly, in Twain’s Huckleberry Finn, the narrative is organized around the voyage of the two boy heroes down the Mississippi River. Instead of the thickness of the urban human crowd, the milieu of a Parisian flâneur, the heroes of these American novels are most at home in the wildenness, away from the city. They navigate forests and rivers, overcoming obstacles and fighting enemies. Subjectivicy is constructed through conflicts berween the subject and nature, and between the subject and his enemies, rather than through interpersonal relations within a group. This structure finds its ultimate expression in the unique American form, the Western, and its hero, the cowboy-a lonely explorer who only occasionally shows up in town to get a drink at the saloon. Rather than prowiding a home for the cowboy, as it does for the flâneur, the town is a hostile place, full of conflict which eventually erupts into the inevitable showdown. 在 19 世纪美国作家如詹姆斯·费尼莫尔·库珀(1789-1851)和马克·吐温(1835-1910)的小说中,展现了一种截然不同的空间导航和主观性。库珀小说中的主要角色,荒野侦察员纳克提·邦帕,别名皮革堆,探索的是自然的空间而非文化的空间。同样,在吐温的《哈克贝里·费恩》中,故事围绕着两个男孩英雄沿密西西比河的航行展开。这些美国小说的英雄们最适合在荒野中生活,远离城市,而不是城市人群的拥挤或巴黎闲逛者的环境。他们穿越森林和河流,克服障碍,战胜敌人。 主观性是通过主体与自然之间、主体与敌人之间的冲突而构建的,而不是通过群体内的人际关系。这种结构在独特的美国形式——西部片及其英雄牛仔中得到了最终的体现。牛仔是一个孤独的探险者,偶尔会出现在城镇中喝一杯酒。与为漫游者提供的家不同,城镇对牛仔而言是一个充满敌意的地方,充满了冲突,最终会爆发成不可避免的对决。
Both the fâneur and the explorer find their expression in different subject positions, or phenotypes, of new media users. Media cheoretician and activist Geert Lovink describes the figure of the present-day media user and Net surfer, whom the calls “the Data Dandy.” Although Lowink’s reference is Oscar Wilde rather than Baudelaire, his Dara Dandy exhibits behaviors that also qualify him to be called a “Data Flâneur.” "The Net is to the electronic dandy what the metropolitan street was for the historical dandy."8s A perfect aesthete, the Data Dandy loves to display his private and totally irrelevant collection of data to other Net users. “Wrapped in the finest facts and the most senseless gadgets, the new dandy deregulates the time economy of the info == money managers… if the anonymous crowd in the streets was the audience of the Boulevard dandy, the logged-in Net-users are that of the data dandy”.90 While displaying his dandyism, the data dandy does not want to be above the crowd; like Baudelaire’s flâneur, he wants to lose himself in its 无论是游手好闲者还是探险者,他们在新媒体用户的不同角色或表现中找到自己的表达。媒体理论家和活动家 Geert Lovink 描绘了现代媒体用户和网络冲浪者的形象,他称之为“数据花花公子”。虽然 Lowink 的灵感来源于奥斯卡·王尔德而非波德莱尔,但他的数据花花公子所展现的行为同样使他有资格被称为“数据游手好闲者”。“网络对电子花花公子而言,就像历史上的花花公子对都市街道一样。”作为一个完美的审美主义者,数据花花公子喜欢向其他网络用户展示他私人且完全无关紧要的数据收藏。 “新贵在最精致的事实和最无意义的小玩意中崭露头角,打破了信息 == 资金管理者的时间经济……如果街头的匿名人群是大道新贵的观众,那么登录的网络用户就是数据新贵的观众。”在展示他的花哨风格时,数据花花公子并不想高高在上;就像波德莱尔的闲逛者一样,他希望在其中迷失自我
89. Adilkno, The Media Archive (Brooklyn, New York: Autonomedia, 1998), 99. 89. 阿迪尔克诺,《媒体档案》(纽约布鲁克林:Autonomedia,1998 年),第 99 页。
90 . Ibid., 100 . mass, to be moved by the semantic vectors of mass media icons, themes, and trends. As Lovink points out, a data dandy "can only play with the rules of the Net as a non-identity. What is exclusivity in the age of differentiation? . . . Data dandyism is born of an aversion to being exiled into a subculture of one’s own. ^(""ig "){ }^{\text {"ig }} Although Lovink positions the Data Dandy exclusively in data space (“Collogne and pink stockings have been replaced by precious Intel”), the Data Dandy does have a dress code of his own. This look was popular with new media artists of the 1990 s-no labels, no distinct design, no bright colors or extravagant shapes-a non-idencity that is nevertheless paraded as stryle and, in fact, is carefullly constructed (as I learned while shopping in Berlin in 1997 with Russian netartist Alexei Shulgin). The designers who best exemplify this style in the 1990s are Hugo Boss and Prada, whose restrained no-style scyle contrasts withthe opulence of Versace and Gucci, the stars of the 1980 s era of exess. The new style of non-identicy corresponds perfectly to the rise of the Net, where endless mailing lists, newsgroups, and sites delude any single topic, image, or idea: “On the Net, the only thing which appears as a mass is information itself. . . . Today’s new theme is tomorrow’s 23 newsgroups.” 92 90 . 同上,100 . 大众,受到大众媒体图标、主题和趋势的语义向量的影响。正如洛温克所指出的,数据花花公子“只能在网络规则中以非身份的方式游玩。在差异化的时代,什么是排他性?……数据花花公子源于对被流放到自己亚文化的厌恶。 ^(""ig "){ }^{\text {"ig }} 尽管洛温克将数据花花公子专门定位于数据空间(“科隆和粉色长袜已被珍贵的英特尔所取代”),但数据花花公子确实有自己独特的着装规范。 这种风格在 1990 年代的新媒体艺术家中非常流行——没有标签、没有独特设计、没有鲜艳的颜色或奢华的形状——一种非身份性,尽管如此却被视为风格,实际上是经过精心构建的(正如我在 1997 年与俄罗斯网络艺术家阿列克谢·舒尔金在柏林购物时所了解到的)。在 1990 年代,最能体现这种风格的设计师是雨果·博斯和普拉达,他们的克制无风格与 1980 年代奢华的范思哲和古驰形成鲜明对比,后者是那个过度时代的明星。新的非身份性风格与网络的兴起完美契合,在网络上,无尽的邮件列表、新闻组和网站使任何单一主题、图像或想法都变得模糊:“在网络上,唯一作为大众出现的就是信息本身……” 今天的新主题是明天的 23 个新闻组。92
If the Net surfer, who keeps posting to mailing lists and newsgroups and accumulating endless data, is a reincarnation of Baudelaire’s flâneur, the user navigating a virtual space assumes the position of the nineteenth-century explorer, a character from Cooper or Twain. This is particularly true for the navigable spaces of computer games. The dominance of spatial exploration in games exemplifies the classical American mythology in which the individual discovers his identity and builds character by moving through space. Correspondingly, in many American nowels and short stories (O. Henry, Hemingway), narrative is driven by the character’s movements in the outside space. In contrast, nineteenth-century European nowels do not feature much movement in physical space because the action takes place in a psychological space. From this perspective, most computer games follow the logic of American rather than European narratives. Their henoes are not developed, and their psychology is not represented. But as these heroes move 如果网络冲浪者不断在邮件列表和新闻组中发帖,积累无尽的数据,他就像波德莱尔笔下的“漫游者”的再生;而在虚拟空间中导航的用户则如同十九世纪的探险家,像库珀或马克·吐温笔下的人物。这在可导航的计算机游戏空间中尤为明显。游戏中空间探索的主导地位体现了经典的美国神话,个体通过在空间中移动来发现自我并塑造性格。相应地,在许多美国小说和短篇故事(如欧·亨利、海明威)中,叙事往往是由角色在外部空间中的移动所驱动的。 相比之下,十九世纪的欧洲小说并不强调物理空间的移动,因为故事发生在心理空间。从这个角度来看,大多数电脑游戏遵循的是美国叙事的逻辑,而非欧洲叙事。它们的角色没有得到充分发展,心理状态也未得到体现。但是当这些英雄前进时
91. Ibid. 91. 同前。
Ibid. 同前所述。
through space, defeating enemies, acquiring resources, and, more importantly, skill, they are “building character.” This is particularly true for Role Playing Games (RPG), whose narrative is one of self-improvement. But it also holds true for other game genres (action, adventure, simulators) that put the user in command of a character (Doams, Mario, Tousb Raider). As tue character progresses through the game, the game player acquires new skills and knowledge. She learns how to outwit the mutants lurking in the levels of Doom, how to defeat the enemies with just a few kicks in Tomb Raider, how to solve the secrets of the playful world in Mario, and so on. ^(93){ }^{93} 通过在空间中击败敌人、获取资源,更重要的是提升技能,他们正在“塑造性格”。这对于角色扮演游戏(RPG)尤其如此,因为其叙事主题是自我提升。但这同样适用于其他游戏类型(如动作、冒险、模拟器),这些游戏让玩家掌控一个角色(如《毁灭战士》、《马里奥》、《古墓丽影》)。随着角色在游戏中的进展,玩家获得新的技能和知识。她学会了如何智胜潜伏在《毁灭战士》关卡中的变种人,如何用几脚击败《古墓丽影》中的敌人,以及如何解开《马里奥》世界中的秘密,等等。 ^(93){ }^{93}
While movement chrough space as a means of building character is one theme of American frontier mythology, another is exploring and “culturing” unknown space. This theme is also reflected in the structure of computer games. A trpical game begins at some point in a large, unknowr space; in the course of the game, the player has to explore this space, mapping out its geography and unraveling its secrets. In the case of games organized into discrete levels such as Doom, the player has to investigate systematically all the spaces of a given level before he can mowe to the next level. In other games taking place in one large territory, the game play gradually involves larger and larger parts of this territory (Adwentwre, War Craft). 虽然通过空间的运动来塑造角色是美国边疆神话的一个主题,但另一个主题是探索和“开发”未知空间。这个主题在计算机游戏的结构中也得到了体现。一款典型的游戏从一个大型未知空间的某个点开始;在游戏过程中,玩家需要探索这个空间,绘制其地理图并揭开其秘密。在像《毁灭战士》这样的分级游戏中,玩家必须系统地调查当前级别的所有空间,才能进入下一个级别。而在其他发生在一个大领土上的游戏中,游戏玩法逐渐扩展到这个领土的更大部分(如《冒险》和《魔兽争霸》)。
Although I focus in this section on navigating a space in a literal sense, that is, moving through a 3-D wirtual space, this concept is also a key metaphor in the conceptualization of new media. From the 1980 s concept of cyberspace to 1990 s software such as Netscape Navigator, interacting with computerized data and media has been consistently framed in spatial terms. Computer scientists adopted this metaphor as well: They use the term natigation to refer to different methods of organizing and accessing hypermedia, even though a 3 -D vietual space interface is not at all the most common method. For instance, in his Elemuents of Hypernedia Design, Peter Gloor lists “seven design concepts for ravigation in dataspace”: linking, searching, sequentialization, hierarchy, similarity, mapping, guides and agents. ^(94){ }^{94} Thus, “navigating the Internet” includes following hyperlinks, using menus 尽管我在这一部分主要讨论如何在字面意义上导航一个空间,也就是在三维虚拟空间中移动,但这个概念在新媒体的概念化中同样是一个重要的隐喻。从 1980 年代的网络空间概念到 1990 年代的 Netscape Navigator 等软件,与计算机数据和媒体的互动始终以空间的方式来表达。计算机科学家们也采用了这个隐喻:他们用“导航”这个词来指代组织和访问超媒体的不同方法,尽管三维虚拟空间界面并不是最常见的方式。 例如,在他的《超媒体设计元素》中,彼得·格洛尔列出了“数据空间导航的七个设计概念”:链接、搜索、顺序化、层次结构、相似性、映射、指南和代理。因此,“浏览互联网”指的是点击超链接和使用菜单
93. This martrarive of maturarion can also be seen as a particular case of an initiation cenemony, somenhing traditionally a part of every humam sociery. 93. 这种成熟的仪式也可以被视为一种特定的启蒙仪式,传统上是每个社会的一部分。
commonly provided by Web sites, as well as using search engines. If we accept this spatial metaphor, both the nineteenth-century European flàneur and the American exploner find their reincarnation in the figure of the net surfer. We may even correlate chese two historical figures with the names of the two most popular Web browsers: the flâneur of Baudelaire-Netscape Navigator; the explorer of Cooper, Twain, and Hemingway-Internet Explorer. Of course, names apart, these two browsers are functionally quite similar. However, given that they both focus on a single user navigaring through web sites rather than more communal experiences, such as newsgroups, mailing lists, text-based chat, and IRC, we can say that they privilege the explorer racher than the flâneur-a single user navigating through an unknown territory rather than a member of a group, even if this group is a crowd of strangers. And although different software solutions have been developed to make Internet navigation more of a social experience-for instance, allowing remote users to navigate the same Web site together, simultaneously, or allowing the user to see who has allready accessed a particular document-individual navigation through “history-free” data was still the norm at the end of the 1990 s. 通常由网站提供的信息,以及使用搜索引擎。如果我们接受这种空间隐喻,十九世纪的欧洲漫游者和美国探险者在网络冲浪者的形象中得以重生。我们甚至可以将这两个历史人物与两个最受欢迎的网络浏览器联系起来:波德莱尔的漫游者对应网景浏览器,库珀、特温和海明威的探险者对应互联网浏览器。当然,除了名称,这两个浏览器在功能上非常相似。 然而,考虑到他们都专注于单个用户在网站上浏览,而不是更为共同的体验,例如新闻组、邮件列表、文本聊天和 IRC,我们可以说他们更偏向于探险者而非漫游者——一个在未知领域中独自导航的用户,而不是一个群体的成员,即使这个群体是一群陌生人。尽管已经开发出多种软件解决方案,使互联网导航更具社交体验——例如,允许远程用户同时一起浏览同一个网站,或让用户看到谁已经访问过特定文档——但在 1990 年代末,个人在“无历史”数据中导航仍然是常态。
Kino-Eye and Simulators 电影之眼与模拟器
I have presented two historical trajectories: from laaneur to Net surfer, and from nineteenth-century American explorer to the exploner of navigable virtual space. It is also possible to construct another trajectory, leading from the Parisian flanerie to navigable computer spaces. In Witudowy SS bospping, film historian Anne Friedberg presents an archeology of a mode of perception that, according to her, characterizes modern cinematic, televisual, and cyber cultures. This mode, which she calls a “mobilized virtual gaze,”,"s combines two conditions: “a received perception mediated through representation” and travel “in an imaginary flanerie chrough an imaginary elsewhere and an imaginary elsewhen.” ^(96){ }^{96} According to Friedberg’s archeology, this mode emerged when a new nineteenth-century technollogy of virtual representation-photography-merged with the mobilized gaze of 我提出了两条历史轨迹:从 laaneur 到网络冲浪者,以及从十九世纪的美国探险家到可导航虚拟空间的探险者。我们还可以构建另一条轨迹,从巴黎的漫游到可导航的计算机空间。在 Witudowy SS bospping 中,电影历史学家安妮·弗里德伯格展示了一种感知模式的考古学,按照她的说法,这种模式特征现代的电影、电视和网络文化。这种模式,她称之为“动员的虚拟凝视”,结合了两个条件:“通过表现中介的接受感知”和“在一个想象的漫游中穿越一个想象的他处和一个想象的他时”。根据弗里德伯格的考古学,这种模式是在十九世纪新兴的虚拟表现技术——摄影——与动员的凝视相结合时出现的
95. Friedberg. Winduc 5y, 2. 95. 弗里德堡。Winduc 五年,第二。
95. Jid. 95. 年代
tourism, urban shopping, and flanerie. ^(97){ }^{97} As can be seen, Friedberg connects Baudelaire’s flâneur with a ramge of other modern practices: “The same impulses which send flaneurs through the arcades, traversing the pavement and wearing thim their shoe leather, sene shoppers into the department stores, tourists to exhibitions, spectators into the panorama, diaroma; wax museum, and cinema.” ^("s "){ }^{\text {s }} The flaneur ocrupies a privileged position among these nineteenth-century subjects because he embodied most stromgly the desire to combine perception with motion through a space. All that remaimed in order to arrive at the “mobilized virtual gaze” was to virrualize this perception-something that cinema accomplished in the last decade of the nineteenth century. 旅游、城市购物和闲逛。 ^(97){ }^{97} 正如所示,弗里德堡将波德莱尔的“闲逛者”与其他现代实践联系在一起:“推动闲逛者穿过拱廊、在人行道上行走并磨损鞋底的同样冲动,促使购物者进入百货商店,游客前往展览,观众走进全景、立体画、蜡像馆和电影院。” ^("s "){ }^{\text {s }} 闲逛者在这些十九世纪的主体中占据了特权地位,因为他最强烈地体现了将感知与空间中的运动结合的愿望。为了实现“动员的虚拟凝视”,所需的只是将这种感知虚拟化——这是电影在十九世纪最后十年中所完成的。
Although Friederg’s accounit ends writh television and does nat consider new media, the form of navigable wirtual space fits well in her historical trajectory. Navigation through a wirtual space, whether in a computer game, motion simulator ^("data "){ }^{\text {data }} visualizations, or 3-D human-computer interface, follows the logic of the “virtual mobile gaze.” Instead of Parisian streets, shopping windows, and the faces of the passersby, the virtual fallneur travels through virtual streets, highways, and pllanes of data; the eroticism of a splitsecond virtual affair with a passerby of the opposite sex is replaced with che excitement of locating and opening a particular file or zooming into the wirtual object. Like Baudelaire’s flânewr, the wirtual flâneur is happiest on the mowe, clicking from one object to anorher, traversing room after room, level after level, data wolume after data wolume. 尽管弗里德格的叙述以电视为结尾,并未考虑新媒体,但可导航的虚拟空间形式与她的历史轨迹非常契合。无论是在电脑游戏、运动模拟器 ^("data "){ }^{\text {data }} 可视化,还是 3D 人机界面中,导航虚拟空间遵循“虚拟移动凝视”的逻辑。虚拟的流浪者不再是在巴黎的街道、商店橱窗和路人的面孔中游荡,而是穿梭于虚拟街道、高速公路和数据平面;与异性路人进行短暂虚拟恋情的情色被定位和打开特定文件或放大虚拟物体的兴奋所取代。 像波德莱尔的漫游者一样,虚拟漫游者在移动时最为快乐,点击着一个又一个物体,穿越一个又一个房间、楼层和数据量。
Thus just as a database form can be seen as an expression of a “darabase complex,” an irrational desire to preserve and store everything, navigable space is not just a purely functional interface. It is also an expression and gratification of a psychological desire, a state of being, a subject positionor rather, a subject’s trajectory. If the subject of modern society looked for refuge from the chaos of the real worlid in the stability and balance of the static composition of a painting, and later in the cinematic image, the subject of the information society finds peace in the knowledge that she can slide over endless fields of data, locating any morsel of information with the click of a button, zooming through file systems and networks. She is comforted not by an equilibrium of shapes and colors, bur by the variecy of data manipulation operations at her control. 因此,就像数据库表单可以被视为一种“数据库综合症”的表现,一种非理性的欲望,想要保存和存储一切,导航空间不仅仅是一个纯粹的功能界面。它也是一种心理欲望的体现和满足,一种存在状态,或者说,主体的轨迹。如果现代社会的主体在静态画作的稳定和平衡中寻找逃避现实世界混乱的庇护,而后来又在电影图像中寻找,那么信息社会的主体则在于她知道自己可以在无尽的数据海洋中自由滑动,轻松找到任何信息,只需点击一个按钮,便能迅速穿梭于文件系统和网络之间。 她的安慰来源于她所掌控的数据操作的多样性,而不是形状和颜色的平衡。
Does this mean that whe have reached the end of the trajectory described by Friedberg? While still enjoying a privileged place in computer culture, flanerie now shows its age. Here we can make an analogy with the history of the GUI (Graphical User Interface). Developed at Xerox PARC in the 1970 s and commercialized by Apple in the early 1980s, it was appropriate when a typical user’s hard drive contained dozens or even hundreds of files. But for the nexr stage of Net-based computing, in which the user is accessing millions of files, it is no longer sufficient. ^(99){ }^{99} Bypassing the ability to display and navigate filles graphically, the user resorts to a text-based search engine. Similarly, while the “mobilized virtual gaze” described by Friedberg wewas a significant adwancement over earlier more static methods of data organization and access (static image, text, catalog, library), its “bandwidth” is too limited in the information age. Moreover, a simple simulation of movement through a physical space defeats the computer’s new capabilities of data access and manipulation. Thus for the virtual flaneur, such operations as search, segmentation, hyperlinking, visualization, and data mining are more satisfying than just navigating through a simulation of a physical space. 这是否意味着我们已经达到了弗里德伯格所描述的轨迹的尽头?尽管在计算机文化中仍然占据着重要地位,但“漫游”现在显得有些过时。在这里,我们可以与图形用户界面(GUI)的历史进行类比。它在 1970 年代由施乐 PARC 开发,并在 1980 年代初由苹果公司商业化,当时典型用户的硬盘中存储着数十个甚至数百个文件。然而,对于下一阶段的网络计算,用户需要访问数百万个文件,这已不再足够。 ^(99){ }^{99} 用户不得不绕过图形显示和浏览文件的能力,转而使用基于文本的搜索引擎。 同样,虽然 Friedberg 所描述的“动员虚拟凝视”相比于早期更静态的数据组织和访问方法(如静态图像、文本、目录和图书馆)是一个重要的进步,但在信息时代,它的“带宽”仍然过于有限。此外,简单的物理空间移动模拟无法发挥计算机在数据访问和操作方面的新能力。因此,对于虚拟漫游者而言,搜索、分割、超链接、可视化和数据挖掘等操作比仅仅在物理空间的模拟中导航要更令人满意。
In the 1920 s Dziga Vertov already understood this very well. Man with a Moxvie Camera is an important point in the trajectory that leads from Baudelaire’s flanerie co Aspen Movie Map, Doom, and VRML, worlds, nor simply because Vertov’s film is structured around the camera’s active exploration of city spaces, and not only because it fetishizes the camera’s mobility. Vertov wanted to overcome the limits of human wision and human movement through space to arrive at more efficient means of data access. However, the data with which he worked is raw wisible reality-not reality digitized and stored in a computer’s memory as numbers. Similarly, his interface was a film camera, that is, an anthropomorphic simulation of human vision-not computer algorithms. Thus, Vertow stands balffuay between Batudelaires’s flannewr and today’s conputer user: No Longer just a pededtrian walking down a streat, Gut not yet Gibson’s data couboy who zooms through pusre data arnved woith data-mining algarithoms. 在 1920 年代,迪吉·维尔托夫已经对此有了深刻的理解。《带着莫克斯维相机的人》是从波德莱尔的漫游到阿斯彭电影地图、毁灭和 VRML 世界的一个重要节点。这不仅因为维尔托夫的电影围绕着相机对城市空间的主动探索构建,也不仅因为它对相机移动性的迷恋。维尔托夫希望克服人类视觉和在空间中移动的局限,以实现更有效的数据获取方式。然而,他所使用的数据是原始的可见现实,而不是以数字形式存储在计算机内存中的数字化现实。同样,他的界面是电影相机,即一种人类视觉的拟人化模拟,而不是计算机算法。 因此,Vertow 处于 Batudelaires 的 flannewr 和现代计算机用户之间:他不再只是一个在街上走的行人,但也还没有成为吉布森笔下的数据牛仔,能够快速穿梭于纯数据之中,并运用数据挖掘算法。
In his research on what car be called the “kino-eye interface,” Vertov systematically cried different ways to overcome what he thought were the limits of human vision. He mounted cameras on the roof of a building and a mowing automabile; he slowed and sped up film speed; he superimposed a number of images together in time and space (temporal montage and montage within a shor). Man with a Mowie Camera is not only a database of city life in the 1920 s _(", ")_{\text {, }} a database of film techniques, and a database of new operations of visual epistemology, but also a database of new interface operations that together aim to go beyond simple human navigation through physical space. 在他对被称为“电影眼界面”的研究中,维尔托夫系统地探索了多种方法,以克服他认为的人类视觉的局限。他将摄像机安装在建筑物的屋顶和一辆割草车上;他调整了胶卷的播放速度;他在时间和空间上叠加了多幅图像(时间蒙太奇和短片蒙太奇)。《拿着割草机的男人》不仅是 1920 年代城市生活的数据库 _(", ")_{\text {, }} ,还是电影技术的数据库,以及视觉认识论的新操作数据库,同时也是旨在超越简单人类在物理空间中导航的新界面操作的数据库。
Along with Man with a Mowir Camaera, anorther key point in the trajectory from the navigable space of a nimeteenth-century city to the virtual navigable computer space is flight simulators. Ar the same time as Vertov was working on his film, young American engineer E. A. Link, Jr. developed the first commercial Glight simulator. Significantly, Link’s patent for his simulator filed in 1930 refers to it as a "Cambination Training Device for Student Aviators and Entertainment Apparatus. ^(""190 ")^("The "){ }^{\text {"190 }}{ }^{\text {The }} Thus, rather than being an afterthought, the adaptation of flighe simulator technology to consumer entertainment that took place in the 1990 s was already envisioned by its inventor. Link’s design was a simulation of a pillot’s cockpit with all the controls, but, in contrast to a modern simulator, it had no visuals. In short, it was a motion ride without a movie. In the 1960\mathbf{1 9 6 0} los, wissalls were added by using new video technology. A video camera was mounted on a movable arm positioned cyer a room-size model of an airport. The mowement of the camera was synchronized with the simulator controls; its irmage was cransmitted to a wideo monitor in the cockpit. While usefull, this approach was limited because it was based on the physical reality of an actual model set. As we saw in the “Compositing” section, a filmed and edited image is a better simullation technology than a physical construction; and a virtual image controlled by a computer is better still. Nor surprisingly, soon after interactive 3-D computer graphics technology was developed, it was applied to produce visuals for the simullators by one of irs developers. In 1968, Iwan Surtherland, who had already pioneered interactive computer-aided design (“Sketchpad,” 除了与使用 Mowir 相机的人一起,十九世纪城市的可导航空间到虚拟可导航计算机空间的轨迹中,飞行模拟器是另一个关键点。在维尔托夫制作电影的同时,年轻的美国工程师 E.A. Link, Jr.开发了第一个商业飞行模拟器。值得注意的是,Link 在 1930 年申请的飞行模拟器专利将其称为“学生飞行员的组合训练设备和娱乐装置”。因此,飞行模拟器技术在 1990 年代被应用于消费者娱乐并不是事后想出的,而是其发明者早已设想的。 林克的设计模拟了飞行员的驾驶舱,配备了所有控制装置,但与现代模拟器不同的是,它没有视觉效果。简而言之,这是一种没有电影的运动体验。在 1960\mathbf{1 9 6 0} los 中,通过新的视频技术添加了视觉效果。一个视频摄像头安装在可移动的臂上,位于一个机场模型的上方。摄像头的移动与模拟器的控制同步,其图像被传输到驾驶舱中的视频监视器上。虽然这种方法很有用,但由于它基于实际模型的物理现实,因此存在局限性。正如我们在“合成”部分看到的,拍摄和编辑的图像比物理构造更能模拟技术,而由计算机控制的虚拟图像则更为出色。 不出所料,互动 3D 计算机图形技术开发后不久,就被其开发者之一应用于为模拟器制作视觉效果。1968 年,伊万·萨瑟兰已经开创了交互式计算机辅助设计(“草图板”)
100. Benjamin Wooley, Wirtuad Wortds (Oxford: Blackwell, 1992), 39,4339,43. 100. 本杰明·伍利,《维尔图德·沃尔兹》(牛津:布莱克威尔出版社,1992 年), 39,4339,43 。
1962) and virtual reality (1967), formed a company to produce computerbased simulators. In the 1970 s and 1980 s simulators were one of the main applications of real-time 3-D computer graphics technology, thus determining to a significant degree the way this technology was developed. For instance, simulation of particular landscape fearures typically seen by a pilot, such as flat terrain, mountains, sky with clouds, and fog, all became important research problems. ^(101){ }^{101} The application of interactive graphics to simulators has also shaped the imagination of researchers regarding how this technology can be used. It naturalized a particular idiom-flying through a simulated spatial environment. 1962 年和 1967 年的虚拟现实技术促使成立了一家公司,专注于生产基于计算机的模拟器。在 1970 年代和 1980 年代,模拟器成为实时 3D 计算机图形技术的主要应用之一,极大地影响了这项技术的发展方向。例如,模拟飞行员通常会看到的特定地形特征,如平坦的地面、山脉、带云的天空和雾,都成为了重要的研究课题。交互图形在模拟器中的应用也激发了研究人员对这项技术潜在用途的想象,使得在模拟空间环境中飞行的表达方式变得自然。
Thus, one of the most common forms of navigation used today in computer culture-flying through spatialized data-can be traced back to 1970s military simulators. From Baudelaire’s fâneur strolling through physical streets, we move to Vertov’s camera mounted on a mowing car and then to the virtual camera of a simulator that represents the wiewpoint of a military pilot. Although it was not an exclusive factor, the end of the Cold War played an important tole in the extension of the military mode of perception into general culture. Until 1990, such companies as Evans and Surherland, Boeing, and Lockheed were busy developing multi-milliondollar simulators, but as military orders dried up, they were forced to look for consumer applications of their technology. During the 1990s_(", ")1990 \mathrm{~s}_{\text {, }} these and other companies converted their expensive simulators into arcade games, motion rides, and other forms of location-based entertainment. By the end of the decarde, Evans and Sutherland’s list of products included imagegenerators for use in military and aviation simulators; a wirtual set technology for use in television production; Cyber Fighter, a system of metworked game starions modeled after networked military simulators; and Virtual Glider, an immersive, location-based entertainment station. ^("was "){ }^{\text {was }} As military budgers continued to diminish and entertainment budgets, soared, the entertainmenc industry and the military often came to share the same cechnologies and employ the same visual forms. Probably the most graphic example 因此,今天在计算机文化中最常见的导航形式之一——穿越空间化数据——可以追溯到 1970 年代的军事模拟器。从波德莱尔的“闲逛者”在实体街道上漫步,我们转向维尔托夫安装在割草车上的摄像机,接着是代表军事飞行员视角的模拟器虚拟摄像机。虽然这并不是唯一的因素,但冷战的结束在将军事感知模式扩展到大众文化中发挥了重要作用。直到 1990 年,埃文斯和萨瑟兰、波音和洛克希德等公司一直忙于开发数百万美元的模拟器,但随着军事订单的减少,他们被迫寻找其技术的消费应用。 在 1990s_(", ")1990 \mathrm{~s}_{\text {, }} 期间,这些公司将其昂贵的模拟器转变为街机游戏、动感骑乘和其他形式的基于地点的娱乐。到十年末,埃文斯和萨瑟兰的产品清单包括用于军事和航空模拟器的图像生成器、用于电视制作的虚拟场景技术、模仿网络军事模拟器的网络游戏系统 Cyber Fighter,以及沉浸式的基于地点的娱乐站 Virtual Glider。 ^("was "){ }^{\text {was }} 随着军事预算的持续减少和娱乐预算的激增,娱乐行业和军事行业常常共享相同的技术,并采用相似的视觉形式。这可能是最具代表性的例子
101. For mone on the history of 3-D computer graphics, see my article "Mapping Space: Perspective, Radar, and Computer Graphics: 101. 有关 3D 计算机图形历史的更多信息,请参阅我的文章《映射空间:透视、雷达与计算机图形》。
of the ongoing circular transfer of technology and imagination between the military and the civilian sector in new media is Doom. Originally developed and released ower the Internet as a consumer game in 1993 by id software, it was soon picked up by the US. Marime Carps, which customized it into a military simulator for group-combar craining. ^(107){ }^{107} Instead of using multimillion-dollar simulators, the Army could now train soldiers on a fiftydollar game. The Marines, who were involwed in the modifications, then went on to form their own company in onder to market the customized Doom as a commercial game. 军事与民用部门在新媒体中持续进行的技术与想象的循环转移的一个例子是《毁灭战士》。这款游戏最初由 id 软件于 1993 年在互联网上作为消费游戏开发和发布,随后被美国海军陆战队采纳,定制成用于小组战斗训练的军事模拟器。 ^(107){ }^{107} 陆军现在可以用一款五十美元的游戏来训练士兵,而不必使用数百万美元的模拟器。参与修改的海军陆战队随后成立了自己的公司,以便将定制的《毁灭战士》作为商业游戏进行推广。
The discussion of the militany origims of the navigable space form would be incomplete without acknowledging the pioneering work of Paull Wirilio. In his brilliant 1984 book War amal Cineman Wirilio documenned numerous paralleis berween the military and film cultures of the twentieth century, including the use of a mobile camera mowing through space in military aerial surveillance and in cinematography. ^(104){ }^{104} Virilio went on to suggest that, whereas space was the main category of the nineteenth century, the main caregory of the twentieth century was time. As I already discussed, telecommunication technology for Virilio eliminates the category of space altogether as it makes every point on Earth as accessible as any orther-at least in theory. This technology also leads to a real-time politics, which requires instant reactions to events transmitted at the speed of light and, ultimately, can only be handled efficiemtly by computers responding to each ocher without human intervention. From a poss-Cold War perspective, Virilio’s theory can be seen as another example of the imagination transfer from the military to the civilian sector. Im this case, the techno-politics of the Cold War nuclear arms equilibrium between the two superpowers capable of striking each other or any point on Earth at any moment is seen as a fundamentally new stage of culture, in which real time triumphs ower space. 对于可导航空间形式的军事起源的讨论,如果不承认保罗·维里里奥的开创性工作,将是不完整的。在他 1984 年出版的杰作《战争与电影》中,维里里奥记录了 20 世纪军事与电影文化之间的许多相似之处,包括在军事空中监视和电影摄影中使用移动摄像机穿越空间。维里里奥进一步提出,虽然空间是 19 世纪的主要范畴,但 20 世纪的主要范畴是时间。正如我之前讨论的,维里里奥认为电信技术完全消除了空间这一范畴,因为它使地球上的每一个点在理论上都与其他点一样可达。 这项技术还引发了实时政治,要求对以光速传输的事件做出即时反应,最终只能由计算机在没有人类干预的情况下高效地相互响应。从后冷战的角度来看,维里里奥的理论可以视为军事想象力向民用领域转移的又一个例子。在这种情况下,冷战时期两大超级大国之间的核武器平衡的技术政治被视为文化的一个全新阶段,在这个阶段,实时性超越了空间。
Although Virilio did not write on computer interfaces, the logic of his books suggests that the ideal computer interface for a culture of teal-time politics would be the War Room in Dr. Strangelote or: How I Learned to Stapt 尽管维里里奥没有专门讨论计算机界面,但他的书籍逻辑表明,适合即时政治文化的理想计算机界面应该是《奇爱博士》中的战争室,或者说:我如何学会停止。
103. Elizateth Sikorovsky, “Training Spells Doom for Marines,” Fedeteral Camppetier WWeef, 15 103. 伊丽莎白·西科罗夫斯基,“训练法术给海军陆战队带来厄运,” 联邦战斗者周刊,第 15 期
104. Paul Yrillio, War and Cisemsa (London: Yerso, 1989). 104. 保罗·伊里里奥,《战争与西塞姆萨》(伦敦:耶尔索出版社,1989 年)。
Worrying and Lowe the Boumb (Kubrick, 1964), with its direct lines of communication between the generals and the pilots; or DOS command lines, with their military economy of command and response, rather than the more spectacular but inefficient VRML worlds. Uneconomical and inefficient as it may be, the navigable space interface is nevertheless thriving in all areas of new media. How can we explain its popularity? Is it simply a result of cultural inertia? A leftover from the nineteenth wincury? A way to make the ultimately alien space of a computer compatible with humans by anthropomorphizing it, superimposing a simulation of a Parisian flanerie over abstract data? A relic of Cold War culture? 担忧与洛威的《轰炸》(库布里克,1964)展示了将军与飞行员之间的直接沟通;而 DOS 命令行则以其军事化的指挥与响应方式,取代了更为壮观但效率低下的 VRML 世界。尽管导航空间界面可能不够经济且效率低下,但在新媒体的各个领域依然蓬勃发展。我们该如何解释它的受欢迎程度?这仅仅是文化惯性的结果吗?还是十九世纪的遗留物?又或者是一种通过拟人化计算机的陌生空间,使其与人类兼容的方式,将巴黎漫步的模拟叠加在抽象数据之上?这是否是冷战文化的遗物?
While all these answers make sense, it would be unsatisfactory to see navigable space as merely the end of a historical rrajectory; it is also a new beginning. The fent computer spaces discussed here peint toward some of the aesthetic possibilities of this form; mone possibilities are contained in the works of modern painters, installation artists, and architects. Theoretically as well, nawigable space represents a new challenge. Rather than considering only the topollogy, geometry, and logic of a static space, we need to take into account the new way in which space functions in computer culture-als something craversed by a subject, as a trajectory rather than an area. But computer culture is tot the only field where the use of the category of navigable space makes sense. I will now briefly look at two other fieldisanthropology and architecture-in which we find more examples of “navigable space imagination.” 尽管这些答案都很有道理,但将可导航空间仅视为历史轨迹的终点是不够令人满意的;它同样是一个新的开始。这里讨论的计算机空间指向了这种形式的一些美学可能性,而更多的可能性则体现在现代画家、装置艺术家和建筑师的作品中。从理论上讲,可导航空间也带来了新的挑战。我们需要考虑空间在计算机文化中作为主体所经历的功能,而不仅仅是静态空间的拓扑、几何和逻辑——它更像是一条轨迹,而不是一个区域。然而,计算机文化并不是唯一一个使用可导航空间这一概念的领域。 我现在将简要探讨人类学和建筑这两个领域,在这两个领域中我们可以找到更多关于“可导航空间想象”的例子。”
In his book Non-places: Introduction to an Antbropolagy of Suplermodernity, French anthropologist Marc Auge advances the hypothesis that “supermodernity produces non-places, meaning spaces which are not themselves anthropological places and which, unlike Baudelairean modernity, do not integrate with earlier places.” ^(""IOS "){ }^{\text {"IOS }} Place is what anthropologists have studied traditionally; it is characterized by stability, and it supports stable identity, rellations, and history. ^(106){ }^{106} Auge’s main source for his distinction between place and space, or non-place, is Michel de Certeau: "Space, for him, is a 在他的书《非地方:超现代性的人类学导论》中,法国人类学家马克·奥热提出了一个假设:“超现代性产生了非地方,指的是那些本身不是人类学意义上的地方的空间,并且与早期的地方不同,它们并不与之融合。” ^(""IOS "){ }^{\text {"IOS }} 地方是人类学家传统上研究的对象,其特征在于稳定性,并支持稳定的身份、关系和历史。 ^(106){ }^{106} 奥热区分地方与空间或非地方的主要来源是米歇尔·德·塞尔托:“对他而言,空间是一个
(London: Verso, 1995), 78. (伦敦:Verso 出版社,1995 年),第 78 页。
106. Ibid., 53-53. 106. 同上,第 53 页。
'frequent place," “an intersection of moving bodies”: it is the pedestrians who transform a street (geometrically defined as a place by town planners) into a space ^(''){ }^{\prime \prime}; it is an animation of a place by the motion of a moving body. ^(107){ }^{107} The from one perspective we can understand place as a product of cultural producers, while non-places are created by users; in other words, non-place is an individual trajectory through a place. From another perspective, in supermodernity, traditional places are replaced by equallly institutionalized nonplaces, a new architecture of transit and impermanence: hotel chains and squats, holiday clubs and refugee camps, supermarkets, airports, and highways. Non-place becomes the new norm, the new way of existence. '频繁出现的地方,“移动身体的交汇点”:行人将街道(城市规划者几何定义的地方)转变为空间 ^(''){ }^{\prime \prime} ;这是通过移动身体的运动为地方带来的生机。 ^(107){ }^{107} 从一个角度看,地方可以被理解为文化生产者的产物,而非地方则是由使用者创造的;换句话说,非地方是个体在某个地方的轨迹。从另一个角度看,在超现代性中,传统的地方被同样制度化的非地方所取代,这是一种新的过渡和无常的建筑形式:酒店连锁、占据、度假俱乐部和难民营、超市、机场和高速公路。非地方成为新的常态,新的生活方式。'
Ir is interesting that Auge chooses the counterpart of the pilor or the user of the light simulator-the airline passenger-as the subject who exemplifies the condition of supermodernity. “Alone, bur one of many, the user of a non-place has contractual relations with it.” This contract relieves the person of his usual determinants. “He becomes no more than what he does or experiences in the role of passenger, customer or driver.” ^(""E "){ }^{\text {"E }} Auge concludes that “as anthropological places create the organically social, so non-places create solitary contractuality,” che very opposite of the traditional object of sociology: "Try to imagine a Durkheimian analysis of a transit lounge at Roissy!"109 有趣的是,奥热选择了光模拟器的对立面——航空乘客——作为体现超现代性状态的主体。“孤独,但却是众多中的一员,非场所的用户与之建立了契约关系。”这个契约使得个人摆脱了他通常的限制。“他不再是他所做的或在乘客、顾客或司机角色中所经历的。”奥热总结道:“正如人类学场所创造了有机的社会,非场所则创造了孤独的契约性,”这与传统社会学的对象正好相反:“试想一下对罗阿西的过境休息室进行的杜尔凯姆式分析!”109
Architecture by definition stands on the side of order, society, and rules; it is thus a counterpart of sociology as it deals with regularities, norms, and “strategies” (co use de Certeau’s cerm). Yer the very awareness of these assumptions underlying architecture led many contemporary architects to focus their attention on the activities of users who through their “speech acts” “reappropriate the space organized by the techniques of sociocultural production” (de Certeau). ^(110){ }^{110} Architects come to accept that the structures they design will be modified by users" activities, and that these modifications represent an essentiall part of architecture. They also took up the challienge of “a Durkheimian analysis of a transit lounge at Roissy”, putting their energy and 建筑的定义本质上是秩序、社会和规则的体现;因此,它与社会学相对,因为它涉及规律、规范和“策略”(借用德塞图的术语)。然而,对这些假设的意识使许多当代建筑师将注意力集中在用户的活动上,用户通过他们的“言语行为”重新占有由社会文化生产技术组织的空间(德塞图)。建筑师们开始接受他们设计的结构将被用户的活动所修改,而这些修改是建筑的重要组成部分。他们还接受了“对罗西机场候机室的杜尔凯姆式分析”的挑战,投入了他们的精力和
107. Ibid., 79-8079-80. 107. 同前所述, 79-8079-80 。
108. Tbid., 101, 103. 108. Tbid.,101,103。
109. Ibid. 94. 109. 同前所述。94.
110. De Certeau, Tbe Pratine of Everyday Liffe, xiv. imagination into the design of non-places such as airports (Kansai International Airport in Osaka by Renzo Piano), train terminals (Waterloo International Terminal in London by Nicholas Grimshaw) and highway control stations (Steel Cloud or Los Angeles West Coast Gateway by Asymptote Architecture group). ^("It "){ }^{\text {It }} Probably the ultimate in non-place architecture is the ame-million-square-meter Euralille project, which redefined the city of Lille, France as the transit zone between the Continent and London. The project artracted some of the most interesting contemporary architects-Rem Kool haas designed the masterplan, and Jean Nouvel built Centre Euralille, which contains a shopping center, school, hotel, and apartments next to the train terminal. Centered around the entrance to the Chunnel, the underground tunnel for cars that connects the Continent and England, and the terminal for the high-speed train that travels between Lille, London, Brussels, and Paris, Euralille is a space of navigation par excellence, a mega-non-place. Like the nerwork players of Doom, Euralille users emerge from trains and cars to temporarily inhabit a zone defined through their trajectories, an environment “to just wander around inside of” (Robyn Miller), “ain intersection of moving bodies” (de Certeau). 110. 德塞图,《日常生活的实践》,第十四章。将想象力融入非场所的设计,例如机场(由伦佐·皮亚诺设计的大阪关西国际机场)、火车站(由尼古拉斯·格里姆肖设计的伦敦滑铁卢国际车站)和高速公路控制站(由 Asymptote 建筑集团设计的钢云或洛杉矶西海岸门户)。 ^("It "){ }^{\text {It }} 可能非场所建筑的巅峰之作是面积达一百万平方米的 Euralille 项目,它重新定义了法国里尔市,成为大陆与伦敦之间的过境区域。 这个项目吸引了一些最有趣的当代建筑师——雷姆·库哈斯设计了总体规划,尚·努维尔建造了欧拉里中心,里面有购物中心、学校、酒店和公寓,位于火车站旁。欧拉里中心围绕着英法海底隧道的入口,这是一条连接欧洲大陆和英格兰的地下隧道,以及连接里尔、伦敦、布鲁塞尔和巴黎的高速列车终点站,欧拉里是一个导航的典范,一个巨大的非地点。就像《毁灭战士》的网络玩家一样,欧拉里的用户从火车和汽车中走出,暂时居住在一个通过他们的轨迹定义的区域,这里是一个“可以随意游荡的环境”(罗宾·米勒),“一个移动身体的交汇点”(德·塞图)。
EVE and Place EVE 与地点
We have come a long way since Spacewar (1962) and Contputer Space (1971)at least in terms of graphics. The images of these early computer games seem to have more in common with the abstract paintings of Malevich and Mondrian than with the photorealistic renderings of Quake (1996) and Uureal (1997). Whether this evolution in graphics was also accompanied by a conceptual evolution is another matter. Compared to the richness of modern concepts of space deweloped by artists, architects, filmmakers, art historians, and anthropologists, our computer spaces have a long way to go. 自《太空战争》(1962 年)和《计算机空间》(1971 年)以来,我们在图形方面取得了长足的进步。这些早期计算机游戏的图像似乎与马列维奇和蒙德里安的抽象画作有更多的相似之处,而不是与《雷神之锤》(1996 年)和《虚幻》(1997 年)的照片级真实渲染相似。图形的这种演变是否也伴随着概念的变化则是另一个问题。与艺术家、建筑师、电影制片人、艺术史学家和人类学家所发展的现代空间概念的丰富性相比,我们的计算机空间还有很大的提升空间。
Often the way to go forward is to go back. As this secrion has suggested, designers of virtual spaces may find a wealth of relevant ideas by looking at twentieth-century art, architecture, film, and other arts. Similarly, some of the earliest compucer spaces, such as Spacewar and Aspen Mowie Maph, con- 前进的方式往往是回顾。正如这一部分所提到的,虚拟空间的设计师可以通过研究二十世纪的艺术、建筑、电影及其他艺术形式,找到丰富的相关创意。同样,一些最早的计算机空间,比如 Spacewar 和 Aspen Mowie Maph,...
111. Jean-Claude Dubost and Jean-François Gonthier, eds, Arcbitecture for She Fwiture (Paris: 111. 让-克劳德·杜博斯特和让-弗朗索瓦·贡蒂耶主编,《未来的建筑》(巴黎:
Edisions Pierre Terrail, 1996, 171. 皮埃尔·特拉伊尔出版社,1996 年,第 171 页。
tained aesthetic possibilities that are still waiting to be exploned. In conclusion, I will discuss two more works by Jeffrey Shaw, who probably draws on various cultural traditions of space construction and representation more systematically than any other new media artist. 仍然等待探索的美学可能性。最后,我将讨论杰弗里·肖的另外两部作品,他可能比其他新媒体艺术家更系统地借鉴了各种文化传统在空间构建和表现上的方法。
While Friedberg’s concept of the virtual mobile gaze is useful in allowing is to see the connections between a number of technologies and practices of spatial navigarion, such as panorama, cimema, and shopping, it can also make us blind to the important differences between them. In contrast, Shaw’s EVE (1993-present) and Place: A User’s Manual (1995) emphasize both the similarities and differences between various technologies of navigation. ^(112){ }^{112} In these works, Shaw ewokes the navigation mechods of panorama, cinema, video, and VR. But arther than collapsing different technologies into one, he “layers” them side by side; that is, he literally encloses the interface of one technology within the interface of another. For instance, in the case of EVE, visitors find themselves inside a large semisphere reminiscent of the nineteenth-century panorama. The projectors located in the middle of the sphere throw a rectangular image on the inside surface of the semisphere. In this way, the incerface of cimema (an image enclosed by a rectangular frame) is placed iaside the in terface of panorama (a semispherical enclosed space). a different “layerimg” takes place" A panorama inter a wirtual landscape using a ical computer-space interface. Tharetistic of VR_(", ")\mathrm{VR}_{\text {, }}, computer games, and navigable first-person perspect eneral. Inside this landscape are eleven cylinders with computer spaces in gen them. Once the user mowes inside one of these cylinphorographs mapped on ther . ders, she switches to a mode of percept technologies next to one other within a 虽然弗里德伯格的虚拟移动视角概念有助于我们理解多种技术和空间导航实践之间的联系,如全景、电影和购物,但它也可能让我们忽视它们之间的重要差异。相比之下,肖的 EVE(1993 年至今)和《地方:用户手册》(1995)则强调了各种导航技术的相似性和差异。在这些作品中,肖唤起了全景、电影、视频和虚拟现实的导航方式。但与其将不同技术合并为一,他更倾向于将它们“层叠”在一起;也就是说,他将一种技术的界面字面上封闭在另一种技术的界面内。 例如,在 EVE 的案例中,访客置身于一个大型半球体内,仿佛回到了十九世纪的全景展示。位于球体中央的投影仪将矩形图像投射到半球体的内表面。这样,电影的界面(一个被矩形框架包围的图像)就被置于全景的界面(一个半球形的封闭空间)之内。一个不同的“层次”在这里形成,全景与虚拟景观通过计算机空间界面相互交融。 VR_(", ")\mathrm{VR}_{\text {, }} 的艺术特征、计算机游戏和可导航的第一人称视角在此展现。在这个景观中,有十一根圆柱体,内部包含计算机空间。当用户进入这些圆柱体之一时,映射在其上的图像便会显现。她切换到一种感知技术模式,彼此之间相互影响
By placing interfaces of different technologic of seeing, spactial access, and single work, Shaw foregrounds the the tradition of the framed image, that user behavior characteristic of each. The that larger physical space that contains is, a representation that exists computer screen), meers the tradition of "to- 通过将不同技术的视觉接口、空间访问和单一工作结合在一起,肖突出了框架图像的传统以及每种用户行为的特征。这个更大的物理空间是一个存在于计算机屏幕上的表现,延续了“到”的传统。
tal" simulation, or "imm 塔尔模拟或免
viewer (panorama, VR). the craditions of collec 观众(全景,虚拟现实)。传统的收集方式
first tradition spans from magic-lantern shows to twentieth-century cinema. The second passes from the camera obscura, stereoscope, and kinescope to head-mounted displays of VR. Boch have cheir dangers. In the first tradition; the individual’s subjectivity can be dissolved in a mass-induced response. In the second, subjectivity is defined through the interaction of an isolated subject with an object at the expense of intersubjective dialogue. In the case of viewers’ interactions with computer installations, as I noted when discussing Osmose, something quite new beg ins to emerge-a combination of individualized and collective specratorship. The interaction of one wiewer with the work (via a joystick, mouse, ar head-mounted sensor) becomes in itself a new text for other viewers, situated within the work’s arena, so to speak. This affects the behavior of this viewer, who acts as a representative for the desires of others, and who is now oriented both to them and to the work. 第一个传统从魔术灯展览延续到二十世纪的电影。第二个传统则从暗箱、立体镜和动影机发展到虚拟现实的头戴显示器。博克对此有其危险。在第一个传统中,个体的主观性可能在大众的集体反应中被消解。而在第二个传统中,主观性则是通过孤立个体与对象的互动来定义的,这牺牲了主体间的对话。在观众与计算机装置的互动中,正如我在讨论《渗透》时提到的,开始出现一种全新的现象——个体化与集体化的观众监督的结合。 一位观众与作品的互动(通过操纵杆、鼠标或头戴传感器)本身就成为了其他观众的新文本,可以说是在作品的环境中。这影响了这位观众的行为,他作为其他人的愿望的代表,现在同时关注他们和作品。
EVE rehearses che whole Western history of simulation, functioning as ai kind of Plato’s cave in reverse: Visitors progress from the real world into the space of simulation, where instead of mere shadows they are presented with technologically enhanced (via stereo) images, which look more real than their normal perceptions. ^(113){ }^{113} At the same time, EVE’s enclosed round shape refers us back to the fundamental modern desire to construct a perfect, selfsufficient utopia, whether wisual (the nineteenth-century panorama) io social. (For instance, after 1917, Russian architect G. I. Gidoni designed a monument to the revolution in the form of a semitransparent globe that could hold several thousand spertatars.) Yet rather than being presented with a simulated world that has nothing to do with the real space of the viewer (as in typical VR), visitors who enter EVE’s enclosed space discover that EVE’s apparacus shows the outrside reality they ostensibly just left behinad. Moreover, instead of being fused in a single collective wision (Gesamtkunstwerk, cinema, mass sociery), visitors are conffronted with a subjective and partial view. Visitors see only what one person who wears a head-mounted sensor chooses to show them; that is, they are literally limited by chis person’s point of view. In addition, instead of a 360 -degnee wiew, they see a small rectangular image-a mere sample of the world outside. The one wisitor wearing a sensor, who thus literally acts as an eye for the rest of EVE 排练了整个西方的模拟历史,像是一个反向的柏拉图洞穴:访客从现实世界进入模拟空间,在这里,他们看到的不是简单的影子,而是通过立体声技术增强的图像,这些图像看起来比他们的正常感知更真实。 ^(113){ }^{113} 同时,EVE 封闭的圆形形状让我们回想起现代人构建完美自给自足乌托邦的基本愿望,无论是视觉上的(19 世纪的全景画)还是社会上的。(例如,1917 年后,俄罗斯建筑师 G.I.吉多尼设计了一个半透明球体形式的革命纪念碑,可以容纳几千名观众。然而,与其说访客被呈现一个与他们真实空间无关的模拟世界(如典型的虚拟现实),不如说进入 EVE 封闭空间的访客发现,EVE 的设备展示了他们刚刚离开的外部现实。此外,访客并不是融入一个单一的集体视野(如总艺术作品、电影或大众社会),而是面对一个主观且片面的视角。访客只能看到佩戴头戴式传感器的某个人选择展示给他们的内容;换句话说,他们的视角受到这个人的限制。此外,他们看到的不是 360 度的视图,而是一个小矩形图像——外部世界的一个简单样本。穿着传感器的访客,实际上为其他人充当了眼睛的角色
113. Here I mm describing the particular application of EVE that I saw at the “Muitimediale 4” exhibition, Karlsruhe, Gerrmany. May 1995. 113. 我在 1995 年 5 月于德国卡尔斯鲁厄的“Muitimediale 4”展览上看到的 EVE 的具体应用。
the audience, occupies many positions at once-master subject, visionary who shows the audience what is worth seeing, and (at the same time) mere object, an interface between them and ourside reality, that is, a tool for others; a projector, light, and reffector, all at once. 观众同时扮演多个角色——既是主导主题,又是展示值得观看的愿景的先知,同时也是一个简单的对象,是他们与外部现实之间的桥梁,也就是说,是他人的工具;一个投影仪、光源和反射器,三者合一。
Having examined the two key forms of new media - database and navigable space-one is tempted to see their privileged role in computer culture as a sign of a larger culturall change. If we use Auge’s distinction between modernity and supermodernity, the following scheme can be established: 在研究新媒体的两种主要形式——数据库和可导航空间后,我们很容易将它们在计算机文化中的特殊地位视为更大文化变革的迹象。如果我们采用奥热对现代性与超现代性的区分,可以建立以下框架:
geormetry and topology as theoretical models for cultural and social analysis-trajectory, wector, and flow as theoretical categories. 几何与拓扑作为文化和社会分析的理论模型——轨迹、向量和流动作为理论类别。
As can be seen from this scheme, the two “'supermodern” forms of database and navigable space are complementary in their effects on the forms of modernity. On the one hand, a narrative is “flattened” into a database. A trajectory through events and/or time becomes a flat space. On the other hand, a flat space of architecture or topology is narrativized, becoming a support for individual users" trajectories. 从这个方案可以看出,这两种“超现代”的数据库和可导航空间形式在现代性上是互补的。一方面,叙事被“扁平化”为数据库,事件和/或时间的轨迹变成了一个平面空间。另一方面,建筑或拓扑的平面空间被叙事化,成为个体用户轨迹的支撑。
But this is only one possible scheme. What is clear, howewer, is that we have left modernity for something else. We are still searching for names to describe it. Yet the names that we have come up with-“supermodernity”," “transmodernity”," “second modern”-all seem to reflect the senst of the continuity of this new stage with the old. If the 1980s’ concept of “'postmodernism” implied a break with modernity, we now seem to prefer to think of cultural history as a continuous trajectory through a single conceptual and aesthetic space. Having lived through the twentieth century, we learned all too well the human price of “breaking with the past,” “building from scratch,” “making new,” and other similar claims-wherher involving aes- 但这只是一个可能的方案。然而,显而易见的是,我们已经离开了现代性,走向了其他的东西。我们仍在寻找合适的名称来描述它。然而,我们提出的名称——“超现代性”、“跨现代性”、“第二现代”——似乎都反映了这一新阶段与旧阶段之间的连续性。如果 1980 年代的“后现代主义”概念暗示了与现代性的断裂,那么我们现在似乎更倾向于将文化历史视为在一个单一的概念和美学空间中的连续轨迹。经历了二十世纪,我们对“与过去决裂”、“从零开始建设”、“创造新事物”等类似说法所付出的代价有了深刻的认识——无论是涉及美学的。
114. See Novalk, “Liquid Architectures in Cyberspace.” thetic, moral, or social systerns. The claim that new media should be totally new is only one in the long list of such claims. 114. 见 Novalk,“网络空间中的液态建筑。” 伦理、道德或社会体系。新媒体必须完全新颖的说法只是众多类似观点中的一个。
Such a notion of a continuous trajectory is more compartible with human anthropology and phenomenology. Just as a human body mowes through physical space in a continuous trajectory, the notion of history as a continuous trajectory is, in my view, preferable to the one that postulates epistemological breaks or paradigm shifts from one era to the next. This notion, articulated by Michel Foucault and Thomas Kuhn, in the 1960 s, fits with the aesthetics of modernist montage of Eisenstein and Godlard-rather than our own aesthetics of continuity as exemplified by compositing, morphing, and navigable spaces. ^(115){ }^{115} 这种连续轨迹的概念与人类学和现象学更为契合。就像人类身体在物理空间中以连续的轨迹移动一样,我认为将历史视为连续轨迹的概念比假设从一个时代到下一个时代存在认识论的断裂或范式转变的观点更为合理。这一观点由米歇尔·福柯和托马斯·库恩在 1960 年代提出,符合爱森斯坦和戈达尔的现代主义蒙太奇美学,而不是我们通过合成、变形和可导航空间所体现的连续性美学。
These thinkers also seem to have projected onto a diachronic plane of history the traumatic synchronic division of their time-the split berween the capitalist West and che communist East. But with the official (although not necessarily actual) collapse of this split in the 1990s, we have seen how history has reasserted is continuity in powerful and dangerous ways. The return of nationalism and elligion and the desire to erase everything associated with the Communist regime and return to the past-pre-1917 Russia and pre-1945 Eastern Europe-are only some of the more dramatic signs of this process. A radical break with the past has a price. Despite the interruption, the historical trajectory keeps accumulating potential energy until one day it reasserts itself with new force, breaking out into the open and crushing whatever new has beem creaced in the meantime. 这些思想家似乎将他们时代的创伤性共时分裂投射到了历史的历时平面上——资本主义西方与共产主义东方之间的分裂。然而,随着 1990 年代这一分裂的官方(尽管不一定是实际的)崩溃,我们看到历史以强大而危险的方式重新确认了其连续性。民族主义和宗教的回归,以及想要抹去与共产主义政权相关的一切并回归到过去——1917 年前的俄罗斯和 1945 年前的东欧——只是这一过程的一些更为戏剧性的迹象。与过去的彻底决裂是有代价的。 尽管经历了干扰,历史的轨迹依然不断积累潜在能量,直到有一天它以新的力量重新显现,冲破表面,压制在此期间所创造的任何新事物。
In this book, I hawe chosen to emphasize the continuities between the new media and the old, the interplay between historical repetition and innovation. I wanted to show how new media appropriate old forms and conventions of different media, in particular, cinema. Like a river, culturall history can not suddenly change its course; its movement is that of a spline rather than a set of straight lines berween points. In short, I wanted to create trajectories through the space of cultural history that would pass through new media, thus grounding it in what came before. 在这本书中,我选择强调新媒体与旧媒体之间的连续性,以及历史重复与创新之间的相互作用。我想展示新媒体如何吸收旧形式和不同媒体的惯例,尤其是电影。文化历史就像一条河流,无法突然改变方向;它的流动更像是一条样条曲线,而不是在点之间的直线。简而言之,我希望在文化历史的空间中创造一些轨迹,这些轨迹将穿过新媒体,从而将其扎根于过去。
It is useful to think about the relarions between cinema and new media in terms of two vectors. The first vector goes from cinema to new media, and it constitutes the backbone of this book. Chapters 1-5 uses the history and theory of cinema to map out the logic driving the technical and stylistic development of new media. I also trace the key tole played by 在思考电影与新媒体之间的关系时,可以用两个向量来理解。第一个向量从电影指向新媒体,这也是本书的核心内容。第 1 至第 5 章利用电影的历史和理论来阐明推动新媒体技术和风格发展的逻辑。我还探讨了其中扮演的关键角色。
What Is Cinema? 电影是什么?
cinematic language in new media interfaces-both the traditional HCI (the interface of the operating system and software applications) and what I call “cultural interfaces”-interfaces between the human user and cultural data.
The second vector goes in the opposite direction-from computers to cinema. How does computerization affect our very concept of moving images? Does it offer new possibilities for film language? Has it led to the development of totally new formis of cinema? This last chapter is devoted to these questions. In part I started to address them in the “Compositing” section and the “Illusion” chapter. The main part of that chapter focuses on the new identity of the computer-generated image; it is logical that we now extend our inquiry to include mowing images. 第二个向量朝相反的方向发展——从计算机到电影。计算机化如何影响我们对动态影像的理解?它是否为电影语言提供了新的可能性?是否催生了全新的电影形式?本章将专注于这些问题。在第一部分,我在“合成”部分和“幻觉”章节中开始探讨这些问题。该章节的主要内容集中在计算机生成图像的新身份上;因此,现在我们将探讨扩展到动态影像是合乎逻辑的。
Before proceeding, I would like to offer two lists. My first list summarizes the effects of computerization on cinema proper: 在继续之前,我想提供两个列表。我的第一个列表总结了计算机化对电影的影响:
Use of computer techniques in traditional filmmaking: 传统电影制作中计算机技术的应用:
1.1 3-D computer animation/digital composing. Examples: Titanic (James Cameron, 1997), The City of Lost Children (Marc Caro and J. P. Jeunet, 1995) 1.1 3D 计算机动画和数字合成。示例:电影《泰坦尼克号》(詹姆斯·卡梅隆,1997 年)、《失落的城市》(马克·卡罗和让-皮埃尔·热内,1995 年)
1.2 Digital painting. Example: Forrest Gump (Robert Zemeckis, 1994). 1.2 数字绘画。例如:《阿甘正传》(导演:罗伯特·泽米吉斯,1994 年)。
1.3 Virtwal sets. Example: Ada (Lynn Hershman, 1997). 1.3 虚拟集合。示例:阿达(林恩·赫尔施曼,1997 年)。
1.4 Virtual actots/motion capture. Example: Titanic. 1.4 虚拟角色/动作捕捉。举例:电影《泰坦尼克号》。
New forms of computer-based cinema: 新型计算机电影形式:
2.1 Motion rides/location-based entertainment. Example: rides produced by Douglas Trumbull. 2.1 动态游乐设施/基于位置的娱乐。举例:道格拉斯·特伦布尔制作的游乐设施。
2.2 Motion graphics, or what I might call typagrapbic cinema: film + graphic design + typography. Example: film title sequences. 动态图形,或者我称之为排版电影:电影、平面设计与排版的结合。举例来说:电影的片头序列。
2.3 Net.cinema: films designed exclusively for Internet distribution. Example: New Wenue, one of the first onlines sites devoted to 2.3 网络电影:专为互联网分发而设计的影片。例如:New Wenue,最早的在线网站之一,专注于此。
showcasing short digital films. In 1998 it accepted only QuickTime files under five Mb\mathbf{M b}. 展示短小的数字电影。1998 年,它只接受小于五个 Mb\mathbf{M b} 的 QuickTime 文件。
2.4 Hypermedia interfaces to a film that allows nonlinear access at different scales. Examples: Wax Webh (David Blair, 1994-1999), Stephen Mamber’s database interface to Hitchcock’s Psycho (Mamber, 1996-). 2.4 超媒体接口,允许在不同尺度上对电影进行非线性访问。示例包括:Wax Webh(大卫·布莱尔,1994-1999)和斯蒂芬·曼伯对希区柯克的《精神病》(曼伯,1996-)的数据库接口。
2.5 Interactive movies and games structured around film-like sequences. These sequences can be created using traditional film techniques (example: the Jobnnyy Mnemonic game) or computer animation (example: the Blade Rumner game). (The pioneer of interactive cinema is experimental filmmaker Grahame Weinbrem, whose laserdisks Sonata and The Erl King are the true classics of this new form.) Note that it is hard to draw a strict line between such interactive movies and many other games that may not use traditional film sequences yet follow many other conventions of film language in their structure. From this perspective, the majority of the compurer games of the 1990 s can actually be considered interactive movies. 2.5 互动电影和围绕电影般序列构建的游戏。这些序列可以通过传统电影技术(例如:Jobnnyy Mnemonic 游戏)或计算机动画(例如:Blade Rumner 游戏)来创建。(互动电影的先驱是实验电影制作人 Grahame Weinbrem,他的激光唱片《奏鸣曲》和《厄尔王》是这一新形式的真正经典。)需要注意的是,很难在这种互动电影和许多其他可能不使用传统电影序列但在结构上遵循许多电影语言惯例的游戏之间划定严格的界限。从这个角度来看,1990 年代的大多数计算机游戏实际上可以被视为互动电影。
2.6 Animated, Gilmed, simulated, or hybrid sequences that follow film language, and appear in HCl , Web sites, computer games, and other areas of new media. Examples: transitions and QuickTime movies in Myt, FMV (full motion video) openings in Tomb Raider and many other games. 2.6 动画、吉尔梅德、模拟或混合序列,遵循电影语言,出现在 HCl、网站、电脑游戏及其他新媒体领域。示例包括 Myt 中的过渡效果和 QuickTime 电影,以及 Tomb Raider 等许多游戏中的全动态视频(FMV)开场。
Filmmakers’ reactions to the increasing reliance of cinema on computer techniques in postproduction: 电影制作人对电影在后期制作中日益依赖计算机技术的看法:
3.1 Films by Dogme 95 movement. Example: Celebration (Vinterberg, 1998) 3.1 道格玛 95 运动制作的电影。例如:《庆祝》(温特伯格,1998)
3.2 Films that focus on the new possibilities offered by inexpensive DV (Digital Video) cameras. Example: Timme Code (Figgis, 2000). 3.2 关注廉价 DV(数字视频)摄像机所带来的新可能性的电影。例如:Timme Code(Figgis,2000)。
Filmmakers’ reaction; to the conventions of new media: 电影制作人对新媒体规范的反应;
4.1 Conventions of a computer screen. Example: Prospero’s Books (Greenaway). 计算机屏幕的规范。例如:普罗斯佩罗的书(格林纳威)。
4.2 Conventions of game narratives. Examples: Run, Lola, Run (Tykwer, 1999), Sliding Doors (Howitt, 1998). 4.2 游戏叙事的惯例。示例:奔跑吧,洛拉(提克威,1999),滑动门(霍伊特,1998)。
The first section of this chapter, “Digital Cinema and the History of a Moving Image,” will focus on 1.1-1.3. The second section, “New Language of Cinema,” will use examples drawn from 2.3-2.6.^(@)2.3-2.6 .{ }^{\circ} 本章的第一部分“数字电影与动态影像的历史”将重点讨论 1.1-1.3。第二部分“电影的新语言”将以 2.3-2.6.^(@)2.3-2.6 .{ }^{\circ} 中的例子为基础。
Note that I do nor include on this list new distribution technologies such as digital film projection or network film distriburion, which by 1999 was already used in Hollywood on a experimental basis, nor do I mention the growing number of Web sites devoted to distribution of films. ^(2){ }^{2} Although all these developments will undoubtedly have an important effect on the economics of film production and distribution, they do not appear to have a direct effect on film language, which is my main concern bere. 请注意,我在这个列表中没有包括新的分发技术,比如数字电影放映或网络电影分发,这些技术在 1999 年已经在好莱坞以实验的方式使用,也没有提到越来越多的网站专注于电影分发。 ^(2){ }^{2} 尽管所有这些发展无疑会对电影制作和分发的经济产生重要影响,但它们似乎对电影语言没有直接影响,这是我在这里主要关注的。
My second, and highly tentative, list summarizes some of the distinct qualities of a computer-based image. This list pulls together arguments presented throughour the book so far. As I noted in chapter 1, I feel that it is important to pay attention not only to the new properties of a computer image that can be logically deduced from its new “material” status, but also to how images are actually used in computer culture. Therefore, the number of properties on this list reflects the typical usage of images rather than some “essential” properties it may have due to its digital form. It is also legitimate to think of some of these qualities as particular consequences of the oppositions that define the concept of representation, as summarized in the Introduction: 我的第二个且高度不确定的列表总结了一些计算机图像的独特特性。这个列表汇集了到目前为止书中提出的论点。正如我在第一章中提到的,我认为关注计算机图像的新属性不仅要从其新的“物质”状态逻辑推导出来,还要关注图像在计算机文化中的实际使用。因此,这个列表上的属性数量反映了图像的典型使用,而不是由于其数字形式可能具有的某些“本质”属性。将这些特性视为定义表现概念的对立的特定结果也是合理的,这在引言中有所总结:
The computer-based image is discrete, because it is broken into pixels. This makes it more like a human language (but not in the semioric sense of hawing distinct units of meaning). 计算机生成的图像是离散的,因为它被分解为像素。这使得它更像一种人类语言(但并不是在符号学上具有独特意义单位的意义)。
The computer-based image is modular, because it typically consists of a number of layers whose contents offien cornespond to meaningful parts of the image. 计算机生成的图像是模块化的,因为它通常由多个层组成,这些层的内容往往对应于图像中有意义的部分。
The computer-based innage consists of two levels, a surface appearance and the underlying code (which may be the pixel values, a mathemarical function, or HTML code). In terms of its “surface,” an image participates in dialog with other cultural objects. In terms of its code, an image exists on the same conceptual plane as other computer objects. (Surface-code can be 计算机生成的图像由两个层次构成:一个是表面外观,另一个是底层代码(可能是像素值、数学函数或 HTML 代码)。从“表面”来看,图像与其他文化对象进行互动;从代码的角度看,图像与其他计算机对象处于同一概念层面。(表面代码可以是
The phenomenon of neorion rides has already been discussed in decail by Finnish new media theoretician and histortian Erkki Huhtamo. 芬兰新媒体理论家和历史学家埃尔基·胡赫塔莫已经在德凯尔讨论过神经骑行现象。
For a list of some of these sites as of October 1999, see “Small-Screen Multiplex,” Wired 7.10 (October 1999), }rttp/lwwwwined.comiarchive/7.10/multaplex.html. 有关 1999 年 10 月的一些网站列表,请参见《小屏幕多路复用》,Wired 7.10(1999 年 10 月),}rttp/lwwwwined.comiarchive/7.10/multaplex.html。
related to orther pairs: signifier-signified, base-superstructure, unconscious-conscious. So just as a signifier exists in a structure with other signifiers of a language, the “surface” of an image, that is, its “contents,” enters into dialog writh all other images in a culture.) 与其他对立概念相关:能指与所指、基础与上层建筑、无意识与意识。因此,就像一个能指在语言的其他能指结构中存在一样,图像的“表面”,即其“内容”,与文化中的所有其他图像进行对话。
Computer-based images are typically compressed using lossy compression techniques, such as JPEG. Therefore, the presence of noise (in the sense of undesirable artifacts and loss of original information) is irs essential, rather than accidental, quality. 计算机生成的图像通常采用有损压缩技术进行压缩,例如 JPEG。因此,噪声的存在(指不希望出现的伪影和原始信息的丢失)是其本质特征,而非偶然的质量。
An irmage acquires the new nole of an interface (for instance, intugemaps on the Web, ar the image of a desktop as a whole in GUD. Thus, image becomes image-interface. In this role it functions as a portal into another world, like an icon in the Middle Ages or a mirror in modern literature and cinema. Rarther than staying on its surface, we expect to go “into” the image. In effect, every computer user becomes Carroll’s Alice. The image can function as an interface because it can be “wired” to programming code; thus clicking on the image activates a computer program (or its part). 一幅图像获得了界面的新角色(例如,网络上的交互地图,或 GUD 中整个桌面的图像)。因此,图像变成了图像-界面。在这个角色中,它像中世纪的图标或现代文学和电影中的镜子一样,成为通往另一个世界的门户。我们期望不仅停留在表面,而是能够“进入”图像。实际上,每个计算机用户都像卡罗尔的爱丽丝一样。图像之所以能作为界面,是因为它可以与编程代码“连接”;因此,点击图像会激活一个计算机程序(或其部分)。
The new role of an image as image-interface competes with its older role as representation. Therefore, conceptually, a computer image is situated between two opposing poles-an illusionistic window into a fictional universe and a tool for computer control. The task of new media design and art is to learn how to combine these two competing roles of an image. 图像作为图像界面的新角色与其作为表现的旧角色相互竞争。因此,从概念上讲,计算机图像处于两个对立的极端之间——一个是通往虚构宇宙的幻觉窗口,另一个是计算机控制的工具。新媒体设计和艺术的任务是学习如何将这两种竞争的图像角色结合起来。
Visually, this conceptual opposition translates into the opposition between depth and surface, between a window into a fictional universe and a control panel. 从视觉上看,这种概念对立体现在深度与表面之间的对立,以及虚构宇宙的窗口与控制面板之间的对立。
Along with functioning as image-interfaces, computer images also function as image-instruments. If an image-interface controls a compurer, an image-inscrument allows the user to remotely affect physical reality in real time. This ability not only to act but to “teleact” distinguishes the new computer-based image-instrument from its predecessors. In addition, if old image-instruments such as maps were clearly distinguished from illlusionistic images such as paintings, computer images often combine both functions. 9. A computer image is frequently hyperlinked to other images, texts, and other media elements. Rather than being a self-enclosed entity, it points, leads to, and directs the user outside itself toward something ellse. AA moving image may also include hyperlinks (for instance, in QuickTime format.) We can say that a hyperlinked image, and hypermedia in general, “externalizes”’ Pierce’s idea of infinite semiosis and Derrida’s concept of infinite deferral of meaning-although this does nor mean that this “externalization” automat- ically legitimizes these concepts. Rather than celebrating “the convergence of technology and critical theory,” we should use new media technology as an opportunity to question our accepted critical concepts and models. 计算机图像不仅作为图像接口发挥作用,还作为图像工具。图像接口控制计算机,而图像工具则允许用户实时远程影响物理现实。这种既能行动又能“远程行动”的能力,使得新的基于计算机的图像工具与其前身有所不同。此外,旧的图像工具如地图与幻觉图像如绘画有明显区别,而计算机图像往往将这两种功能结合在一起。计算机图像通常与其他图像、文本和媒体元素超链接。它不是一个自我封闭的实体,而是指向、引导并将用户导向外部的其他事物。 AA 动态图像也可能包含超链接(例如,QuickTime 格式)。我们可以说,带有超链接的图像以及超媒体,"外化"了皮尔斯的无限符号学和德里达的意义无限延迟的概念——这并不意味着这种"外化"会自动使这些概念合法化。与其庆祝"技术与批判理论的融合",我们更应该利用新媒体技术来质疑我们所接受的批判概念和模型。
Variability and automation, these general principles of new media, also apply to images. For example, a designer using a computer program can attomatically generate infinite versions of the same image, which can wary in size, resolution, colors, composition, and so on. 变异性和自动化,这些新媒体的一般原则同样适用于图像。例如,设计师使用计算机程序可以自动生成同一图像的无限多个版本,这些版本在大小、分辨率、颜色、构图等方面各不相同。
From a single image that represents the “cultural unit” of a prewious period, we move to a database of images. Thus if the hero of Antonioni’s Blow-Up (1966) was looking for truth within a single photographic image, the equiwalent of this operation in a computer age is to work with a whole database of many images, searching and comparing them with each other. (Although many contemporary films include sceges of image search, none of them makes it a subject in the way Blatu-Up does by zooming into a photograph. From this perspective, it is interesting that fifteen years after BlowUp, Biade Rusner still applies “old” cinematic logic in relation to the computer-based image. In a well-known scene, the hero uses woice commands to direct a futuristic computer device to pan and zoom into a single imige. In reality, the military has used yarious computer techniques that rely on dataduaser of images to automatically identify objects represented in a single image, detect changes in images over time, and so forch, since the 1950s. )^(3))^{3} Any unique image that you desire probably already exists on the Internet or in some database. As I have already noted, the problem today is no longer how to create the right image, but how to find an already existing one, 从一张代表前一个时期“文化单位”的单一图像开始,我们转向一个图像数据库。因此,如果安东尼奥尼的《放大》(1966)中的主角在寻找单一摄影图像中的真相,那么在计算机时代,这一操作的等价物就是处理一个包含许多图像的完整数据库,并相互搜索和比较它们。(尽管许多当代电影中都有图像搜索的场景,但没有一部电影像《放大》那样通过放大一张照片将其作为主题。从这个角度来看,有趣的是,在《放大》十五年后,比拉德·鲁斯纳仍然在与计算机图像相关的方面运用“旧”的电影逻辑。 在一个广为人知的场景中,英雄通过语音命令指挥一个未来派计算机设备对单个图像进行平移和缩放。实际上,自 1950 年代以来,军方已经使用多种计算机技术,依靠图像数据处理器自动识别单个图像中的物体,检测图像随时间的变化等等。 )^(3))^{3} 你想要的任何独特图像可能早已存在于互联网上或某个数据库中。正如我之前提到的,今天的问题不再是如何创造出正确的形象,而是如何找到一个已经存在的形象
Since a computer-based moving image, like its analog predecessor, is simply a sequence of still images, all these properties apply to it as well. To dielineate the new qualities of a computer-based still image, I have compared it with other types of modern images commonly used before it-drawings, maps, paintings, and most importantly, still photographs. It would be logical to begin discussion of the computer-based moving image by also relacing it to the two most common types of moving images it replaces in turn-the film image and the animated image. In the first section, "Digital Cinema and 由于计算机生成的动态图像与其模拟前身一样,仅仅是一系列静态图像,因此这些特性同样适用于它。为了阐明计算机生成的静态图像的新特性,我将其与之前常用的其他现代图像类型进行了比较——如绘画、地图、油画,以及最重要的静态照片。讨论计算机生成的动态图像时,将其与所替代的两种最常见的动态图像类型——电影图像和动画图像——联系起来是合乎逻辑的。在第一部分,“数字电影和
3. On the history of computer-based image analyssis, see my article “Automation of Sight from Phorography to Compurer Vision.” 关于计算机图像分析的历史,请参阅我的文章《从摄影到计算机视觉的自动化》。
the History of a Moving Image, ^(n){ }^{\mathrm{n}} I attempt precisely this. I ask how the shift to computer-based representation and production processes redefines the identity of the moving image and the relationship between cinema and animation. This sertion also deals with the question of computer-based illusionism, considering it in relation to animation, analog cinema, and digital cinema. The following section, “The New Language of Cinema,” presents examples of some new directions for film language-or, more generally, the language of mowing images-opened up by computerization. My examples come from different areas in which computer-based moving images are used-digital films, net.films, self-contained hypermedia, and Web sites. 移动图像的历史, ^(n){ }^{\mathrm{n}} 我正是尝试这个。我探讨计算机化的表现和制作过程如何重新定义移动图像的身份,以及电影与动画之间的关系。这一部分还讨论了计算机幻觉主义的问题,并将其与动画、模拟电影和数字电影进行比较。接下来的部分,“电影的新语言”,展示了一些计算机化所开启的电影语言的新方向——更广泛地说,是移动图像的语言。我的例子来自不同领域,其中使用了计算机基础的移动图像——数字电影、网络电影、自包含的超媒体和网站。
Digital Cinema and the History of a Moving Image 数字电影及其动态影像的历史
Cinema, the Art of the Index 电影:索引的艺术
Most discussions of cinema in the computer age have focused on the possibilities of interactive natrative. It is nor hard to understand why: Since the majority of viewers and critics equate cinema with storytelling, computer media is understood as something that will ler cimema tell its stories in a new way. Yet as exciting as the idea of a viewer participating in a story, choosing different paths through the narrative space, and interacting with characters may be, it addresses only one aspect of cinema that is neither unique nor, as many will argue, essential to it-narrative. 在计算机时代,大多数关于电影的讨论都集中在互动叙事的可能性上。这并不难理解:因为大多数观众和评论家将电影视为讲故事的艺术,计算机媒体被认为是让电影以新方式讲述故事的工具。然而,尽管观众参与故事、选择不同路径穿越叙事空间以及与角色互动的想法令人兴奋,但这仅仅是电影的一个方面,而这个方面既不是独特的,也不是许多人所认为的电影的本质——叙事。
The challemge that computer media pose to cinema extends far beyond the issue of marrative. Computer media redefine the very identity of cinema. In a symposium that took place in Hollywood in the spring of 1996, one of the participants provocatively referred to movies as “flatties” and to human actors as “organics” and "soft fuzzies. ^(""4 "){ }^{\text {"4 }} As these terms accurately suggest, what used to be cinema’s defining characteristics are now just default options, with many others available. Now that one can “enter” a virtual threedimensional space, viewing flat images projected on a screen is no longer the 计算机媒体对电影的挑战远远超出了叙事问题。计算机媒体重新定义了电影的本质。在 1996 年春季于好莱坞举行的一个研讨会上,一位参与者挑衅地将电影称为“平面片”,将人类演员称为“有机体”和“软毛球”。正如这些术语所暗示的,曾经是电影定义特征的东西现在只是默认选项,还有许多其他选择。如今,人们可以“进入”虚拟三维空间,观看投影在屏幕上的平面图像已不再是。
only option. Given enough time and money, almost everything can be simulated on a computer; filming physical reality is but one possibility. 唯一的选择。只要有足够的时间和金钱,几乎所有事物都可以在计算机上进行模拟;拍摄物理现实只是其中一种可能性。
This “crisis” of cinema’s identity also affects the terms and categories used to theorize cinema’s past. French film theorist Christian Metz wrote in the 1970 sthat "moss films shot today, good or bad, original or not, “commercial’ or not, have as a common characteristic that they tell a story, in this measiure chey all belong to one and the same genre, which is, rather, a sort of “supergenre’ [swr-genre].” In identifying fictional film as a “super-genre” of twentieth-century cinema, Metz did not bother to mention another characteristic of this genre because at that time it was too obvious: Fictional films are liveaction films; that is, they largely consist of unmodified photographic recordings of real events that took place in real, physical space. Today, in the age of photorealistic 3-D computer animation and digital compositing, inwoking this characteristic becomes crucial in defining the specificity of twentiethcentury cinema. From the perspective of a future historian of visual culture, the differences between classical Hollywood films, European art films, and avant-garde films (apart from abstract ones) may appear less significant than this common feature-their reliance on lens-based recordings of reality. This section is concerned with the effect of computerization on cinema as defined liy its “super-genre,” fictional liwe-action film.” 这种电影身份的“危机”同样影响了我们用来理论化电影历史的术语和类别。法国电影理论家克里斯蒂安·梅茨在 1970 年代曾写道:“今天拍摄的电影,无论是好是坏,原创与否,‘商业’与否,都有一个共同特征,那就是它们讲述一个故事。从这个意义上说,它们都属于同一个类型,更确切地说,是一种‘超级类型’。”在将虚构电影视为 20 世纪电影的“超级类型”时,梅茨没有提到这个类型的另一个特征,因为在当时这显得太过明显:虚构电影是实景拍摄的电影;也就是说,它们主要由对真实事件的未修改的摄影记录组成,这些事件发生在真实的物理空间中。 今天,在这个逼真的 3D 计算机动画和数字合成的时代,运用这一特征在定义 20 世纪电影的特性时变得至关重要。从未来视觉文化历史学家的角度来看,经典好莱坞电影、欧洲艺术电影和先锋电影(不包括抽象电影)之间的差异可能显得不那么重要,因为它们都有一个共同特征——依赖于镜头记录现实。本节关注的是计算机化对电影的影响,特别是其“超级类型”所定义的虚构真人电影。”
During cinema’s history, a whole repertoine of techniques (lighting, art direction, the use of different film stocks and lenses, etc.) was developed to modify the basic record obtained by a film apparatus. Yet behind even the most stylized cinematic images, we can discem the bluntness, sterility, and banality of early nineteenth-century photographs. No marter how complex its stylistric inmowations, the cinema has found its base in these deposits of reality, these samples obtained by a methodical and prosaic process. Cinema emerged out of the same impulse that engendered natiralism, court stenog- qquad\qquad 在电影历史上,发展出了一整套技术(如照明、艺术指导、不同胶卷和镜头的使用等),以改变电影设备所记录的基本影像。然而,即使在最具风格化的电影画面背后,我们依然能感受到早期十九世纪照片的粗糙、单调和乏味。无论其风格创新多么复杂,电影的根基始终扎根于这些现实的沉淀之中,这些样本是通过一种系统而平凡的过程获得的。电影的诞生源于与自然主义相同的冲动。
5. Cluriscian Metez, “The Fiction Film and lins Spectaror,”, 402. 5. 克鲁里斯基安·梅特兹,《虚构电影与观众》,402。
6. Cinema as defined by its “super-genre” of fictional live-action film belongs to the media arrts, whichth; in contrast to traditional arts, rely on recordings of reality as their basis. Anorher term not as papular as “media arts” bur perthaps more precise is “recording arts.” For the uise of this term, see James Monaco, How to Reada Film, rev. eded. (Neww York: Oxford University Press, 1981)_(i)71981)_{i} 7. raphy, and wax museums. Cinema is the art of the index; it is an attempt to make art out of a footprints. 6. 电影作为其“超级类型”虚构真人电影的定义,属于媒体艺术。与传统艺术相比,媒体艺术依赖于对现实的记录作为基础。另一个不如“媒体艺术”流行但或许更为准确的术语是“记录艺术”。关于这个术语的使用,请参见詹姆斯·莫纳科的《如何阅读电影》,修订版(纽约:牛津大学出版社, 1981)_(i)71981)_{i} 7 )。摄影和蜡像博物馆。电影是索引的艺术;它试图从脚印中创造出艺术。
Ewen for director Andrey Tarkowsky, film-painter par excellence, cinema’s identity lies in its ability to recoid reality. Once, during a public discussion in Moscow sometime in the 1970, he was asked wherher he was interested in making abstract films. He replied that there can be no such thing. Cinema’s mosr basic gesture is to open the shutter and to start the film rolling, recording whatever happens to be in front of the lens. For Tarkovsky, an abstract cinema is thus impossible. 埃文为导演安德烈·塔尔科夫斯基,这位杰出的电影画家,认为电影的本质在于其记录现实的能力。曾在 1970 年代的莫斯科一次公开讨论中,有人问他是否对制作抽象电影感兴趣。他回答说根本没有这样的可能。电影最基本的动作是打开快门并开始放映,记录镜头前发生的一切。对塔尔科夫斯基而言,抽象电影是不可实现的。
But what happens to cinema’s indexical identity if in is now possible to generate photorealistic scenes entirely on a computer using 3-D computer animation; modify individual frames or whole scenes with the help a digital paint program; cut, bend, stretch, and stitch digitized film images into something with perfect photographic credibility, even though it was never actually filmed? 但是,如果现在可以完全通过 3D 计算机动画在计算机上生成逼真的场景,使用数字绘画程序修改单个画面或整个场景,剪切、弯曲、拉伸和拼接数字化的电影图像,使其看起来具有完美的摄影可信度,即使这些画面从未真正拍摄过,电影的指示性身份会发生什么变化?
This section will address the meaning of these changes in the filmmaking process from the point of wiew of the larger cultural history of the mowing image. Seen in this context, the manual construction of images in digital cinema represents a recurn to the pro-cinematic practices of the nineteenth century, when images were hand-painted and hand-animated. Ar the turn of the twentieth century, cinema was to delegate these manual techniques to animation and define itself as a recording medium. As cinema enters che digital age, these techniques are again becoming commonplace in the filmmaking process. Consequently, cinema can no longer be clearly distinguished from amimation. It is no longer an indexical media technology but, rather, a subgenre of painting. 本节将从更广泛的文化历史角度探讨这些变化在电影制作过程中的意义。在这个背景下,数字电影中图像的手动构建代表了对十九世纪电影前实践的回归,那时图像是手工绘制和手工动画的。在二十世纪初,电影将这些手动技术转交给动画,并将自己定义为一种记录媒介。随着电影进入数字时代,这些技术再次在电影制作过程中变得普遍。因此,电影与动画之间的界限变得模糊。它不再是一种指示性媒体技术,而是绘画的一个子类别。
This argument will be developed in two stages. I will first follow a historical trajectory from nineteenth-century techniques for creating moving images to twentieth-century cinema and animation. Next I will arrive at a definition of digital cinema by abstracting the common features and interface metaphors of a variety of computer software and hardware that are currently replacing traditional film technology. Seen together, these features and metaphors suggest the distinct logic of a digital moving image. This logic subordinates the photographic and the cinematic to the painterly and the graphic, destroying cinema’s identity as a media art. In the beginning of the next section, “New Language of Cinema,” I will examine different production contexts that already use digital moving images-Hollywood 这个论点将分为两个阶段展开。首先,我将追溯从十九世纪的动态影像技术到二十世纪的电影和动画的历史轨迹。接着,我将通过抽象出各种计算机软件和硬件的共同特征及界面隐喻,来定义数字电影,这些软件和硬件目前正在取代传统的电影技术。综合来看,这些特征和隐喻揭示了数字动态影像的独特逻辑。这种逻辑将摄影和电影从属于绘画和图形,进而削弱了电影作为媒体艺术的身份。在下一部分“电影的新语言”开始时,我将探讨已经使用数字动态影像的不同制作环境——好莱坞
films, music videos, CD-ROM-based games, and other stand-alone hypermedia-to see if and how this logic has begun to manifest itself. 电影、音乐视频、CD-ROM 游戏及其他独立超媒体,旨在观察这种逻辑是否以及如何开始显现。
A Brief Archeology of Moving Pictures 动态影像的简要考古学
As testified by its original names (kinetoscope, cinematograph, moving pictures), cinema was understood from its birth as the art of motion, the art that finally succeeded in creating a convincing illusion of dynamic reality. If we approach cinema in this way (rather than as the art of audio-visual narrative, or the art of the projected image, or the art of collective spectatorship, etc.), we can see how it superseded earlier techniques for creating and displaying moving images. 根据其原始名称(电影放映机、电影摄影机、活动影像)的证词,电影从诞生之初就被视为运动的艺术,最终成功地创造了动态现实的逼真幻觉。如果我们以这种方式看待电影(而不是将其视为视听叙事的艺术、投影图像的艺术或集体观众的艺术等),我们就能看到它是如何超越早期创造和展示活动影像的技术的。
These earlier techniques share a number of common characteristics. First, they all relied on hand-painted or hand-drawn images. Magic-lantern stides were painted at least uncil the 1850 s, as were the images used in the Phenakisciscope, the Thaumatrope, the Zootrope, the Praxinoscope, the Choreutoscope, and numerouss other nineteenth-century pro-cinematic devices. Even Muybridge’s celebrated Zoopraxiscope lectures of the 1880 s featured not actual photographs but colored drawings painted from photographs. ^(3){ }^{3} 这些早期技术有许多共同特征。首先,它们都依赖于手绘或手工绘制的图像。魔灯幻影至少在 1850 年之前都是手绘的,使用于幻影图、神奇转盘、动物转盘、实景转盘、舞蹈转盘以及许多其他 19 世纪的前电影设备。甚至穆布里奇在 1880 年代的著名动物影像讲座中展示的也不是实际的照片,而是从照片中绘制的彩色图画。
Not only were the images created manually, they were also manually animated. In Robertson’s Phantasmagoria, which premiered in 1799, magiclantern operators mowed behind the screen to make projected images appear to advance and withdraw. ^(8){ }^{8} More often an exhibitor used only his hands, rather than his whole body, to put the immages in motion. One animation technique involved using mectanical slides consisting of a number of layers. An exhibitor would slide the layers to animate the image. 9 Another technique was to move a long slide containing separate images slowly in front of a magic lantern lens. Nineteenth-century optical toys enjoyed in private homes also required manual action to create movement-twirling the strings of the Thaumatrope, rotating the Zootrope’s cylinder, turning the Viwiscope’s handle. 不仅这些图像是手动制作的,它们的动画也是手动完成的。在罗伯逊的幻影剧场中,该剧于 1799 年首演,魔术灯操作员在屏幕后面移动,以使投影图像看起来像是在前进和后退。 ^(8){ }^{8} 更常见的是,放映者通常只用手而不是整个身体来使图像运动。一种动画技术是使用由多个层组成的机械幻灯片,放映者通过滑动这些层来实现图像的动画。另一种技术是将包含不同图像的长幻灯片缓慢移动到魔术灯镜头前。 十九世纪的光学玩具在私人家庭中非常受欢迎,它们需要手动操作来产生运动——例如旋转魔术转盘的绳子、转动动影筒的圆筒,以及转动维维镜的把手。
It was not until the last decade of the nineteenth century that the automatic generation of images and automatic projection were finally combined. 直到十九世纪最后十年,自动生成图像和自动投影才最终得以结合。
A mechanical eye was coupled with a mechanical hearr;; photography mer the motor. As a result, cinema-a very particular regime of the visible-was born. Irregularity, nonuniformity, the accident, and ocher craces of the human body that previously had inevitably accompanied moving-image exhibitions, were replaced by the uniformity of machine vision. ^(10){ }^{10} A machine, like a conveyer belt, now spat out images, all sharing the same appearance and the same size, all moving at the same speed, like a line of marching soldiers. 一只机械眼与机械耳朵结合在一起,摄影与电动机相结合。因此,电影——一种非常特殊的可见性形式——诞生了。之前不可避免地伴随运动影像展览的人体的不规则性、不均匀性、意外和其他缺陷,被机器视觉的均匀性所取代。 ^(10){ }^{10} 现在,一台机器像传送带一样输出图像,所有图像都具有相同的外观和大小,以相同的速度移动,就像一队行进的士兵。
Cinema also eliminated the discrete character of both sprace and movement in moving images. Before cinema, the moving element was wisually separated from the static background, as with a mechanical sluide show or Reynaud’s Praxinoscope Theater (1892). ^(3){ }^{3} The movement itself was limited in range and affected only a clearly defined figure rather than the whole image. Thus, typical actions would include a bouncing ball, a raised hand or raised eyes, a butterfly mowing back and forth over the heads of fascinated children-simple vectors charted across still fields. 电影消除了运动图像中空间和运动的独立特征。在电影出现之前,运动元素与静态背景是视觉上分开的,就像机械幻灯片或雷诺的普拉克西诺斯科普剧院(1892 年)一样。 ^(3){ }^{3} 运动的范围有限,仅影响一个明确的形象,而不是整个画面。因此,典型的动作包括弹跳的球、举起的手或抬起的眼睛,以及一只蝴蝶在着迷的孩子们头顶上来回飞舞——简单的向量在静止的场景中划过。
Cinema’s most immediate predecessurs share sernething clse. Ass the situeteenth-century obsession with movement intensified, devices that could animate more than just a few images became increasingly popular. All of chem-the Zootrope, Phonoscope, Tachyscope, and Kinetoscope-were based on loops, sequences of images featuring complete actions that can be played repeatedly. Throughout the nineteenth-century, the loops grew progressiwely longer. The Thaumatrope ( 1825 ), in which a disk with two different images painted on each face was rapidly rotated by twirling strings attached to it, was, in essence, a loop in its most minimal form-two elements replacing one another in succession. In the Zootrape (1867) and its numerous variations, approximately a dozen images were arranged around 电影最直接的前身有一些共同点。随着十九世纪对运动的痴迷加剧,能够动画化的不仅仅是几幅图像的设备变得越来越受欢迎。这些设备——如旋转木马、音像机、速写机和运动影像机——都是基于循环的,循环是包含完整动作的图像序列,可以重复播放。在整个十九世纪,循环的长度逐渐增加。魔术圆盘(1825 年)是一种将两幅不同图像绘制在每一面上的圆盘,通过旋转附在其上的绳子快速旋转,实质上是最简单形式的循环——两个元素依次替换。在旋转木马(1867 年)及其众多变体中,大约有十幅图像围绕着。
10. The birth of cinema in the 1890 sis accompanied by am interesting transformarions: While the body as the generator of mowing pictunes citsappears, it simulicaneousif becomes their new sabject. Indeed, one of the kegy chember of early films produced by Edison is a human body ins motion-a man sneexing, the famous bodybuwilder Sandow flexing his muscles, an athlere performing a somersault, a wornian dancinge. Fillms of boxing macclues play a key role in the commencial development of Kineroscope See Musser, The Enachgeme of/Ginema, 72-79, and David Robinson, From Peep Shaue to Practe: The Burb of American Futw (New Yoric: Columbia Uniwersity Press, 1996), 44-48. 1890 年代电影的诞生伴随着有趣的变化:当身体作为运动影像的生成者逐渐消失时,它同时成为了新的主题。实际上,爱迪生制作的早期电影中,一个重要的元素就是运动中的人类身体——一个人打喷嚏,著名的健美者桑多展示他的肌肉,一名运动员翻滚,一个女人在跳舞。拳击比赛的影片在电影放映机的商业发展中起到了关键作用。详见穆瑟的《电影的演变》,第 72-79 页,以及大卫·罗宾逊的《从窥视到实践:美国未来的诞生》(纽约:哥伦比亚大学出版社,1996 年),第 44-48 页。
11. Robinson, From Peep Sboup in Palace, 12. 11. 罗宾逊,《宫殿中的窥视汤》,第 12 页。
the perimeter of a circle. ^(12){ }^{12} The Mutoscope, popular in America throughout the 1890 s , increased the duration of the loop by placing a larger number of images radially on an axle. ^(13){ }^{13} Even Edison’s Kinetoscope (1892-1896), the first modern cinematic machine to employ film, continued to arrange images in a loop. ^(14){ }^{14} Fifty feet of film translated to an approximately twenty-secondlong presentation-a genire whose potencial dewelopment was cut short when cinema adopted a much longer narrative form. 圆的周长。 ^(12){ }^{12} 在 1890 年代,Mutoscope 在美国非常流行,它通过在轴上放置更多的图像来延长循环的时间。 ^(13){ }^{13} 即使是爱迪生的 Kinetoscope(1892-1896),这台第一台使用胶卷的现代电影机,仍然以循环的方式排列图像。 ^(14){ }^{14} 五十英尺的胶卷大约可以放映二十秒——这种潜力发展的天才在电影采用更长叙事形式时被扼杀了。
From Animation to Cinema 从动画走向电影
Once the cinema wras stabilized as a technology, it cur all references to its origins in artifice. Everything that characterized mowing pictures before the twentieth century-the manual construction of images, loop actions, the discrete nature of space and movement-was delegated to cinema’s bastard relative, its supplement and shadow-animation. Twentien-century animation became a depository for nineteenith-century mowing-image techniques left behind by cinema. 一旦电影作为一种技术得以稳定,它便切断了所有对其在人工艺术起源的引用。二十世纪之前,所有特征化的电影图像——手动构建的图像、循环动作、空间和运动的离散特性——都被转交给了电影的私生子、补充和影子——动画。二十世纪的动画成为了被电影遗弃的十九世纪电影图像技术的仓库。
The opposition between the styles of animation and cimema defined the cilture of the moving image in the twentieth century. Animation foregrounds its artificial character, openly admitting that its images are mere representations. Its vistall language is more aligned to the graphic than to the photographic. It is discrete and self-consciously discontinuous-crudely rendered characrers moving against a stationary and detailed background, sparsely and irregularly sampled motion (in contrast to the uniform sampling of motion by a film camera-recall Jean-Luc Godard’s definition of cinema as “truth 24 frames per second”), and finally space constructed from separate image layers. 动画与电影风格之间的对立定义了二十世纪动态影像的文化。动画强调其人工特性,明确承认其图像只是表现。它的视觉语言更倾向于图形而非摄影。动画是离散的,自觉地不连续——粗糙渲染的角色在静止且细致的背景中移动,运动的采样稀疏且不规则(与电影摄影机均匀采样的运动形成对比——让·吕克·戈达尔曾将电影定义为“每秒 24 帧的真相”),最后,空间是由独立的图像层构建而成。
In contrast, cinema works hard to erase aniy traces of its own production process, including any indication that the images that we see could have been constructed rather than simply recorded. It denies that the reality it shows often does not exist curside the film image, an image arrived at by photographing an already impossible space, itself put together with the use of models, mirrours, 相反,电影努力消除自身制作过程的任何痕迹,包括我们所看到的图像可能是构建而非简单记录的迹象。它否认所展示的现实往往在电影图像之外并不存在,而这个图像是通过拍摄一个已经不可能的空间而形成的,这个空间本身是通过使用模型和镜子拼凑而成的。
12. This arcangernent was previously wsed in magic lantern projections; it is described in the 12. 这种弧形排列曾用于魔术灯投影;相关描述在
21-2221-22.
13. Ceram, Anchbenvog of the Cinesara, 140 . 13. Ceram,Cinesara 的 Anchbenvog,第 140 页。
14. Mussed, The Emerrgence of Cinerana, 78. and matre painitings, and then combined with other images through optical printing. It pretends to be a simple recording of an already existing realityboth to the viewer and to itself. ^("s "){ }^{\text {s }} Cinema’s public image stressed the aura of reality “capcured” on film, thus implying that cinema was about photographing what existed before the camera rather than creating the “newer-was” of special effects. ^(16){ }^{16} Rear-projection and blue-screen photography, matte paintings and glass shors, mirrors and miniatures, push development, optical effects, and other techniques that allowed filmmakers to construct and alter moving images, and thus could reveal that cinema was not really different from animation, were pushed to cinerma’s periphery by its practioners, historians, and critics. ^(17){ }^{17} 14. 乱糟糟的,电影的出现,78. 和母亲的画作,然后通过光学打印与其他图像结合。它假装只是对已经存在的现实的简单记录,无论是对观众还是对自身。 ^("s "){ }^{\text {s }} 电影的公众形象强调了在胶卷上“捕捉”的现实光环,这暗示着电影是拍摄相机之前存在的事物,而不是创造特效的“新事物”。 后投影和蓝幕摄影、哑光画和玻璃短片、镜子和微型模型、推发展、光学效果等技术,使得电影制作人能够构建和改变动态影像,从而揭示电影与动画并无本质区别,但这些技术却被电影从业者、历史学家和评论家推向了电影的边缘。 ^(17){ }^{17}
15. The extent of this lee is made clear by the films of Andy wharhol from the early 19605perthaps itie only reaf attemps to creake cimema without language. 15. 这个避风港的范围通过安迪·沃霍尔在 1960 年代早期的电影得以清晰展现,或许这是唯一真正尝试创造无语言电影的努力。
16. I haar borrowed this definition of special effects from David Saminelson, Mation Picture Cumera Tendriqumes (London: Focal Press, 1978). 我借用了大卫·萨米尔森在《电影摄影机技术》(伦敦:焦点出版社,1978 年)中对特效的定义。
17. The following examples illustrate this disavowal of special effects; other examples can be easilly foumd. The first example is from popular discoutrse on cinema. As section encitled “Making the Morjes” in Kenneth W. Leish’s Cinema (New York: Newsweek Books, 1974) contains short stories from the history of che mawie induscry. The heroes of these stories are actors, directors, and producers; special effects artists ane mencioned only once. The second example is from an academic source: The authers of the aunchoritariwe Aesthetics of Fihm state, “The goal of our book is to sumumarize from a synchetic and didactic perspective che diverse theorercicall atrempes ac examining these empitical notions [terms from the lexicon of film tectinicians), iacluding ideas like frame ws. shot, terms from produccion crems’ wocabularies, the mation af ideatification produced by critical vocabulary, exc”. The fact thiat the text never mencions special effects techniques relects the general lack of any historical or theorerical interest in the topic by film scholars. Bordwell and Thompsons Film Art An Intreturctions which is used as a standard rextbol ino undergreduate film classes, is a litrtle betrer as it devotes three of irs five haunodred pages to special effects. Finally, a relevant statistic: A library of the University of California, San Diego, contains 4,273 titles catalogued under the subject “morion pictures” and onlly sixteen titles under “special effects cinernatography”. For the few important works addressing the larger culturiral significance of special effects by film theoreticians, see Yiwian Sobchack and Scort Bukauman. Normant Klein is currently working on a history of special effects environments. Kenneth w. Leish, Cisena (Mew York: Newsweek Books, 1974); Jacques Aumont, Alain Bergala, Michel Marie, and Marc Wennet, Aestbesics of Fitm, trans. Richard Meupert (Austin: University of Texas Press, 1992), 7; Bordwell and Thompson, Film Awt, Wivian Sobchack, Soremsing Space: The American Science FicIsan Film, 2d ed. (Niew York: Ungar, 19g7); Scota Bukatman, “The Artifcial Infinite,” in Vissual Dishlyy, eds. Lynne Cooke and Peter Wollen (Seautle: Blay Press, 1995). 17. 以下例子展示了对特效的否定;其他例子也很容易找到。第一个例子来自于流行的电影话语。肯尼斯·W·莱希的《电影》(纽约:新闻周刊出版社,1974 年)中有一节名为“制作魔法”的短篇故事,讲述了电影行业的历史。这些故事的主角是演员、导演和制片人;特效艺术家只被提到一次。第二个例子来自学术来源:专著《电影美学》的作者们指出:“我们书的目标是从综合和教学的角度总结这些经验概念(来自电影技术人员词汇的术语),包括像帧这样的想法。 拍摄,来自制作克雷姆斯词汇的术语,批判性词汇所产生的识别运动。文本从未提及特效技术,这反映了电影学者对该主题普遍缺乏历史或理论兴趣的事实。博德威尔和汤普森的《电影艺术:导论》作为本科电影课程的标准教材,稍微好一些,因为它在五百页中有三十页专门讨论特效。最后,一个相关的统计数据:加利福尼亚大学圣地亚哥分校的图书馆在“电影”主题下有 4273 本书籍,而在“特效摄影”下仅有十六本书籍。 对于少数几部重要的作品,探讨电影理论家对特效更大文化意义的研究,请参见 Yiwian Sobchack 和 Scort Bukauman。Normant Klein 目前正在撰写特效环境的历史。Kenneth W. Leish 的《Cisena》(纽约:新闻周刊出版社,1974 年);Jacques Aumont、Alain Bergala、Michel Marie 和 Marc Wennet 合著的《电影美学》,翻译:Richard Meupert(奥斯汀:德克萨斯大学出版社,1992 年),第 7 页;Bordwell 和 Thompson 的《电影艺术》,Wivian Sobchack 的《叙述空间:美国科幻电影》,第二版(纽约:Ungar,1987 年);Scota Bukatman 的“人工无限”,收录于《视觉文化》,编辑:Lynne Cooke 和 Peter Wollen(西雅图:Blay 出版社,1995 年)。
In the 1990 s, with the shift to computer media, these marginalized tecthniques moved to the center. 在 1990 年代,随着计算机媒体的兴起,这些曾被边缘化的技术逐渐走向了中心。
Cinema Redefined 电影的新定义
A visible sign of this shift is the new role that computer-generated special effects have come to play in the Hollywood industry in the 1990s. Many blockbusters have been driven by special effects; feeding on their popularity, Hollywood has even created a new minigenre of “The Making of . . .” "ideos and books that reveal how special effects are created. 这种转变的一个明显标志是计算机生成特效在 1990 年代好莱坞行业中所扮演的新角色。许多大片都是由特效推动的;好莱坞甚至根据它们的受欢迎程度,创造了一种新的迷你类型——“制作过程...”的视频和书籍,揭示了特效的制作过程。
I will use special effects from 1990s’ Hollywood films as illustrations of some of the possibilities of digital filmmaking. Until recently, Hollywood studios were the only ones who had the money to pay for digital tools and for the labor involved in producing digital effects. However, the shift to digital media affects not just Hollywood, but filmmaking as a whole. As traditional film technology is universally being replaced by digital technology, the logic of the filmmaking process is being redefined. What I describe below are the new principles of digital filmmaking that are equally valid for individual or collective film productions, regardless of whether they are using the mast expensive professional hardware and softwane or amateur equivalents. 我将使用 1990 年代好莱坞电影中的特效作为数字电影制作可能性的一些示例。直到最近,好莱坞的制片厂是唯一能够支付数字工具和制作数字特效所需劳动力的地方。然而,数字媒体的转变不仅影响好莱坞,还影响整个电影制作行业。随着传统电影技术被数字技术普遍取代,电影制作过程的逻辑也在重新定义。以下是我所描述的数字电影制作的新原则,这些原则对个人或集体电影制作同样适用,无论他们使用的是最昂贵的专业硬件和软件,还是业余的替代品。
Consider, the following principles of digital filmmaking: 请考虑以下数字电影制作的原则:
Rather than filming physical reality, it is now possible to generate fillmlike scenes directly on a computer with the help of 3-D computer animation. As a result, live-action footage is displaced from its role as the only possible material from which a film can be constructed. 与其拍摄真实的物理世界,现在可以通过 3D 计算机动画直接在电脑上生成类似电影的场景。因此,实景镜头不再是制作电影的唯一素材。
Once live-action footage is digitized (or directly recorded in a digital format, it loses its privileged indexical relationship to prefilmic reality. The computer does not distinguish between an image obtained through a photographic lens, an image created in a paint program, or an image synthesized in 3-D graphics package, since they are all made from the same materialpixels. And pixels, regardless of their origin, can be easily altered, substicuted one for another, and so on. Live-action footage is thus reduced to just another graphic, no different than images created manually. ^(18){ }^{18} 一旦实景录像被数字化(或直接以数字格式录制),它就失去了与前电影现实的独特指示关系。计算机无法区分通过摄影镜头拍摄的图像、在绘图程序中创建的图像或在 3D 图形软件中合成的图像,因为它们都是由相同的像素构成的。而像素无论来源如何,都可以轻易地被修改、相互替换等。因此,实景录像被简化为另一种图形,与手动创建的图像没有区别。
For a discussion of the subsumption of the phocographic by the grapthic, see Perer Luneanfeld, “Art Post-History: Digital Photography and Electronic Sercuiocics,” Phatograrapby uffer Pbo- 关于图像学被图形学所涵盖的讨论,请参见佩雷尔·卢内安费尔德的《艺术后历史:数字摄影与电子社交学》,以及摄影学的影响
If live-action footage were left intact in traditional filmmaking, now is functions as raw material for further compositing, animating, and morphing. As a result, while retaining the wisual realism unique to the photographic process, film obtains a plasticity that was previously only possible in painting or animation. To use the suggestive title of a popular morphing software, digital filmmakers work with “elastic reality.” For example, the opening shot of Forrest Gumpp (Zemeckis, Paramount Pictures, 1994; special effects by Industrial Light and Mayic) tracks an unusually long and extremely intricate llight of a feather. To create the shot, the real fearher was filmed against a blue background in different positions; this material was then animated and composited against shots of a landscape. ^(19){ }^{19} The resule: a new kind of realism, which can be described as “something which looks exactly as if it could have happened, although it really could not.” 如果在传统电影制作中实景镜头保持不变,那么现在它就成为了进一步合成、动画和变形的原材料。因此,电影在保留摄影过程独特的视觉现实主义的同时,获得了一种以前只有在绘画或动画中才能实现的可塑性。借用一款流行变形软件的名称,数字电影制作人正在处理“弹性现实”。例如,福雷斯特·甘普(Zemeckis,派拉蒙影业,1994 年;特效由工业光魔制作)的开场镜头追踪了一根异常长且极其复杂的羽毛光线。 为了制作这个镜头,真实的羽毛在蓝色背景下以不同的姿势拍摄,然后将这些素材进行动画处理,并与风景镜头合成。结果是:一种新的现实主义,可以形容为“看起来就像是可能发生的事情,尽管实际上并不可能。””
In traditional filmmaking, editing and special effects were strictly separate activities. An editor worked on ordering sequences of images; any intervention within an image was handled by special-effects speciallists. The computer collapses this distrinction. The manipulation of individual images via a paint program or algorithmic image-processing becomes as easy as artanging sequences of images in time. Both simply involve “cut and paste.” As this basic computer command exemplifies, modification of digital images (or other digitized data) is nor sensitive to distinctions of time and space or to differences in scale. So, reordering sequences of images in time, compositing them together in space, modifying parts of an individual image, and changing individual pixels become the same operation, conceptually and practically. 在传统电影制作中,剪辑和特效是完全分开的活动。剪辑师负责对图像序列进行排序,而图像中的任何干预则由特效专家处理。计算机打破了这种界限。通过绘图程序或算法图像处理对单个图像的操作变得和按时间排列图像序列一样简单。两者都仅涉及“剪切和粘贴”。正如这个基本的计算机命令所示,数字图像(或其他数字化数据)的修改不再受时间和空间的限制,也不受规模差异的影响。 因此,重新排序图像序列、在空间中合成它们、修改单个图像的部分以及改变单个像素,概念上和实际操作上都变成了同一种操作。
Given the preceding principles, we can define digital film in this way: 根据上述原则,我们可以这样定义数字电影:
digital film == live artion material + painting + image processing + compositing + 2-D computer animation +3 -D computer animation 数字电影 == 现场表演素材 + 绘画 + 图像处理 + 合成 + 2D 计算机动画 + 3D 计算机动画
tography, eds. Hubertus woi Amelunxen, Stefan Iglhaut, and Florian Römer, 58 - 66 Munich: Werlag des Kusst, 1995). 图形学,编辑:Hubertus woi Amelunxen、Stefan Iglhaut 和 Florian Römer,58-66 页,慕尼黑:Kusst 出版社,1995 年。
19. For a complere list of people at HM who wrorked on this film, see SIGGRAPH TU Visuat Proneadingar (New York ACM SIGGRAPH, 19941, 19. 19. 有关在 HM 工作并参与此电影的完整人员名单,请参见 SIGGRAPH TU 视觉处理(纽约 ACM SIGGRAPH,1994 年,19 页)。
Live-action material can either be recorded on film or video or directly in a digital format. ^(29){ }^{29} Painting, image processing, and computer animation refer to the processes of modifying already existent images as well as creating new ones. In fact, the very distinction between creation and modification, soclear in film-based media (shooting versus darkroom processes in photography, production versus postproduction in cinema), no longer applies to digital cinema, given that each image, regardless of its origin, goes through a number of programs before making it into the final film. ^(21){ }^{21} 现场素材可以通过胶卷、视频录制,或直接以数字格式录制。 ^(29){ }^{29} 绘画、图像处理和计算机动画是指修改已有图像和创作新图像的过程。实际上,在基于胶卷的媒体中,创作与修改之间的区别非常明显(例如,摄影中的拍摄与暗房处理,电影中的制作与后期制作),但在数字电影中,这种区别已不再适用,因为每一幅图像,无论其来源如何,都要经过多个程序才能最终呈现在电影中。 ^(21){ }^{21}
Let us summarize these principles. Live-action footage is now onlly raw material to be manipulated by hand-animated, combined with 3-D computer generated scenes, and painted over. The final images are constructed manually from different elements, and all the elements are either created entirely from scratch or modified by hand. Now we can finally answer the question “What is digital cinema?” Digital cinenna is a particular case of animastione that uses live-action frodtage as one of its manny elements. 让我们总结一下这些原则。实景镜头现在只是可以通过手动画处理的原材料,结合 3D 计算机生成的场景,并进行涂绘。最终的图像是由不同元素手动构建的,所有元素要么完全从头创建,要么经过手动修改。现在我们终于可以回答“什么是数字电影?”数字电影是一种特殊的动画形式,它将实景镜头作为众多元素之一。
This can be reread in view of the history of the moving image sketched earlier. Mariual construction and animation of images gave birth to ciriema and slipped into the margins . . . only to reappear as the foundation of digital cinema. The history of the moving image thus makes a full circle. Born frams ansimation, cinenta pushed animation to its periphory, only in the end to lecome one particular casse of aximation. 这可以根据之前概述的动态影像历史进行重新解读。图像的创作和动画催生了电影,并逐渐被边缘化……最终又作为数字电影的基础重新出现。因此,动态影像的历史形成了一个完整的循环。动画的诞生使电影将动画推向了边缘,最终却成为了动画的一个特定形式。
The relationship between “normal” filmmiaking and special effects is similarly reversed. Special effects, which involved human intervention into ma- “正常”电影制作与特效之间的关系实际上是相反的。特效需要人类对电影制作进行干预。
20. In this respect, 0.995 can be called the latr year of digital media. As cthe 1995 National Asssociation of Bintadcasters convention, atwid sthowwed a working model of a digivit wideo camera that reconds not on a widencassette bur ditrectly mone a lhasd drive. Once digital cameras become widely used, we will no longer hame any reason tor ralk about digital media since the proncess off digitizarien will hawe been eliminated. 在这方面,0.995 可以被称为数字媒体的最后一年。在 1995 年全国广播协会大会上,展示了一个数字视频摄像机的工作模型,该摄像机不是在录像带上录制,而是直接在硬盘上录制。一旦数字相机被广泛使用,我们将不再有理由谈论数字媒体,因为数字化的过程将不复存在。
21. Here is another, exen more redical definitioa: Digital film =f(x,y=f(x, y, the This definition would be greeted with joy by the proponenes of abstract animation. Since a computer breaks down ewery frame into pixels, a complene film can be defined as a function thath, given the horizontal, vertical, and time location of each pixel, returns its color. This is actually how a computer represents a film, a representation chat has a surcrisising affinity with a certain well-known avant-garde vision of cinema! For a compurer, a film is an abstract arrangement of colors changing in time, rather than something structured by “shots,” “Darrative,” “acrors,” anded so on. chine-recorded footage and which were therefore delegated to cinema’s periphery throughout its history, become the norm of digital filmmaking. 21. 这是另一个更激进的定义:数字电影 =f(x,y=f(x, y 。这个定义将会受到抽象动画支持者的热烈欢迎。因为计算机将每一帧分解为像素,所以完整的电影可以被定义为一个函数,该函数在给定每个像素的水平、垂直和时间位置时返回其颜色。这实际上是计算机表示电影的方式,这种表示与某种著名的先锋派电影观念有着惊人的相似性!对于计算机而言,电影是一个随时间变化的颜色的抽象排列,而不是由“镜头”、“叙事”、“演员”等结构化的元素。 录制的中国影像在其历史上被视为电影的边缘,已成为数字电影制作的常态。
The same logic applies to the relationship berween production and postproduction. Cinema traditionally involved arranging physical reality to be filmed through the use of sets, models, art direction, cinematography, and so forth. Occasional manipulation of recorded film (for instance, through optical printing) was negligible compared to the exte sive manipulation of reality in front of the camera. In digital filmmaking, shot footage is no longer the final point, it is merely raw material to be manipulated on a computer, where the real construction of a scene will take place. In short, production becomes just the first stage of postproduction. 相同的逻辑适用于制作与后期制作之间的关系。传统电影通过布景、模型、艺术指导、摄影等手段来安排拍摄的物理现实。偶尔对录制的电影进行的操控(例如光学打印)与在镜头前对现实的广泛操控相比微不足道。在数字电影制作中,拍摄的镜头不再是最终结果,而只是需要在计算机上处理的原材料,真正的场景构建将在此进行。简而言之,制作仅是后期制作的第一阶段。
The following example illustrates this new relationship berween different stages of the filmmaking process. TraditionaPor-set filming for Stars Wars: Episode 1-The Pbaxtom Menace (Lucas, 1999) was done in just sixcyfive days. The postproduction, however, stretched ower two years, since ninety-five percent of the film (approximately two thousand shots out of the total 2,200 ) was constructed on a computer. ^(22){ }^{22} 以下示例展示了电影制作过程中不同阶段之间的新关系。《星球大战:第一集——幽灵的威胁》(卢卡斯,1999)的传统拍摄仅用了六十五天。然而,后期制作却持续了两年,因为电影的百分之九十五(大约两千个镜头,总共 2200 个)都是在计算机上完成的。
Here are two further examples illustrating the shiff from rearranging reality to rearranging its images. From the analog era: for a scene in Zabriskie Point (1970), Michaelangelo Antonioni, trying to achieve a particularly saturated color, ordered a field of grass to be painted. From the digital era: To create the launch sequence in Apollo 13 (Howard, 1995; special effects by Digital Domain), the crew shot footage at the originail location of the launch at Cape Canaveral. The artists at Digital Domain scanned the film and alrered it on computer workstations, removing recent building construction, adding grass to the launch pad and painting the skies to make them more dramatic. This altered film was then mapped onteo 3 -D planes to creare a virtual set that was animated to match a 180 -degree dolly movement of a camera following a rising rocket. ^(23){ }^{23} 这里有两个例子,展示了从重新排列现实到重新排列其图像的转变。第一个来自模拟时代:在电影《扎布里斯基角》(1970)中,米开朗基罗·安东尼奥尼为了实现特别饱和的色彩,要求将一片草地涂成特定颜色。第二个来自数字时代:在制作《阿波罗 13 号》(霍华德,1995;特效由数字领域制作)时,剧组在卡纳维拉尔角的发射地点拍摄了镜头。数字领域的艺术家对胶卷进行了扫描,并在计算机工作站上进行了处理,去除了最近的建筑,给发射台添加了草地,并为天空上色,使其更加引人注目。 这部改编的电影随后被映射到 3D 平面上,创建了一个虚拟场景,并通过动画与跟随上升火箭的相机的 180 度滑动运动相匹配。 ^(23){ }^{23}
The last example brings us to another conceptualization of digital cinema-as painting. In his study of digital photography, Mitchell focuses our 最后一个例子引导我们思考数字电影作为绘画的另一种概念。在他对数字摄影的研究中,米切尔专注于我们的
attention on what he calls the inherent mutability of the digital image: "The essential characteristic of digital information is chat it can be manipulated easily and wery rapidly by computer. It is simply a matter of substiruting new digits for old. . . Computational tools for transforming, combining, altering, and analyzing images are as essential to the digital attist as brushes and pigments to a painter."24 As Mitchell points out, this inherent mutability erases the difference berween a photograph and a painting. Since a film is a series of photographs, it is appropriate to extend Mitchelli’s argument to digital film. Given that an artist is easily able to manipulate digitized footage either as a whole or frame by frame, a film in a general sense becomes a series of paintings. ^(25){ }^{25} 他所称的数字图像固有可变性的关注:“数字信息的本质特征在于它可以被计算机轻松且快速地操控。这仅仅是用新的数字替代旧数字的问题……用于转换、组合、改变和分析图像的计算工具,对数字艺术家来说,就像画家使用的画笔和颜料一样重要。”正如米切尔所指出的,这种固有的可变性消除了照片与绘画之间的差异。由于电影是一系列照片,因此将米切尔的论点扩展到数字电影是合适的。考虑到艺术家能够轻松操控数字化的镜头,无论是整体还是逐帧,电影在一般意义上变成了一系列绘画作品。
Hand-painting digitized film frames, made possible by a computer, is probably the most dramatic example of the new starus of cinema. No longer strictly locked in the phorographic, cinema opens itself toward the painterly. Digital hand-painting is also che most obvious example of the return of cinema to its ninereenth-century origins-in this case, the hand-crafted images of magic lantern slides, the Phenakistiscope, and Zootrope. 手绘数字化电影帧是计算机技术带来的,可能是电影新阶段最引人注目的例子。电影不再仅仅局限于摄影,而是向绘画艺术敞开大门。数字手绘也是电影回归十九世纪起源的最明显体现——在这里,指的是魔术灯片、幻影盘和走马灯的手工制作图像。
We usually think of computerization as automation, but bere the result is the reverse: What was previously recorded by a camera automatically now has to be painted one frame at a time. And not just a dozen images, as in the nineteenth century, but thousands and thousands. We can draw another parallel with the practice of manually tinting film frames in different colors according to a scene’s mood, a practice common in the early days of silent cinema. ^(26){ }^{26} Todiay, some of the most wisually sophisticated digital effects are often achieved using the same simple method: painstakingly altering thousands of frames by hand. The frames are painted over either to create mattes (“hand-drawn matte extraction”) or to change the images directly, as, for instance, in Forrest Gamph, where President Kennedy is made to speak new sentences by altering the shape of his lips, one frame at a 我们通常将计算机化视为自动化,但结果恰恰相反:以前由相机自动记录的内容现在必须逐帧手动绘制。而且不仅仅是像十九世纪那样的十几幅图像,而是成千上万幅。我们可以与早期无声电影中根据场景情绪手动为电影帧上色的做法进行类比。如今,一些最复杂的数字效果往往是通过同样简单的方法实现的:费力地手动更改成千上万的帧。这些画框被涂抹以创建遮罩(“手绘遮罩提取”)或直接改变图像,例如在《阿甘正传》中,通过改变肯尼迪总统的嘴唇形状,使他能够逐帧说出新的句子
24. Mitchell, The Rewnfogured Eye, 7. 24. 米切尔,《重塑的眼睛》,第 7 页。
25. The full adrantage of mapping time into 2-D space, already presenc in Edisconis firse cirmema apparatus, is now realized: One can modify evenes in time by literally painuting on a sequence of frames, treating them as a single image. 将时间映射到二维空间的全部优势,早已在爱迪生的第一台电影设备中显现出来,现在得以实现:人们可以通过在一系列帧上绘画,像对待单一图像一样,来修改时间中的事件。
26. See Robinson, From Papp Shewt to Palace, 165. time. ^(27){ }^{27} In principle, given enough time and money, one can create what will be the ultimate digital film: 129,600\mathbf{1 2 9 , 6 0 0} frames (ninety minutes) completely painted by hand from scratch, but indistinguishable in appearance from live photography. 26. 见罗宾逊,《从 Papp Shewt 到宫殿》,165。原则上,只要有足够的时间和资金,就可以制作出最终的数字电影: 129,600\mathbf{1 2 9 , 6 0 0} 帧(九十分钟)完全手工绘制,从零开始,但在外观上与实景摄影无异。
The concept of digital cinema as painting can also be developed in a different way. I would like to compare the shift from analog to digital filmmaking to the shift from fresco and tempera to oil painting in the early Renaissance. A painter making a fresco has limited time before the paint dries, and once it has dried, no further changes to che image are possible. Similarly, a traditional filmmaker has limited means of modifying images once they are recotded on film. Medieval tempera painting, can be compared to the practice of special effects during the analog period of cinema. A painter working with tempera could modify and rework the image, but the process was painstaking and slow. Medieval and early Renaissance masters would spend up to six months on a painting only a few inches tall. The switch to oils greatly liberated painters by allowing them to quickly create much larger compositions (think, for instance, of the works by Weronese and Titian) as well as to modify chem as long as necessary. This change in painting technology led the Renaissance painters to create new kinds of compositions, new pictorial space, and new narratiwes. Simtilarty, by allowing a filmmaker to treat a film image as an oil painting, digital technology redefines what can be done with cinema. 数字电影作为绘画的概念可以以不同的方式发展。我想将模拟电影制作转向数字电影制作的过程,与早期文艺复兴时期从湿壁画和蛋彩画转向油画进行比较。制作湿壁画的画家在颜料干燥之前的时间有限,一旦干燥,就无法对图像进行进一步修改。同样,传统电影制作人在图像录制到胶卷后也很难进行修改。中世纪的蛋彩画可以与模拟电影时期的特效实践相提并论。使用蛋彩的画家可以对图像进行修改和重绘,但这个过程非常繁琐且缓慢。中世纪和早期文艺复兴的艺术家们常常花费多达六个月的时间来创作一幅只有几英寸高的画作。 转向油画极大地解放了画家,使他们能够迅速创作出更大规模的作品(例如,维罗内塞和提香的作品),并根据需要调整颜料。这种绘画技术的变革使文艺复兴时期的画家们创造了新的构图、新的绘画空间和新的叙事方式。同样,数字技术通过让电影制作人将电影画面视为油画,重新定义了电影的可能性。
If digital compositing and digital painting can be thought of as an extension of cell animation techmiques (since composited images are stacked in depth parallel to each other, as cells on a animation stand), the mewer method of computer-based postproduction makes filmmaking a subset of animation in a different way. In this method, the live-action photographic stills and/or graphic elements are positioned in a 3-D virtual space, thus giving the director the ability to move the virtual camera freely through this space, dollying and panning. Thus cinematography is subordinated to 3-D computer animation. We may think of this method as an extension of the multiplane animarion camera. However, if the camera mounted ower a multiplane stand 如果将数字合成和数字绘画视为传统动画技术的延伸(因为合成图像在深度上平行堆叠,就像动画台上的画格),那么基于计算机的后期制作新方法使得电影制作在另一种方式上成为动画的一个子集。在这种方法中,实拍的照片和/或图形元素被放置在一个三维虚拟空间中,使导演能够自由地在这个空间中移动虚拟相机,进行推拉镜头。因此,摄影术被从属于三维计算机动画。我们可以将这种方法视为多平面动画相机的延伸。然而,如果相机安装在多平面支架上,
could only move perpendicular to the images, now it can mowe in an arbitrary trajectory. An example of a commercial film that relies on this newer method, which one day may become the standard of flmmaking (because it giwes the director the most Alexibility’, is Disney’s Aladdin; an example of an independenit work that fully explores the new aesthetic possibilities of this method without subordinating it to traditional cinematic nealism is Walicaky’s The Forest. 只能垂直于图像移动,现在可以沿任意轨迹移动。一个依赖于这种新方法的商业电影例子是迪士尼的《阿拉丁》,这种方法未来可能成为电影制作的标准,因为它为导演提供了最大的灵活性;而一个独立作品的例子是瓦利卡基的《森林》,它充分探索了这种方法的新美学可能性,而不受传统电影现实主义的限制。
In the “Compositing” section, I pointed out that digital compositing can be thought off as an intermediary step berpeen 2-D images and 3-D computer fepresentation. The newer postproduction method represents the next logical step toward completely computer-generated 3 -D representations. Insteal of the 2-D space of "“raditional” composite, we now have layers of moning images positioned in a virtual 3 -D space. 在“合成”部分,我提到数字合成可以看作是 2D 图像与 3D 计算机表现之间的一个中介步骤。新的后期制作方法代表了向完全计算机生成的 3D 表现迈出的下一步。我们现在拥有的是在虚拟 3D 空间中定位的动态图像层,而不再是“传统”合成的 2D 空间。
The reader who has followed my analysis of the new possibilities of digital cinema may wonder why I hawe stressed the parallels between digital cinema and the pro-cinematic techniques of the nineteenth century but have not mentioned twentieth-century avant-garde filmuaking. Did not the avant-garde filmmakers already explore many of these new possibilities? To take the notion of cinema as painting, Len Lye, one of the pioneers of absiract animation, was painting directly on film as early as 1935; he was followed by Norman McLaren and Stan Brackage, the latter extensively covering shot footage with dots, scratches, splattered paint, smears, and lines in an attempt to turn his films into equivalents of AbA b stract Expressionisc paintings. More generally, one of the major impulses in all awant-garde filmmaking from Leger to Godard was to combine the cinematic, the painterly, and the graphic-by using live-action footage and animation within one film or even a single frame, by altering this footage in a variety of ways, or by juxtaposing printed texts and filmed images. 跟随我对数字电影新可能性的分析的读者可能会好奇,为什么我强调了数字电影与十九世纪亲电影技术之间的相似之处,却没有提到二十世纪的先锋电影制作。难道先锋电影制作人没有探索过许多这些新可能性吗?以电影作为绘画的概念为例,抽象动画的先驱 Len Lye 早在 1935 年就开始在胶卷上直接绘画;随后是 Norman McLaren 和 Stan Brackage,后者在他的影片中广泛使用点、划痕、溅洒的油漆、涂抹和线条,试图将他的电影转变为抽象表现主义绘画的等价物。 更广泛地说,从列热到戈达尔,所有先锋电影制作中的一个主要动力是将电影、绘画和图形结合在一起——通过在一部电影甚至单个画面中使用实景镜头和动画,或通过以多种方式修改这些镜头,或通过并列印刷文本和拍摄图像。
When the awant-garde filmmakers collaged multiple images within a single frame, or painted and scratched film, or revolted against the indexical identity of cinema in other ways, they were working against “normal” filmmaking procedures and the intended uses of film technology. (Film stock was not designed to be painted on.) Thus chey operated on the periphery of commercial cinema not only aesthetically but also technically. 当前卫电影制作人将多个图像拼贴在同一画面中,或在胶卷上进行绘画和刮擦,或以其他方式反抗电影的指示性身份时,他们实际上是在挑战“正常”电影制作程序和电影技术的预期用途。(胶卷并不是为了绘画而设计的。)因此,他们在美学和技术上都处于商业电影的边缘。
One general effect of the digital rewolution is that avant-garde aesthetic strategies came to be embedded in the commands and interface metaphors of computer sofrwane ^(28){ }^{28} In short, the awant-garde became materialized in a compoterx: Digital-cinema technology is a case in point. The awant-garde strategy of collage reemerged as the “cut-and-paste” command, the most basic operation one can perform on digital data. The idea of painting on film became embedded in the paint functions of film-editing software. The avant-garde move to combine animation, printed texts, and live-action footage is repeated in the convergence of animation, title generation, paint, compositing, and editing systems into all-in-one packages. Finally, the move to combine a number of film images within one frame (for instance, in Leger’s 1924 Ballet Mechanique or in Maw with a Mowie Camera) also becomes legitimized by technology, given that all editing software, including, Photoshop, Premiere, After Effects, Flame, and Cineon, assume by default that a digital image consists of a number of separate image larent. All in all, what used to be exceptions for traditional cinema have become the normal, intended techniques of digital filmmaking, embedded in technology design itself. ^(29){ }^{29} 数字革命的一个普遍影响是先锋美学策略开始融入计算机软件的命令和界面隐喻中。简而言之,先锋派在计算机中得到了具体体现:数字电影技术就是一个例子。先锋派的拼贴策略重新演变为“剪切和粘贴”命令,这是对数字数据进行的最基本操作。将绘画理念融入电影编辑软件的绘画功能中。先锋派将动画、印刷文本和实景镜头结合的做法在动画、标题生成、绘画、合成和编辑系统的融合中得以重复,形成了一体化的解决方案。 最后,将多个电影图像合并到一个画面中的做法(例如,勒热在 1924 年的《机械芭蕾》或 Maw 使用 Mowie 相机的作品)也因技术的发展而获得了合法性,因为所有的编辑软件,包括 Photoshop、Premiere、After Effects、Flame 和 Cineon,默认认为数字图像由多个独立的图像层组成。总的来说,曾经是传统电影的例外情况,如今已成为数字电影制作中嵌入技术设计的正常和预期的技巧。 ^(29){ }^{29}
From Kino-Eye to Kino-Brush 从电影之眼到电影画笔的演变
In the twentieth century, cinema played two roles at once. As a media technology, its nole was to capture and store wisible reality. The difficulty of modifying images onee recorded was precisely whar lent it value as a document, assuring its aurhenticity. This same rigidity has defined the limits of cinema as a “super-genre” of lite-ation narrative. Alrhough cinema includes within itself a variety of styles-the result of the efforts of numerous clirectors, designers, and cinematographers-these styles share a strong family tesemblance. They are all children of a recording process that uses lenses, regular sampling of time, and photographic media. They ane all children of a machine vision. 在二十世纪,电影同时扮演了两种角色。作为一种媒体技术,它的功能是捕捉和存储可见的现实。录制后修改图像的困难正是赋予其作为文档的价值,确保其真实性。这种刚性也界定了电影作为“超类型”叙事的边界。尽管电影内部包含多种风格——这是众多导演、设计师和摄影师共同努力的结果——这些风格却有着明显的家族相似性。它们都是通过镜头、定期采样时间和摄影媒体的录制过程所产生的产物,都是机器视觉的后代。
The mutability of digital data impairs the value of cinema recordings as documents of reality. In retrospect, we can see that twentieth-century cinema’s regime of visual realism, the result of automatically recording 数字数据的可变性降低了电影录音作为现实文献的价值。回顾来看,我们可以发现二十世纪电影的视觉现实主义体制源于自动记录。
28. Siee my “Avant-Garde as Softwate” (thrtpolywisarts-ucsd.edu/ manorich). 28. 请查看我的“先锋派与软件”(thrtpolywisarts-ucsd.edu/manorich)。
29. For the experiments in painting on fillm by Lye, McLaren, and Brackage, see Roblert Russett and Cecille Scart, Experimestal Almimation (Nem York: Van Nostrand Reänhold, 1976), 65-71, 117-128; P. Adams Smith, Vasianary Filam, 2d ed. {Oxford: Oxford University Press}, 230,136-227230,136-227. 关于 Lye、McLaren 和 Brackage 在胶卷上进行绘画实验的内容,请参见 Roblert Russett 和 Cecille Scart 的《实验动画》(纽约:范诺斯特兰德·瑞安霍尔德,1976 年),第 65-71 页和第 117-128 页;P. Adams Smith 的《视觉电影》,第二版(牛津:牛津大学出版社), 230,136-227230,136-227 。
visual reality, was only an esception, an isolated accident in the history of wisual representation, which has always involved, and now again involves, the manual construction of images. Cinema becomes a particular branch of painting-painting in time. No longer a kino-eye, but a kino-brush. ^(30){ }^{30} 视觉现实仅仅是一个例外,是视觉表现历史中的一个孤立事件,这一直涉及并且现在再次涉及手动构建图像。电影成为绘画的一个特定分支——时间中的绘画。不再是电影之眼,而是电影之刷。
The privileged role played by the manual construction of images in digital cinema is one example of a larger tremd-the return of pro-cinematic moving-image techniques. Alchough marginalized by the twentiethcentury institution of live-action, narrative cinema, which relegated them to the realms of animation and special effects, these techniques ate reemerging as the foundation of digital filmmaking. What was once supplemental to cinema becomes its notm; what was at the periphery comes into the center. Computer media return to us the repressed of the cinema. 数字电影中手动构建图像所扮演的特权角色是一个更大趋势的例子——亲电影运动图像技术的回归。尽管在二十世纪的现场叙事电影中被边缘化,这些技术被 relegated 到动画和特效的领域,但它们正在重新出现,成为数字电影制作的基础。曾经是电影补充的内容如今成为了常态;曾经处于边缘的内容进入了中心。计算机媒体将电影中被压抑的部分带回给我们。
As the examples in this section suggest, directions that were closed off at the turn of the century when cinema came to dominate the modern movingimage culture are now again beginning to be explored. The moving-image culture is being redefined once again; cinematic realism is being cisplaced from the dominant mode to merely one option among many. 正如本节中的例子所示,随着电影在现代动态影像文化中占据主导地位的世纪之交,一些曾经被封闭的方向现在又开始被重新探索。动态影像文化正在重新定义;电影现实主义不再是唯一的主导模式,而是众多选项之一。
30. Driga Vertov coined the term “kino-eye” in the 1920 so describe the cinematic apparatus’s ability “to record and organize che individual characteristics of life’s phenomena into a whole, an essence, a conclusion.” For Vertov, it was the presentarion of film “facts”, based as they were on materialist evidence, that defined the very nature of the cinema. See Kiro-Eye The Writimgs of Driga Vertou, ed. Annetce Michelson, trans. Kewin O’Brien (Berkeley: Universisy of California Press, 1984). The quoration above is from “Antistic Drama and Kino-Eye,” origimaily published in 1924,477 - 49,47 . 30. 德里加·维尔托夫在 1920 年代创造了“电影之眼”这一术语,用以描述电影设备“记录和组织生活现象的个体特征为一个整体、本质和结论”的能力。对维尔托夫而言,电影“事实”的呈现,基于物质证据,定义了电影的本质。请参见《电影之眼:德里加·维尔托夫的著作》,编辑:安妮特·米歇尔森,翻译:凯文·奥布莱恩(伯克利:加利福尼亚大学出版社,1984 年)。上述引用摘自“反艺术戏剧与电影之眼”,最初发表于 1924 年,477 - 49,47。
Cinematic and Graphic: Cinegratography 影视与图像:电影摄影术
3-D amimation, compositing, mapping, paint retouching: In commercial cinema, these radical new techniques are used mostly to solve technical problems while traditional cinematic language is preserved unchanged. Frames are hand-painted to remove wires that supported an actor during shroating; a flock of birds is added to a landscape; a city street is filled with crowds of simulated extras. Although most Hollywood releases now involve digitally manipulated scenes, the use of computers is always carefully hidden. ^(31){ }^{31} Appropriately, in Hollywood the practice of simulating traditional film language has received a name-“invisible effects,” defined as "computer-enhanced scenes that fool the audience into beliewing the shots were produced with live actors on location, but are really composed of a mélange of digitital and live action footage."32 3-D 动画、合成、映射和绘画修饰:在商业电影中,这些新兴的技术主要用于解决技术问题,同时传统的电影语言保持不变。画面经过手工绘制,以去除在拍摄过程中支撑演员的线;一群鸟被添加到风景中;城市街道上则填满了模拟的临时演员。尽管如今大多数好莱坞电影都涉及数字处理的场景,但计算机的使用总是被巧妙地隐藏起来。 在好莱坞,模拟传统电影语言的做法被称为“隐形特效”,它指的是“通过计算机增强的场景,欺骗观众相信这些镜头是现场演员拍摄的,实际上却是由数字和实景镜头的混合而成。”三十二
Commercial narrative cinema continues to hold on to the classical realist style in which images function as unretouched photographic records of ewents that took place in front of the camera. So when Hollywood cinema uses computers to create a fantastic, impossible reality, it is done through 商业叙事电影依然保持着经典现实主义风格,图像作为未经修饰的摄影记录,真实地记录了镜头前发生的事件。因此,当好莱坞电影利用计算机创造出奇幻而不可能的现实时,这种手法是通过
the introduction of various nonihuman characters such as aliens, mutants, and robots. We mewer notice the pure arbitrariness of their colorfull mutating bodies, the beams of energy radiating from their eyes, the whirlpools of parricles emanating from their wings, because they are perceptually consistent with the set; that is, they look like something that could have existed in a three-dimensional space and, therefore, could have been photographed. 各种非人类角色的介绍,例如外星人、变种人和机器人。我们注意到他们色彩斑斓的变异身体的任意性,眼睛发出的能量束,以及翅膀上散发的粒子漩涡,因为它们在感知上与这个集合是一致的;换句话说,它们看起来像是可以存在于三维空间中的事物,因此可以被拍摄下来。
But how do filmumakers justify rurning a familiar reality such as a human body or landscape into something physically impossible in our world? Such transformations are motivated by the movie’s narrative. The shiny, metallic body of the Terminator in Terminator 2 is possible because the Terminator is a cyborg sent from the future; the rubbery body of Jim Carney in The Mask (Russell, 1994) is possible because his character wears a mask with magical powers. Similarly, in What Dreams May Course (Ward, special effects by Mass. Illusions and others, 1998) the fantastic landscape made of swirling brushstrokes to which the main hero is transported after his death is motivated by the unique status of this location. 但是,电影制作者如何为将熟悉的现实,如人类身体或风景,转变为我们世界中物理上不可能的事物辩护呢?这种转变是由电影的叙事所驱动的。《终结者 2》中终结者的闪亮金属身体之所以可能,是因为终结者是一个来自未来的赛博格;而吉姆·卡尼在《面具》中(拉塞尔,1994)那具橡胶般的身体之所以可能,是因为他的角色戴着一个具有魔法力量的面具。同样,在《梦的旅程》(沃德,特效由马萨诸塞州幻影和其他人制作,1998)中,主角在死后被传送到的那片由旋转笔触构成的奇幻风景,正是由于这个地点独特的地位所驱动的。
While embracing computers as a productivity tool, cinema refuses to give up its unique cinema-effect, an effect which, according to Christian Mezz"s penetrating amalysis made in the 1970s, depends upon nartative form, the reality effect, and cinema’s architectural arrangement all working togethet. ^(33){ }^{33} Toward the end of his essay, Metz wonders whether in the future nonnarracive films may become more numerous;, if this happens, he suggests, cinema will no longer need to manufacture its reality effect. Electronic and digital media have allready brought about this transformation. Begimning in the 1980 s, we see the emergence of new cinematic forms that are not linear narratives, that are exhibited on a television or computer screen rather than in a movie theater-and that simultameously give up cinematic realism. 尽管将计算机视为生产力工具,电影仍然拒绝放弃其独特的电影效果。根据克里斯蒂安·梅茨在 1970 年代的深刻分析,这种效果依赖于叙事形式、现实效果以及电影的建筑布局的共同作用。 ^(33){ }^{33} 在他文章的结尾,梅茨思考未来非叙事电影是否会变得更加普遍;如果真是这样,他认为电影将不再需要制造其现实效果。电子和数字媒体已经促成了这种转变。 从 1980 年代开始,我们看到了一种新的电影形式的出现,这些形式不是线性叙事,而是在电视或计算机屏幕上展示,而不是在电影院中,并且同时放弃了电影的现实主义。
What are these forms? First, there is the music videa. Probably not by accident, the geare of the music video came into existence precisely at the time when electronic video-effects devices were entering editing studios. Importantly, just as music videos often incorporate narratives within them bur are not linear narratives from start to finish, they rely on film (or video) images but change them beyond the norms of traditional cinematic realism. The 这些形式是什么?首先,有音乐视频。可能并非偶然,音乐视频的设备正是在电子视频特效设备进入编辑工作室的同时出现的。重要的是,音乐视频通常会融入叙事,但并不是从头到尾的线性叙事,它们依赖于电影(或视频)图像,但超越了传统电影现实主义的规范。
33. Merz, “The Fiction Film and Its Spectatos” manipulation of images through hand-painting and image processing, hidden techniques in Hollywood cinema, is brought into the open on a television screen. Similarly the construction of an image from heterogeneous sources is not subordinated to the goal of photorealism, bur functions as an aesthetic strategy. The genre of music video has served as a laboratory for exploring numerous new possibilities of manipulating photographic images made possible by computers-the numerous points that exist in the space berween the 2-D and the 3-D, cinematography and painting, photographic realism and collage. In short, it is a living and constantly expanding rextbook for digital cinema. 33. Merz,“虚构电影及其观众”通过手绘和图像处理对图像的操控,揭示了隐藏在好莱坞电影中的技术。同样,从不同来源构建图像并不以追求照片现实主义为目标,而是一种美学策略。音乐视频类型作为探索计算机所带来的操控摄影图像新可能性的实验室——在二维与三维、摄影与绘画、摄影现实主义与拼贴之间存在着许多交集。简而言之,它是数字电影一个生动且不断扩展的教科书。
A derailed analysis of the evolution of music wideo imagery (or, more generally, broadcast graphics in the electronic age) deserves a separate treatment, and I will nor try to take in up here. Instegad, I will discuss another new cinematic non-narrative form, CD-ROM-based games, which, in contrast to the music video, has rellied on the computer for storage and distribution from the very beginning. And unlike music video designers, who were consciously pushing traditional film or video images into something new, the designers of CD -ROMs arrived at a new visual language unintentionally while attempting to emulate traditional cinema. 对音乐视频意象演变的深入分析(或更广泛地说,电子时代的广播图形)值得单独探讨,我在这里不打算讨论。相反,我将讨论另一种新的非叙事电影形式,即基于 CD-ROM 的游戏。与音乐视频不同,这种游戏从一开始就依赖计算机进行存储和分发。与那些有意识地将传统电影或视频图像推向新领域的音乐视频设计师不同,CD-ROM 设计师在试图模仿传统电影的过程中,无意中创造了一种新的视觉语言。
In the late 1980 s, Apple began to promote the concept of computer multimedia, and in 1991 it released QuickTime software to enable an ordinary personal computer to play movies. During the first few years the computer did not perform its new role very well. First, CD-ROMs could not hald anything close to the length of a standard theatrical film. Second, the computer could nor smoothly play a movie larger than the size of a stamp. Finally, the movies had to be compressed, degrading their wisual appearance. Only in the case of still images was the computer able to display photographic-like detail at full-screen size. 在 1980 年代末,苹果公司开始推广计算机多媒体的概念,并于 1991 年发布了 QuickTime 软件,使普通个人电脑能够播放电影。然而,在最初的几年里,计算机并未能很好地履行这一新角色。首先,CD-ROM 无法存储接近标准电影长度的内容。其次,计算机无法流畅播放大于邮票大小的电影。最后,电影必须经过压缩,导致视觉效果下降。只有在静态图像的情况下,计算机才能以全屏尺寸显示出类似照片的细节。
Biecuse of these particular hardware limitations, the designers ofCD-ROMs had to invent a different kind of cinematic language in which a range of scrategies, such as discrete motion, loops, and superimpasition-previously used in nineteenth-century moving-image presentations, tweatieth-century animation, and the avant-garde tradition of graphic cinerna-were applied to photographic or syntheric images. This language synchesized cinematic illusionism and the aesthetics of graphic collage, with its characteristic hererogeneity and discontinuity. The photographic and the graphic, divorced when cinema and animation went their separate ways, met again on the computer screen. 由于这些特定的硬件限制,CD-ROM 的设计者不得不创造一种新的电影语言。在这种语言中,采用了多种策略,如离散运动、循环和叠加,这些策略曾在十九世纪的动态影像展示、二十世纪的动画以及先锋派的图形电影传统中使用。这种语言将电影的幻觉主义与图形拼贴的美学相结合,展现出独特的异质性和不连续性。当电影和动画各自走上不同的道路时,摄影和图形却在计算机屏幕上重新相遇。
The graphic also met the cinematic. The designers of CD-ROMs were aware of the techniques of twentieth-century cinematography and film editing, but they had to adapt these techniques both to an interactive format and to hardware limitations. As a result, the techniques of modern cinema and of nineteemth-century moving-image presentations merged in a new hybrid language that can be called “cinegratography.” 这幅图形也符合电影的标准。CD-ROM 的设计师们意识到 20 世纪电影摄影和剪辑的技巧,但他们必须将这些技巧适应互动格式和硬件限制。因此,现代电影的技巧与 19 世纪的动态影像展示融合成了一种新的混合语言,可以称之为“电影图形学”。
We cam trace the development of this language by analyzing a few wellknown CD-ROM titles. The best-selling game Myst unfolds its narrative strictly through still images, a practice that takes us back to magic-lantern shows (and to Chris Marker’s La Jeteè). ^(34){ }^{34} But in orther ways Myst relies on the techniques of twentieth-century cinema. For instance, the CD-ROM uses simulated camera turns to switch from one image to the next. It also employs the basic technique of film editing to subjectively speed up or slow down cime. In the course of the game, the user moves around a fictional island by clicking on a mouse. Each click adwances a virtual camera forward, rewealing a new view of the 3 -D environment. When the user begins to descend into the underground chambers, the spatial distance berween the points of view of each two consecutive views sharply decreases. If before, the user was able to cross a whole island with just a few clicks, now it takes a dozem clicks to get to the bortom of the stairs! In orher words, just as in traditional cinema, Myst slows down time to create suspense and tension. 我们可以通过分析一些知名的 CD-ROM 标题来追踪这种语言的发展。最畅销的游戏《神秘岛》通过静态图像严格展开叙事,这让我们想起了魔幻灯片表演(以及克里斯·马克尔的《拉·杰特》)。 ^(34){ }^{34} 但在其他方面,《神秘岛》又依赖于 20 世纪电影的技巧。例如,CD-ROM 使用模拟相机转动来切换图像。它还运用了电影剪辑的基本技巧,以主观方式加快或减慢时间。在游戏过程中,用户通过点击鼠标在一个虚构的岛屿上移动。每次点击都会使虚拟相机向前推进,揭示 3D 环境的新视角。 当用户开始下降到地下室时,每两个连续视角之间的空间距离急剧缩短。如果之前用户只需几次点击就能穿越整个岛屿,现在却需要十几次点击才能到达楼梯底部!换句话说,就像在传统电影中一样,Myst 通过减缓时间来制造悬念和紧张感。
In Myst, miniature animations are sometimes embedded within the still images. In the next best-selling CD-ROM, 7th Guest (Virgin Games, 1993), the user is presented with video clips of live actors superimposed over static backgrounds created with 3-D computer graphics. The clips are looped, and the moving human figures clearly stand out against the backgrounds. Both of these fearures connect the visual language of 7tb7 t b Guest to ninetenthcentury pre-cinematic devices and twentieth-century cartoons rather than to cinematic verisimilitude. But like Myst, 7 th Gust also evokes distinctly modern cinematic codes. The environment where all the action takes place (an interior of a house) is rendered using a wide angle lems; to move from one qquad\qquad 在《神秘岛》中,微型动画有时会嵌入静态图像中。在下一个畅销的 CD-ROM《第七客人》(维珍游戏,1993 年)中,用户会看到叠加在静态背景上的真人演员视频片段,这些背景是用 3D 计算机图形制作的。视频片段是循环播放的,移动的人物在背景中显得格外突出。这两种特征将《第七客人》的视觉语言与 19 世纪的前电影设备和 20 世纪的卡通相联系,而不是与电影的真实感相联系。但像《神秘岛》一样,《第七客人》也唤起了明显现代的电影符号。所有动作发生的环境(房子的内部)是使用广角镜头呈现的;从一个 qquad\qquad 移动到另一个。
34. This rwentr-eight-minute film, made in 1962. is composed almost exclusively of still 34. Tes Eor documentation, see Chris Marker, La Jefé: Ciné-ronan (New York: Zone Books, 19923. wiew to the next, a camera follows a complex curve, as though mounted on a wirtual dolly. 这部 34 分钟的电影制作于 1962 年,几乎完全由静态镜头组成。有关文献,请参见克里斯·马克尔的《La Jefé: Ciné-ronan》(纽约:Zone Books,1992 年)。在镜头切换之间,摄像机沿着复杂的曲线移动,仿佛安装在一个虚拟的滑轨上。
Next, consider the CD-ROM Jobury Mnemonic (Sony Imagesoft, 1995). Produced to complement the fiction film of the same title, marketed not as a “game” but as an “interactive movie,” and featuring full-screen video throughour, Jobnny Mnenonic comes closer to cinematic realism than the previous CD-ROMs-yer it is still quite distinct from it. With all action shot against a green screen and then composited with graphic backgrounds, its visual style exists within the space berween cinema and collage. 接下来,我们来看看 CD-ROM《乔布里记忆法》(索尼影像软件,1995 年)。这部作品旨在补充同名虚构电影,市场定位为“互动电影”而非“游戏”,并且全屏视频贯穿始终。《乔布里记忆法》在电影现实主义方面比之前的 CD-ROM 更为接近,但仍然有明显的区别。所有动作都是在绿幕前拍摄,然后与图形背景合成,其视觉风格介于电影与拼贴艺术之间。
It would not be entirely inappropriate to read this short history of the digital moving image as a teleological dewelopment that teplays the emergence of cinema a hundred years earlier. Indeed, as the speed of computers keeps increasing, CD-ROM designers thawe been able to go from a slide-show format to the saperimposition of small moving elements over static hackgrounds and finally to full-frame mowing images. This evolution repears the nineteenthcentury progression-from sequences of still images (magic-lantern slide presentations) to moving characters ower static backgrounds (as in, for instance, Reynaud’s Praxinoscope Theater’) to full motion (the Lumières’ cinemacograph). Moreover, the introduction of QuickTime in 1991 can be compared to the introduction of the Kinetascope in 1892: Borh were used to present short loops, both featured images approximately two by three inches in size, both called for private viewing rather than collective exhibition. The two technologies even appear to play a similar cultural tole. If in the early 1890 s the public patronized Kinetoscope parlors where peep-hole machimes presented them with the latest marvel-tiny, moving photographs arranged in short loopsexactly a hundred years later, computer users were equally fascinated with ciny QuickTime movies that turned a computer in a film projector, howewer imperfect. ^(35){ }^{35} Finallly, the Lumières’ first film screenings of 1895 that shocked their audiences with huge moving images found their parallel in 1995 CD-ROMs in which the moving image finally fills the entire computer screen (for instance, Jobonny Mnemonic.) Thus, exactly a hundred years after cinema was officiallly “born,” it was reinwented on a computer screen. 将这段数字动态图像的简短历史视为一种目的论的发展并不完全不合适,这种发展重现了一个世纪前电影的出现。事实上,随着计算机速度的不断提高,CD-ROM 设计师们已经能够从幻灯片格式转变为将小的动态元素叠加在静态背景上,最终实现全画幅的动态图像。这一演变重现了十九世纪的进程——从静态图像的序列(魔术灯幻灯片演示)到静态背景上的动态角色(例如,雷诺的普拉克西诺斯科普剧院)再到全动态(卢米埃尔的电影摄影机)。 此外,1991 年 QuickTime 的推出可以与 1892 年 Kinetascope 的推出相提并论:两者都用于展示短片循环,图像大小大约为两英寸乘三英寸,且都适合私人观看而非集体展览。这两种技术在文化上似乎也扮演着相似的角色。在 1890 年代初期,公众常常光顾 Kinetoscope 娱乐场所,通过窥视孔机器观看最新的奇观——微小的、动态的照片以短循环形式呈现——而恰好一百年后,计算机用户同样对微小的 QuickTime 电影感到着迷,这些电影将计算机变成了电影放映机,尽管仍有不完美之处。 最终,1895 年卢米埃尔兄弟的首次电影放映以巨大的动态影像震撼了观众,这与 1995 年的 CD-ROM 形成了鲜明对比,动态影像终于填满了整个计算机屏幕(例如,Jobonny Mnemonic)。因此,正好在电影正式“诞生”一百年后,它在计算机屏幕上被重新定义。
35. These parallels ase further investigated in my “Litde Mowies” (hrtp:/wisars.ucsd.edw" -manovichilittle-moyjes), 35。这些相似之处在我的《小电影》中得到了进一步的探讨(hrtp:/wisars.ucsd.edw" -manovichilittle-moyjes),
But this is only one reading. We no longer think of the history of cinema as a linear march toward one language, or as a progression toward increasingly accurate werisimilitude. Rather, we have come to see it as a succession of distinct and equally expressive languages, each with its own aesthetic variables, each new language closing off some of the possibilities of the previous one-a cultural logic not dissimilar to Kuhn’s analysis of scientific paradigms. ^(36){ }^{36} Similarly, instead of dismissing the vistual strategies of early multimedia tirles as the result of technological limitations, we may want to think of them as an alternative to traditional cinematic illusionism, as the beginning of digital cinema’s new language. 但这只是其中一种解读。我们不再将电影史视为朝向一种语言的线性进程,或是朝着越来越真实的逼真度的演变。相反,我们开始将其视为一系列独特且同样富有表现力的语言,每种语言都有其独特的美学变量,每种新语言都限制了前一种语言的一些可能性——这与库恩对科学范式的分析有着相似的文化逻辑。 ^(36){ }^{36} 同样,我们不应将早期多媒体标题的视觉策略视为技术限制的结果,而应将其视为对传统电影幻觉主义的替代,标志着数字电影新语言的开端。
For the computer/entertainment industries, these strategies represent onlly a temparary limitation, an annoying drawback that needs to be overcome. This is one important difference between the situation at the end of the nineteenth century and the situation at che end of the twentied century: If cinema was developing toward a still open horizon of many possibilities, the development of commercial multimedia, and of corresponding computer hardware (compression boards, storage formats such as DVD), was drivem by a clearly defined goal-the exact duplication of cinematic realism. So if the computer screen increasingly emulates cinema’s screen, this is not an accident, but the result of conscious planning by the computer and entertainment industries. But this drive to turn new media into a simulation of classical film language, which parallels the encoding of cinema"s techniques in software interfaces and in the lhardware itself, as described in the “Cultural Interfaces” section, is just one direction for new media dewelopment among numeroms others. I will next examine a number of new media and old media objects that point toward other possible trajectories. 对于计算机和娱乐产业而言,这些策略仅仅是暂时的限制,是需要克服的烦恼缺陷。这是十九世纪末与二十世纪末之间的一个重要区别:如果电影的发展朝着一个仍然开放的多种可能性前进,那么商业多媒体的发展以及相应的计算机硬件(如压缩板和 DVD 存储格式)则是由一个明确的目标驱动的——精确复制电影的现实主义。因此,计算机屏幕越来越模仿电影屏幕,这并非偶然,而是计算机和娱乐产业经过深思熟虑的规划结果。 但是,这种将新媒体转化为经典电影语言模拟的驱动力,与电影技术在软件界面和硬件本身中的编码相呼应,如“文化界面”部分所述,仅是新媒体发展的一个方向,还有许多其他方向。我接下来将探讨一些指向其他可能发展轨迹的新媒体和旧媒体对象。
The New Temporality: The Loop as a Narrative Engine 新的时间观:循环作为叙事动力
One of the underlying assumptions of this book is that, by looking at the history of wisual culture and media, in particular, cinema, we can find many strategies and techniques relevant to new media design. Put differently, to develop a new aesthetics of new media, we should pay as much attention to culturall history as to the computer’s unique new possibilities to generate, organize, manipulate, and distribute data. 本书的一个基本假设是,通过研究视觉文化和媒体的历史,尤其是电影,我们可以找到许多与新媒体设计相关的策略和技术。换句话说,要发展新媒体的新美学,我们应该同样重视文化历史和计算机独特的新可能性,以生成、组织、处理和分发数据。
As we scan cultural history (which includes the history of new media up until the time of research), three kinds of situations will be particularly relevant for us: 在我们研究文化历史(包括新媒体的历史,直到研究时为止)时,有三种情况对我们尤为重要:
An interesting strategy or technique is abandoned or forced “underground” withour fully developing its potential. 一种有趣的策略或技巧被放弃或被迫“隐蔽”,未能充分发挥其潜力。
A strategy can be understood as a response to technological constraints (I amp purposefully using this more technical term instead of the more ideologicailly loaded “limitations”) similar to those of new media. 一种策略可以被理解为对技术限制的回应(我故意使用这个更技术性的术语,而不是更具意识形态色彩的“限制”),这与新媒体的限制类似。
A strategy is used in a sitiation similar to that faced by new media designers. For instance, montage wis a strategy for dealing with the modularity of film (how do you join separate shors?) as well as the problem of coordinating different media types such as images and sound. Both of these situations are being faced once again by new media designers. 一种策略被用于类似新媒体设计师所面临的情境。例如,蒙太奇是一种应对电影模块化(如何连接不同镜头?)以及协调不同媒体类型(如图像和声音)问题的策略。这两种情况再次出现在新媒体设计师面前。
I have already used these principles in discussing the parallels berween nineteench-century pro-cinematic techniques and the language of new media; they have also guided me in thinking about animation (the “underground” of twentieth-century cinema) as the basis for digital cinema. I will now use a particular parallel berween early cinematic and new media technology to highlight another older technique useful to new media-the loop. Characteristically, many new media products, whether cultural objects (such as games) or software (various media players such as QuickTime Player) use loops in their design, while treating them as temporary technological limitations. I, however, want to think about them as a source of new possibilities for new media. ^(37){ }^{37} 我已经在讨论十九世纪的亲电影技术与新媒体语言之间的相似性时运用了这些原则;它们也引导我思考动画(20 世纪电影的“地下”)作为数字电影的基础。现在,我将利用早期电影技术与新媒体技术之间的一个特定相似性,来强调另一种对新媒体有用的旧技术——循环。许多新媒体产品,无论是文化对象(如游戏)还是软件(如各种媒体播放器,例如 QuickTime Player),在设计中都使用循环,同时将其视为临时的技术限制。然而,我希望将它们视为新媒体新可能性的来源。
As already mentioned in the previous section, all nineteenth-centary procinematic devices, up through Edison’s Kinetoscope, were based on short loops. As “the seventh art” began to mature, it banished the loop to the low-art realms of the instructional film, pornographic peep-show, and animated cartoon. In contrast, narrative cinema awoids repetitions; like modern Western fictional 正如前一节所提到的,所有十九世纪的前电影设备,包括爱迪生的电影放映机,都是基于短循环的。当“第七艺术”开始成熟时,它将循环排除在低艺术领域之外,如教学电影、色情窥视秀和动画卡通。相比之下,叙事电影避免重复;就像现代西方虚构作品一样。
37. My owin “Lirtle Mowies” explones the westherics of digital cinema and draws parallels betheen the early cinema of the 1890 s, the stracturalist filmmaking of the 1960 s, and the new media of the 1990 s. 我的“Lirtle Mowies”探讨了数字电影的特征,并将 1890 年代的早期电影、1960 年代的结构主义电影制作以及 1990 年代的新媒体进行了比较。
forms in general, it puts forward a notion of human existence as a linear progression through numerous unique events. 一般来说,它提出了人类存在是通过许多独特事件的线性发展这一概念。
Cinema’s birth from a loop form was reenacted at least once during its history. In one of the sequences of Man with a Movie Camerad, Vertov shows us a cameramam standing in the back of a mowing automobile. As he is being carried forward by the automobile, the cranks the handle of his camera. A loop, a repetition, created by the circular movement of the handle, gives birth to a progression of events-a very basic narrative that is also quintessentially modern-a camera moving through space recording whatewer is in its way. In what seems to be a reference to cinema’s primal scene, these shots are intercut with the shots of a moving train. Vertov even restages the terror that the Lumières" film supposedly prowaked in its audience; he positions his camera right along the train track so the train runs over our point of wiew a number of times, crushing us again and again. 电影从循环形式的诞生在历史上至少重演过一次。在《带电影摄影机的人》的一个片段中,维尔托夫展示了一位摄影师站在一辆行驶中的汽车后面。当汽车向前行驶时,他转动着相机的把手。把手的圆周运动创造了一个循环和重复,诞生了一系列事件——一种非常基本的叙事,同时也是典型的现代叙事——一台相机在空间中移动,记录着它所经过的一切。在看似指向电影原始场景的镜头中,这些镜头与移动火车的镜头交替出现。 维尔托夫甚至重新演绎了卢米埃尔电影在观众中引发的恐惧;他将相机放在铁轨旁,让火车多次经过我们的视线,一次又一次地压过我们。
Early digital movies shared the same limitations of storage as nineteenthcentury pro-cinematic devices. This is probably why the loop playback function was built into the QuickTime interface, giving it the same weight as the VCR-style “play” function. So, in contrast to films and videotapes, QuickTime movies were supposed to be played forward, backward, or llooped. Computer games also heavily relied on loops. Since it was not possible to animate every character in real time, designers stored short loops of a character’s motions-for instance, an enemy soldier or a monster walking back and forth-that mould be recalled at appropriate times in the game. Internet pornography also heavily relied on loops. Many sites featured numerous “channels” that were supposed to stream either feature-length feature films or “live feeds”; in reality, they would usually play short loops (a minute or so) over and over. Sometimes a few films would be cut into a number of short loops that would become the content of one hundred, five hundred, or one thousand channels. ^(38){ }^{38} 早期的数字电影与十九世纪的亲电影设备一样,面临存储限制。这可能就是为什么 QuickTime 界面中内置了循环播放功能,使其与录像机的“播放”功能同样重要。因此,与电影和录像带相比,QuickTime 电影可以向前、向后或循环播放。电脑游戏也在很大程度上依赖循环。由于无法实时为每个角色制作动画,设计师会存储角色动作的短循环,比如敌军士兵或怪物来回走动,这些循环可以在游戏中适时调用。互联网色情内容也在很大程度上依赖循环。 许多网站上有许多“频道”,本应播放长篇电影或“直播”;实际上,它们通常只是反复播放短片段(大约一分钟)。有时几部电影会被剪辑成多个短片段,成为一百、五百或一千个频道的内容。 ^(38){ }^{38}
The history of new media cells us that hardware limitations never go away: They disappear in one area only to come back in another. One example. I have already noted is the hardware limitations of the 1980 s in the area of 3-D computer animation. In the 1990 s they returned in a new 新媒体的历史告诉我们,硬件限制从未真正消失:它们在一个领域消失,却在另一个领域重新出现。一个例子是我之前提到的 1980 年代在 3D 计算机动画方面的硬件限制。在 1990 年代,这些限制以新的形式再次出现。
38. hetpsl/Www.dani.com.
area-Internet-based real-time virtual worlds. What used to be the slow speed of CPUs became slow bandwidth. As a result, the VRML worlds of the 1990 s look like the prerendered animations clone ten years earlier. 基于互联网的实时虚拟世界。曾经 CPU 的慢速变成了带宽的慢速。因此,1990 年代的 VRML 世界看起来就像十年前的预渲染动画的复制品。
A similar logic applies to loops. Early QuickTime movies and computer games relied heavily on loops. As the CPU speed increased and larger storage media such as CD-ROM and DVD became available, the use of loops in stand-alone hypermedia declined. However, online virtual worlds such as Active Worlds came to use loops extensively, as they provide a cheap (in terms of bandwidth and computation) means of adding some signs of “life” to their geometric-looking environments. ^(39){ }^{39} Similarly, we may expect chat when digital videos appear on small displays in our cellular phones, personal managers such as Palm Pilor, or other wireless communication devices, they will once again be arranged in short loops because of bandwidth, storage, or CPU limitations. 类似的逻辑也适用于循环。早期的 QuickTime 电影和电脑游戏在很大程度上依赖于循环。随着 CPU 速度的提升以及 CD-ROM 和 DVD 等更大存储介质的出现,独立超媒体中循环的使用逐渐减少。然而,像 Active Worlds 这样的在线虚拟世界却广泛使用循环,因为它们以低廉的带宽和计算成本为其几何环境增添了一些“生命”的迹象。 ^(39){ }^{39} 同样,我们可以预期,当数字视频在我们的手机、Palm Pilor 等个人管理器或其他无线通信设备的小屏幕上出现时,由于带宽、存储或 CPU 的限制,它们将再次以短循环的形式呈现。
Can the loop be a new narrative form appropriate for the computer age? ^("if "){ }^{\text {if }} It is relevant to recall that the loop gave birth not only to cinema but also to computer programming. Programming involves altering the linear flow of data through control structures, such as “iftthen” and “repeat/while”; the loop is the most elementary of these control structures. Most computer programs are based on repetitions of a set number of steps; this repetition is controlled by the program’s meain loop. So if we strip the computer from its usual interface and follow the execution of a rypical computer program, the computer will reveal itself to be another version of Ford’s factory, with the loop as its conveyer belt. 循环能否成为适合计算机时代的新叙事形式? ^("if "){ }^{\text {if }} 值得注意的是,循环不仅催生了电影,也催生了计算机编程。编程涉及通过控制结构(如“如果...那么”和“重复/当”)来改变数据的线性流动;而循环是这些控制结构中最基本的。大多数计算机程序都是基于一组固定步骤的重复,这种重复由程序的主循环来控制。因此,如果我们去掉计算机的常规界面,跟随一个典型计算机程序的执行,计算机将展现出另一种福特工厂的样子,而循环则是它的传送带。
As the practice of computer programming iilustrates, the loop and the sequential progression do not hawe to be considered mutually exclusive. A computer program progresses from start to finish by executing a series of loops. Another illustration of how these two temporal forms can work together is Möbius House by the Dutch team UN Studio/Van Berkel & Bos. ^("s1 "){ }^{\text {s1 }} 正如计算机编程的实践所示,循环和顺序进展并不一定是相互排斥的。计算机程序通过执行一系列循环从头到尾地运行。另一个展示这两种时间形式如何协同工作的例子是荷兰团队 UN Studio/Van Berkel & Bos 设计的莫比乌斯之家。
39. hatry:/wwywactivewordsts.com.
Natalie Bookchin’s CD-ROM Datathand of the Everyday (1996) investigates the loop as is structure of everyday life. Becaluse If did the majority of the cinematagraphy and some interface design for this project, I da nor dhiscuss it in the main rext. 纳塔莉·布克钦的 CD-ROM《日常数据手册》(1996)研究了循环作为日常生活的结构。由于我为这个项目进行了大部分摄影和一些界面设计,因此在主要文本中没有对此进行讨论。
Rilley, The Us-primate Hacure 瑞利,《美国灵长类动物的护理》
In this house a number of functionally different areas are arranged one after another in the form of a Möbius strip, thus forming a loop. As the narrative of the day progresses from one activity to the next, the inhabitants mowe from area to area. 在这个房子里,功能各异的区域像莫比乌斯环一样一个接一个地排列,形成一个循环。随着一天的活动从一个转向另一个,居民们在不同区域之间移动。
Traditional cell animation similarly combines a narrative and a loops, In order to save labor, animators arrange many actions, such as mowements of characters’ legs, eyes, and arms, into short loops and repeat them ower and over. Thus, as already mentioned in the previous section, in a typical twentieth-century cartoon, a large proportion of motions involves loops. This principle is taken to the extreme in Rybczynski’s Tango. Subjecting liveaction footage to the logic of animation, Rybczynski arranges the trajectory of each character through space as a loop. These loops are further composited, resulting in a complex and incricate time-based structure. At the same time, the owerall “shape” of this structure is governed by a number of nartatives. The film begins in an empty room; next, the loops of a character’s trajectories through this room are added, one by one. The end of the film mirrors its beginning as the loops are “deleted” in reverse order, one by one. This metaphor for the progression of a human life (we are born alone, gradually form relations with orher humans, and eventually die alone) is also supported by anorther narrative: The first character to appear in the room is a young boy; the last, an old woman. 传统的手绘动画同样结合了叙事和循环。为了节省人力,动画师将许多动作,比如角色的腿、眼睛和手臂的运动,编排成短小的循环并反复播放。因此,正如前一节所提到的,典型的二十世纪卡通中,大部分动作都是循环的。这一原则在里布钦斯基的《探戈》中被推向极致。里布钦斯基将实拍镜头置于动画的逻辑之下,安排每个角色在空间中的运动轨迹为一个循环。这些循环进一步合成,形成一个复杂而精细的时间结构。同时,这个结构的整体“形状”受到多个叙事的影响。 电影以一个空房间开始;随后,角色在这个房间中的轨迹循环一个个被添加。电影的结尾以相反的顺序逐个“删除”这些循环,反映了开头。这一隐喻描绘了人类生命的进程(我们孤独地出生,逐渐与他人建立关系,最终又孤独地离世),同时也有另一个叙述支持:第一个出现在房间里的角色是一个年轻男孩,最后一个则是一位老妇人。
The concept of a loop as an “engime” chat puts the narrative in motion becomes the foundation of a brilliant interactive TV program Akvaario (Aquarium) by a number of graduate students at Helsinki’s University of Art and Design (director Teijo Pellinen, 1999). 42 In contrast to many new media objects that combine the conventions of cinema, print, and HCl,A\mathrm{HCl}, A thuaario aims to preserve the continuous flow of traditional cinema, while adding interactivity to it. Along with an earlier game Jobuny Mnemonic (SONY, 1995) as well as the pioneering interactive, laserdisk computer installations by Graham Weinbren done in the 1980 s, this project is a rare example of a new media narrative that does not rely on the oscillation between noninteractiwe and interactive segments. 循环的概念作为“引擎”聊天使叙事开始运转,成为赫尔辛基艺术与设计大学一群研究生创作的精彩互动电视节目《水族馆》的基础(导演:Teijo Pellinen,1999 年)。与许多结合了电影、印刷和 HCl,A\mathrm{HCl}, A 的传统媒体对象相比,《水族馆》旨在保持传统电影的连续流动,同时增添互动性。与早期的游戏《Jobuny Mnemonic》(索尼,1995 年)以及格雷厄姆·温布伦在 1980 年代制作的开创性互动激光盘计算机装置一起,这个项目是一个罕见的新媒体叙事示例,它不依赖于非互动和互动片段之间的切换。
Using the already familiar convention of games such as Tamagotchi (1996-), the program asks TV viewers to “take charge” of a fictional human character ^(43){ }^{43} Most shots show this charaater engaged in different activities in his apartment-eating dinner, reading a book, staring into space. The shots eplace each other following standard conventions of fillm and TV editing. The result is something that looks at first like a conventional, although wery long, movie (the program was projected to run for three hours every day ower the course of a few months), even though the shots are selected in real time by a computer program frorn a database of a few hundred different shors. 该程序采用了《电子宠物》(1996 年-)等游戏的熟悉惯例,要求电视观众“掌控”一个虚构的人物 ^(43){ }^{43} 。大多数镜头展示这个角色在公寓中进行各种活动——吃晚餐、读书、发呆。镜头按照电影和电视剪辑的标准惯例相互切换。结果看起来像是一部传统的、虽然非常长的电影(该节目预计每天播放三小时,持续几个月),尽管镜头是由计算机程序实时从几百个不同镜头的数据库中选择的。
By choosing from one of four buttons always present at the bottom of the screen, the viewer controls the character’s motivation. When ab button is pressed, a computer program selects a sequence of particular shots to follow the shot currently playing. Because of the visual, spacial, and referential discontinuity between shots typical of standatd editing, the result is something that the wiewer interprets as a conventional narrative. A film or television viewer does not expect two consecutive shots to necessarily display the same space or subsequent moments of time. Therefore in AA evaaria a computer program can “weave” an endless narrative by choosing from a database of different shots. What gives the resulting “narracive” a sufficient continuity is that almost all the shots show the same character. 观众通过选择屏幕底部始终存在的四个按钮之一来控制角色的动机。当按下某个按钮时,计算机程序会选择一系列特定的镜头来跟随当前播放的镜头。由于标准剪辑中镜头之间的视觉、空间和参照的不连续性,观众会将其解读为传统叙事。电影或电视观众并不期望两个连续的镜头展示相同的空间或时间片段。因此,在 AA evaaria 中,计算机程序可以通过从不同镜头的数据库中选择,"编织"出无尽的叙事。 使得最终的“叙事”具有足够连续性的是几乎所有镜头都展示了同一个角色。
Akevaatio is one of the first examples of what in a previous chapter I called a “database narrative.” It is, in other words, a narrative that fully urilizes many features of the database organization of data. It relies on our abilities to classify database records according to different dimensions, sort through records, quickly retrieve any record, as well as “stream” a number of different records continuously one after another. Akevaatio 是我在前一章中提到的“数据库叙事”的早期例子之一。换句话说,它是一种充分利用数据库数据组织特性的叙事。它依赖于我们根据不同维度对数据库记录进行分类、筛选、快速检索任何记录,以及连续流式处理多个不同记录的能力。
In Akvaario the loop becomes the way to bridge linear narrative and interactive control. When the program begins, a few shots keep following each other in a loop. After the user chooses the character’s mocivation by pressing a button, this loop becomes a narrarive. Shots stop repeating, and a sequence of new shots is displayed. If no burton is pressed again, the narrative turns back into a loop; that is, a few shots start repeating over and over. In Akvaario a marrative is born from a loop, and it returns back to a loop. The historical birth of modern fictional cinema out of the loop returns as a condition of 在《Akvaario》中,循环成为连接线性叙事与互动控制的桥梁。当程序开始时,几个镜头会不断循环播放。用户通过按下按钮选择角色的动机后,这个循环就转变为叙事。镜头不再重复,而是展示一系列新的镜头。如果用户没有再次按下按钮,叙事将重新变回循环;也就是说,几个镜头会不断重复。在《Akvaario》中,叙事源于循环,并再次回归循环。现代虚构电影的历史正是从循环中诞生,并以此作为一种条件回归。
43. My amalysis is based on a project protatype chac I saw in Ocrober of 1999 . The complered project is projected to have a male and a female character. 我的分析基于我在 1999 年 10 月看到的一个项目原型。这个完成的项目预计会有一个男性角色和一个女性角色。
cinema’s rebirch as an interactive form. Rather than being an archaic leftower. a reject from cinema’s evolution, the use of the loop in Akvaario suggests a new temporal aesthetics for computer-based cinema. 电影院作为一种互动形式的重生。与其视为电影演变的古老遗留物,不如说 Akvaario 中的循环使用暗示了一种新的计算机电影时间美学。
Jean-Louis Boissier’s Flora petrinswilaris realizes some of the possibilities contained in the loop form in a different way. ^(46){ }^{46} This CD-ROM is based on Rousseal’s Confersions. It opens with a white screen, containing a numbered list. Clicking on each item leads us to a screen containing two windows, positioned side by side. Both windows show the same video loop made from a few different shots. The two loops are offset from each other in time. Thus the images appearing in the left window reappear in a moment on the right and wice versa, as though an invisible wave is running through the screen. This wave soon becomes materialized - when we click inside the windows, we are taken to a new screen that also contains two windows, each showing the loop of a rhythmically vibrating water surface. The loops of water surfaces can be thought of as two sine waves offset in phase. This structure, then, functions as a metatext of the structure in the first screen. In other words, the loops of a water surface ace as a diagram of the loop structure that controls the correlations berween shors in the first screen, similat to how Marey and the Gibsoms diagrammed human motion in their film studies at the beginning of the twentieth century. 让-路易·博伊西耶的《弗洛拉·佩特林斯维拉里斯》以不同的方式展现了循环形式中的一些可能性。 ^(46){ }^{46} 这张 CD-ROM 基于卢梭的《会议》。它以一个白色屏幕开场,屏幕上有一个编号列表。点击每个项目会带我们进入一个包含两个并排窗口的界面。两个窗口展示的是由几个不同镜头制作的相同视频循环,而这两个循环在时间上是错开的。因此,左侧窗口中的图像会在一瞬间出现在右侧窗口中,反之亦然,仿佛有一股看不见的波动穿过屏幕。这股波动很快就变得具体化——当我们在窗口内点击时,会进入一个新的界面,该界面同样包含两个窗口,每个窗口展示一个节奏振动的水面循环。 水面波动可以看作是两个相位偏移的正弦波。因此,这种结构充当了第一个屏幕中结构的元文本。换句话说,水面波动就像是一个图示,展示了控制第一个屏幕中短片之间相关性的循环结构,类似于马雷和吉布森在二十世纪初的电影研究中对人类运动的描绘。
As each mouse click reveals another loop, the wiewer becomes an ediror, but not in the traditional sense. Rather than constructing a singular narrative sequence and discarding material not used, here the viewer brings to the forefront, one by one, numerous layers of llooped actions that seem to be taking place all at once, a mulkitude of separate bur coexisting temporalities. The viewer is nor curting but reshuffling. In a reversal of Vertov’s sequence in which a loop generates a narrative, the viewer"s attempt to create a story in Flora petrinsularis leads to a loop. 随着每次鼠标点击揭示出一个新的循环,观众变成了编辑,但这并不是传统意义上的编辑。观众并不是构建单一的叙事序列并丢弃未使用的材料,而是将许多层循环的动作逐一呈现,这些动作似乎同时发生,形成了多种独立但共存的时间性。观众并不是在剪辑,而是在重新排列。在对维尔托夫序列的反转中,循环生成叙事,观众在《弗洛拉·佩特里尼苏拉里斯》中试图创造一个故事,最终导致了一个循环。
It is useful to analyze the loop structure of Flosa petrinsularis in terms of montage theory. From this perspective, the repetition of images in two adjoining windows can be interpreted as an example of what Eisenstein called 从蒙太奇理论的角度分析 Flosa petrinsularis 的循环结构是很有意义的。从这个角度来看,两个相邻窗口中图像的重复可以被视为艾森斯坦所称的一个例子。 _\underline{ }
44. Flara perrinnswlaris (1993) is included in the compilation CD-ROM, Artintant I (Karlstsule, 44. Flara perrinnswlaris(1993)被收录在合辑 CD-ROM《Artintant I》中(Karlstsule,
able from hrtrps//wwwwickmide. “'rhythmical montage.” At the same time, Boissier takes montage apart, so to speak. Shors that in traditional temporal montage would follow each in time here appear next to one other in space. In addition, rather than being “hard-wired” by an editor in only one possible structure, here the shots can appear in different combinations since they are activated by a user moving a mouse across the windows. 来自 hrtrps//wwwwickmide 的内容。“节奏蒙太奇。”与此同时,博伊西尔可以说是将蒙太奇拆解开来。在传统的时间蒙太奇中,镜头会依次出现,而在这里,它们在空间中并排出现。此外,这里的镜头并不是由编辑固定在唯一的结构中,而是可以通过用户在窗口中移动鼠标激活,以不同的组合出现。
It is also possible to find other examples of traditional temporal montage in this work as well-for instance, the move from the first screen, which shows a close-up of a woman, to a second screen, which shows water surfaces, and back to the first screen. This move can be interpreted as traditional parallel editing. In cinema, parallel ediring involves alternating berween two subjects. For instance, a chase sequence may go back and forth between che images of two cars, one pursuing anorther. However, in our case the water images are always present “underneath” the first set of images. So the logic here again is coexistence rather than replacement. 在这部作品中,我们也可以找到其他传统时间蒙太奇的例子,比如从第一个屏幕(显示一位女性的特写)切换到第二个屏幕(显示水面),然后再回到第一个屏幕。这种切换可以被视为传统的平行剪辑。在电影中,平行剪辑是指在两个主题之间交替。例如,一个追逐场景可能会在两辆车的画面之间来回切换,一辆车在追赶另一辆车。然而,在我们的案例中,水的画面始终“在”第一组画面的“下方”存在。因此,这里的逻辑是共存而非替代。
The loop that structures Flona petrinsularis on a number of levels becomes a metaphor for human desire that can never achieve resolution. It can also be read as a comment on cinematic realism. What are the minimail conditions necessary to create the impression of reality? In the case of a field of grass, or a close-up of a plant or stream, just a few llooped frames, as Boissier demonstrates, is sufficient to produce the illusion of life and of linear time. 结构化 Flona petrinsularis 的循环在多个层面上成为人类欲望的隐喻,而这种欲望永远无法得到解决。它也可以被视为对电影现实主义的评论。创造现实印象所需的最低条件是什么?在一片草地或植物、溪流的特写镜头中,正如 Boissier 所示,仅需几个循环的画面就足以产生生命和线性时间的幻觉。
Steven Neale describes how early film demonstrated its authenticity by representing moving nature: "What was lacking [in photographs] was the wind, the very index of real, natural mowement. Hence the obsessive concemporary fascination, nor just with movement, not just with scale, but also with waves and sea spray, with smoke and spray."4s What for early cinema was its biggest pride and achievement-a fairhful documentation of nature’s movementbecomes for Boissier a subject of ironic and melancholic simulation. As the few frames are looped over and over, we see blades of grass shifting slightly back and forth, rhychmically responding to a nomexistent wind, almost approximated by the noise of a computer reading data from a CD-ROM. 史蒂文·尼尔描述了早期电影如何通过展现自然的运动来体现其真实性:“[照片]缺乏的就是风,这是真实自然运动的标志。因此,现代人对运动的迷恋,不仅仅是对运动本身的迷恋,也不仅仅是对规模的迷恋,还有对波浪、海浪喷雾、烟雾和喷雾的迷恋。”对于早期电影来说,最引以为豪的成就——对自然运动的忠实记录——在博伊西耶看来却变成了一种讽刺和忧郁的模拟。当几帧画面不断循环时,我们看到草叶轻微地前后摆动,节奏性地回应着不存在的风,几乎被计算机读取 CD-ROM 数据时发出的噪音所模拟。
Somerhing else is being simulated here as well, perhaps unintentionally. As you watch the CD-ROM, the computer periodically staggers, unable to 这里也在模拟其他内容,可能是无意间的。当你观看 CD-ROM 时,计算机会不时卡顿,无法继续。
45. Neale, Cimenza and Tectinadigigy 52. 45. 尼尔、奇门扎和特克提纳迪吉 52.
maintain consistent data race. As a result, the images on the screen move in uneven bursts, slowing and speeding up with human-like irregularity. It is as though they are broughe to life not by a digital machine but by a human operator, cranking the handle of the Zootrope a century and a half ago . . . 维持数据的一致性竞争。因此,屏幕上的图像以不均匀的方式移动,像人类一样时快时慢,仿佛它们不是由数字机器赋予生命,而是由一个人类操作者在一个半世纪前摇动着旋转木马的手柄……
Spatial Montage and Macrocinema 空间蒙太奇与宏观电影艺术
Along with taking on a loop, Flora petrinsulularis can also be seen as a step toward what I will call spatial montage. Instead of the traditional singular frame of cinema, Boissier uses two images at once, positioned side by side. This can be thought of as the simplest case of spatial montage. In general, spatial montage could involve a number of images, potentially of different sizes and proportions, appearing on the screen at the same time. This juxtaposition by itself of course does not result in montage; it is up to the filmmaker to construct a logic that determines which images appear together, when they appear, and what kind of relationships they enter into with one other. 除了进行循环,Flora petrinsulularis 也可以被视为我所称的空间蒙太奇的一步。与传统的单一电影画面不同,Boissier 同时使用两个图像并排放置。这可以看作是空间蒙太奇的最简单形式。一般来说,空间蒙太奇可能涉及多个图像,可能具有不同的大小和比例,同时出现在屏幕上。这种并置本身并不会形成蒙太奇;电影制作者需要构建一种逻辑,决定哪些图像一起出现、何时出现,以及它们之间建立什么样的关系。
Spatial montage represents an alternative to traditional cinematic temporal montage, replacing its traditional sequential mode with a spatial one. Ford’s assembly line relied on the separation of the production process into sets of simple, repetitive, and sequential activities. The same principle made computer programming possible: AA computer program breaks a task into a series of elemental operations to be executed one at a time. Cinema followed this logic of industrial production as well. It replaced all other modes of narration with a sequential narrative, an assembly line of shots that appear on the screen one at a time. This type of narrative turned out to be particularly incompatible with the spatial narrative thar had played a prominent role in European wisual culture for centuries. From Giotto’s fresco cycle at Capella degli Scrovegni in Padua to Courber’s AA Burial at Ornams, artists presented a multitude of separate events within a single space, whether the fictional space of a painting or the physical space that can be taken in by the viewer all at once. In the case of Giotto’s fresco cycle and many other fresco and icon cycles, each narrative event is framed separately, but all of them can be wiewed togerher in a single glance. In other cases, different events are represented as taking place withina single pictorial space. Sometimes, ewents that form one narrative but are separated by time are depicted within a single painting. More often, the painting’s subject becomes an eacuse to show a number of separate “micronatratives” (for instance, works by Hiënonymous Bosch and Peter Bruegel). All in all, in contrast to cinema’s sequential nar- rative, all the “shots” in spatial nartative are accessible to the wiewer at once. Like ninereenth-century animation, sparial narrative did not disappear completely in the twentieth century, but rather, like animation, came to be delegated to a minor form of Western culture-comics. 空间蒙太奇是一种替代传统电影时间蒙太奇的方式,它用空间模式取代了传统的顺序模式。福特的流水线依赖于将生产过程分解为一系列简单、重复和顺序的活动。同样的原则也使得计算机编程成为可能: AA 计算机程序将一个任务分解为一系列逐个执行的基本操作。电影同样遵循了这种工业生产的逻辑,采用顺序叙事取代了其他所有叙事模式,形成了一条一个接一个出现在屏幕上的镜头流水线。 这种叙事类型与在欧洲视觉文化中占据重要地位的空间叙事特别不相容。从乔托在帕多瓦斯克罗维尼小教堂的壁画系列到库尔贝的《奥尔南的葬礼》,艺术家们在一个空间中展示了许多独立的事件,无论是绘画的虚构空间,还是观众可以一眼看尽的物理空间。在乔托的壁画系列以及许多其他壁画和图标系列中,每个叙事事件都是单独框定的,但它们可以在一瞬间一起观看。在其他情况下,不同的事件则被表现为发生在同一个图像空间内。 有时,形成一个叙事但因时间分隔的事件会在一幅画中表现出来。更常见的是,画作的主题成为展示多个独立“微叙事”的借口(例如,希罗尼穆斯·博斯和彼得·布鲁盖尔的作品)。总的来说,与电影的线性叙事相比,空间叙事中的所有“镜头”都可以同时被观众看到。像十九世纪的动画一样,空间叙事在二十世纪并没有完全消失,而是像动画一样,被视为西方文化中的一种次要形式——漫画。
It is not accidental that the matginalization of spatial narrative and the privileging of the sequential mode of narracion coincided with the rise of the historical paradigm in human sciences. Culturall geographer Edward Soja has argued chat the rise of history in the second half of the nineteench century coincided with a decline in spatial imagination and a spatial mode of social analysis. ^(46){ }^{46} According to Soja, it is only in the last decades of the twentieth century that this mode has made a powerful comeback, as exemplified by the growing importance of such goncepts as “geopolitics” and “globalizarion” as well as by the key role that analysis of space plays in theories of postmodernism. Indeed, although some of the best thinkers of the twemtiech century, including Freud, Panofsky, and Foucaul, were able to combine historical and sparial modes of analysis in their theories, they probably represent exceptions rather than the norm. The same holds for film theory, which, from Eisenstein in the 1920s to Deleuze in the 1980s, focuses on temporal rather than spatial structures of film. 空间叙事的边缘化与顺序叙事模式的优先化并非偶然,这与人文科学历史范式的兴起密切相关。文化地理学家爱德华·索贾指出,十九世纪下半叶历史的兴起伴随着空间想象力的下降和空间社会分析模式的衰退。索贾认为,直到二十世纪的最后几十年,这种空间分析模式才重新获得强大关注,尤其是“地缘政治”和“全球化”等概念的重要性日益凸显,以及空间分析在后现代主义理论中的关键作用。 确实,尽管 20 世纪一些杰出的思想家,如弗洛伊德、帕诺夫斯基和福柯,能够在他们的理论中结合历史与空间的分析模式,但他们可能更像是例外而非常态。电影理论也是如此,从 20 世纪 20 年代的爱森斯坦到 80 年代的德勒兹,主要关注的是电影的时间结构,而非空间结构。
Twentieth-century film practice has elaborated complex techniques of montage with different images replacing each other in time, but the possibility of what can be called a “spatial montage” of simultaneously coexisting images has not been explored as systematically. (Thus, cinema is also giwen to historical imagination at the expense of spatial imagination.) Notable exceptions include the use of a split screen by Abel Gance in Napaléom in the 1920 s and also the American experimental filmmaker Stan Van der Beek in the 1960 s; some of the works, or racher events, of the “expanded cinema” movement of the 1960 s , and, last but not least, the legendary multi-image multimedia presentation shown in the Czech Pavilion at the 1967 World Expo. Emil Radok’s Diapolyeran consisted of 112 separate cubes. One hundred and sixty different images could be projected onto each cube. Raclok was able to “direct” each cube separately. To the best of my knowledge, no 二十世纪的电影实践发展了复杂的蒙太奇技巧,不同的图像在时间上相互替换,但所谓的“空间蒙太奇”,即同时存在的图像的可能性,尚未得到系统的探索。(因此,电影在历史想象的代价下,牺牲了空间想象。)显著的例外包括阿贝尔·甘斯在 1920 年代的《拿破仑》中使用的分屏,以及 1960 年代美国实验电影制作人斯坦·范德比克的一些作品,或者说事件,属于 1960 年代的“扩展电影”运动,最后但并非最不重要的是,1967 年世界博览会上在捷克馆展示的传奇多图像多媒体演示。 埃米尔·拉多克的迪亚波利耶兰由 112 个独立的立方体组成,每个立方体上可以投影 160 种不同的图像。拉克洛克能够单独控制每个立方体。根据我的了解,没有
46. Edward Soja, keynote lecture ar the “Whstory and Space” confenence, University of Turku, Turke, Finland, October 2, 1999. 46. 爱德华·索贾于 1999 年 10 月 2 日在芬兰图尔库大学的“历史与空间”会议上发表的主题演讲。
one has since attempted to create a spatial montage of this complexity in any technology. 在任何技术中,都有人尝试创造这样复杂的空间蒙太奇。
Traditional film and video technology was designed to fill a screen completely with a single image; thus to explore spatial montage a filmmaker had to work “against” the technology. This in part explains why so few have attempted it. But when, in the 1970 s, the screen became a bit-mapped computer display, with individual pixels corresponding to memory locations that could be dynamically updated by a computer program, the one imagel one screen logic was broken. Since the development of the Xerox PARC Alto workstation, GUI has used multiple windows. It would be logical to expect that cultural forms based on moving images will eventually adopt similar conventions. In the 1990 s some computer games such as Goldeneye (Nintendo/Rare, 1997) aiready used multiple windows to present the sar.e action simultaneously from different viewpoints. We may expect that computerbased cinema will eventually go in the same direction-especially once the limitations of communication bandwidth disappear and the resolution of displays significantly increases, from che typical 1-2K1-2 \mathrm{~K} in 2000 to 4K,8K4 \mathrm{~K}, 8 \mathrm{~K}, or beyond. I believe that the next generation of cinema-broadland cinema, or macrocinema-will add multiple windows to its language. When this happens, the tradition of spatial narrative that twentieth-century cinema suppressed will reemerge. 传统的电影和视频技术旨在用单一图像完全填充屏幕,因此,电影制作人必须“反对”这种技术来探索空间蒙太奇。这在一定程度上解释了为什么尝试的人如此之少。然而,在 1970 年代,当屏幕变成位图计算机显示器,单个像素对应于可以被计算机程序动态更新的内存位置时,单一图像、单一屏幕的逻辑被打破。自从 Xerox PARC Alto 工作站问世以来,图形用户界面(GUI)就开始使用多个窗口。可以合理地预期,基于动态影像的文化形式最终会采用类似的惯例。在 1990 年代,一些计算机游戏如《黄金眼》(任天堂/稀有,1997 年)已经开始使用多个窗口来呈现场景。从不同视角同时进行的动作。我们可以预见,基于计算机的电影最终会朝着同样的方向发展——尤其是在通信带宽的限制消失,显示器的分辨率显著提高,从 2000 年的典型 1-2K1-2 \mathrm{~K} 到 4K,8K4 \mathrm{~K}, 8 \mathrm{~K} 或更高时。我相信下一代电影——广域电影或宏观电影——将为其语言增添多个窗口。当这一切发生时,20 世纪电影所压制的空间叙事传统将重新浮现。
Modern visual culture and art offer us many ideas for how spatial narrative might be further developed in a computer; but what about spatial montage? In other words, what will happen if we combine two different cultural traditions-the informationally dense visual narratives of Remaissance and Baroque painters with the “attention demanding” shor juxtapositions of twentieth-century film directors? My boyfriend came back from thar!, a Webbased work by the young Moscow artist Olga Lialina, can be read as an exploration in this direction. ^(47){ }^{47} Using the capability of HTML to create frames within frames, Lialina leads us through a narrarive that begins with a single screen. This screen becomes progressively divided into more and more frames as we follow different links. Throughout, an image of a human qquad\qquad 现代视觉文化和艺术为我们提供了许多关于如何在计算机中进一步发展空间叙事的思路;那么空间蒙太奇呢?换句话说,如果我们将两种不同的文化传统结合起来——文艺复兴和巴洛克画家的信息密集型视觉叙事与二十世纪电影导演“要求注意”的短暂并置,会发生什么?我的男朋友从《thar!》回来,这是年轻的莫斯科艺术家奥尔加·利亚琳娜的一部网络作品,可以看作是对此方向的探索。 ^(47){ }^{47} 利亚琳娜利用 HTML 创建框架内框架的能力,引导我们通过一个从单一屏幕开始的叙事。随着我们跟随不同的链接,这个屏幕逐渐被分割成越来越多的框架。在整个过程中,出现了一个人类的图像 qquad\qquad
47. hrtp://www.celeposis,de’ftpideursch/kunst/30401, hurmal. Liliana’s orthes net ars projects can be found at hetp://wwwiteleportacia.org. couple and a constantly blinking window remain on the left part of the screen. These two images enter into new combinations with texts and images on the right that keep changing as the user interacts with the work. As the narrative activates different parts of the screen, montage in time gives way to montage in space. Pur differently, we can say that montage acquires a new spatial dimension. In addition to montage dimensions already explored by cinema (differences in images’ content, composition, and movement), we now have a new dimension-the position of images in space in relation to each other. In addition, as images do not neplace each other (as in cinema) but remain on the screen throughout the mowie, each new image is juxtaposed not just with the image that preceded it bur with all the other images present on the screen. 47. hrtp://www.celeposis,de’ftpideursch/kunst/30401, hurmal。Liliana 的正交网项目可以在 hetp://wwwiteleportacia.org 找到。屏幕左侧有一对不断闪烁的窗口。这两幅图像与右侧不断变化的文本和图像形成新的组合,用户与作品互动时,这些组合也在不断变化。随着叙事激活屏幕的不同部分,时间上的蒙太奇让位于空间上的蒙太奇。换句话说,蒙太奇获得了新的空间维度。除了电影已经探索的蒙太奇维度(图像内容、构图和运动的差异)之外,我们现在还引入了一个新的维度——图像在空间中相互之间的位置。 此外,由于图像并不是相互替代的(如在电影中),而是始终保持在屏幕上,因此每个新图像不仅与前一个图像并列,还与屏幕上所有其他图像并列。
The logic of replacement, characteristic of cinema, giwes way to the logic of addition and coexistence. Time becomes spatialized, distributed over the surface of the screen. In spatial montage, nothing need be fargocten, nothing is erased. Just as we use computers to accumulate endless texts, messages, notes, and data, and just as a person, going through life, accumulates more and more memories, with the past slowly acquiring more weight than the future, spatial montage can accumulate events and images as it progresses through its narrative. In contrast to the cinema’s screen, which primarily functions as a record of perception, here the computer screen funcrions as a record of memory. 替代逻辑,电影特有的逻辑,转变为添加和共存的逻辑。时间变得空间化,分布在屏幕表面。在空间蒙太奇中,没有什么需要被遗忘,也没有什么被抹去。就像我们使用计算机积累无尽的文本、消息、笔记和数据一样,一个人在生活中也会积累越来越多的记忆,过去的记忆逐渐比未来更重要,空间蒙太奇可以在叙事过程中积累事件和图像。与电影屏幕主要作为感知记录的功能不同,这里计算机屏幕则作为记忆的记录。
As I have already noted, spatial montage can also be seen as an aesthetics appropriate to the user experience of multitasking and multiple windows of GUI. In the text of his lecture “Of orther spaces,” Michel Foucault writes: “We are now in the epoch of simultaneity” we are in the epoch of juxtaposition, the epocth of near and far, of the side-by-side, of the dispersed . . . our experience of the world is less of a long life developing through time that that of a metwork that connects points and intersects with its own skein. . . "4s Writing this in the early 1970s, Foucault appears to prefigure not ondy the network society, exemplified by the Internet (“a network which connects points”), but also GUI (“epoch of simultaneity . . . of the side-by-side”). GUI allows users to run a number of software applications at the same time, 正如我之前提到的,空间蒙太奇也可以被视为适合多任务处理和多个窗口 GUI 用户体验的美学。在他的讲座“其他空间”中,米歇尔·福柯写道:“我们现在处于同时性时代”,我们处于并列的时代,近与远的时代,肩并肩的时代,分散的时代……我们对世界的体验不再是一个通过时间发展而来的漫长生命,而是一个连接各个点并与自身的线索交叉的网络……在 1970 年代初,福柯写下这些话时,似乎不仅预示了网络社会(以互联网为例,“一个连接点的网络”),还预示了 GUI(“同时性时代……肩并肩的时代”)。图形用户界面允许用户同时运行多个软件应用
48. Micheil Foucault, Dits et ecribs: Seleatiows, wed, 1 Wew York: New Press, 1997). 48. 米歇尔·福柯,《言论与书写:精选集》,纽约:新出版社,1997 年。
and it uses the convention of multiple overlapping windows to present both data and controls. The construct of the desktop, which presents the user with multiple icons all of which are simultaneously and continuously “active” (since all of them can be clicked at any time), follows the same logic of “simultaneity” and the “side-by-side.” On the level of computer programming, this logic corresponds to object-oriented programming. Instead of a single program that, like Ford’s assembly lime, is executed one statement at a time, the object-oriented paradigm features a number of objects that send messages to each other. These objects ate all active simultaneously. The Objectariented paradigm and multiple windows of GUI work together; the object-ariented approach, in fact, was used to program the original Macintosh GUI that substituted the “one command at a time” logic of DOS with the logic of simultaneity of multiple windows and icons. 它采用多个重叠窗口的方式来同时展示数据和控制。桌面构造向用户展示多个图标,这些图标都是同时处于“活跃”状态(因为它们可以随时被点击),遵循了“同时性”和“并排”的逻辑。在计算机编程层面,这种逻辑对应于面向对象编程。与福特的流水线一次执行一条语句的单一程序不同,面向对象的范式包含多个对象,它们相互发送消息。这些对象都是同时活跃的。 面向对象的范式与多个窗口的图形用户界面协同工作;实际上,面向对象的方法被用于编程原始的 Macintosh 图形用户界面,它用多个窗口和图标的同时性逻辑取代了 DOS 的“一次一个命令”的逻辑。
The sparial montage of My boyfriend came back from war! Ifollows the logic of simultaneity of the modern GUI. The multiple and simultaneously active icons and windows of GUI become the mulciple and simultaneously active frames and hyperlinks of this Web artwork. Just as the GUI user can click on any icon at any time, thereby changing the owerall “stare” of the computer enviromment, the user of Lialina’s site can activate different hyperlinks that are all simultaneously present. Every action changes either the contents of a single frame or creates a new frame or frames. In either case, the “stare” of the screen as a whole is affected. The resullt is a new cinema in which the diacronic dimension is no longer privileged over the sfracronic dimension, cime is no longer privileged over space, sequence is no longer privileged over simultaneity, montage in time is no longer privileged over montage within a shot. 我男朋友从战争中回来的空间蒙太奇遵循现代图形用户界面的同时性逻辑。图形用户界面中多个同时活动的图标和窗口,转变为这个网络艺术作品中多个同时存在的框架和超链接。正如图形用户界面的用户可以随时点击任何图标,从而改变计算机环境的整体“状态”,Lialina 网站的用户也可以激活所有同时存在的不同超链接。每个操作要么改变单个框架的内容,要么创建一个或多个新框架。在这两种情况下,整个屏幕的“状态”都会受到影响。 结果是一个新的电影院,历时维度不再优于瞬时维度,时间不再优于空间,序列不再优于同时性,时间剪辑也不再优于镜头内的剪辑。
Cinema as an Information Space 电影作为信息的载体
As I discussed earlier, cinema language, which originally was an interface to narrative taking place in 3-D space, is now becoming an interface to all types of computer data and media. I demonstrated how such elements of this language as rectangular framing, the mobile camera, image transitions, montage in time, and montage within an image reappear in the general purpose HCI , the interfaces of software applications, and cultural interfaces. 正如我之前提到的,电影语言最初是一个在三维空间中进行叙事的工具,而现在它正逐渐演变为与各种计算机数据和媒体的接口。我展示了这种语言的元素,比如矩形构图、移动镜头、图像过渡、时间蒙太奇和图像内蒙太奇,如何在通用人机交互、软件应用程序的界面以及文化接口中重新出现。
Yet another way to think about new media interfaces in relation to cinema is to interpret the latter as information space. If HCI is an interface to computer data, and a book is an interface ta text, cinenta can be thougbt of ars ans interface to events takang place in 3-D splact. Just as painting before it, cinema presents us with familiar images of wisible reality-interiors, landscapes, haman sharacters-arranged within a rectangular frame. The aesthetics of these arrangements ranges from extreme scarcity to extreme density. Examples of the former are paintings by Morandi and shots in Late Spring (Yasujiro Ozu, 1949); examples of the latter are paincings by Bosch and Bruegel (and much of Northern Renaissance painting in generall, and many shots in Man with a Movie Camera. ^(49){ }^{49} It would take only a small leap to relate this density of “pictorial displays” to the density of contemporary information displays such as Web portals, which may contain a few dozen hyperlinked elements, or the interfaces of popular software packages, which similarly present the user with dozens of commands at once. Can contemporary information designers learn from information displays of the past-particular films, paintings, and other visual forms that follow the aesthetics of density? 另一种思考新媒体界面与电影关系的方法是将电影视为信息空间。如果人机交互是计算机数据的接口,而书籍是文本的接口,那么电影可以被看作是三维空间中事件的接口。就像绘画一样,电影向我们展示了熟悉的可见现实图像——室内、风景和人类角色——这些图像被安排在一个矩形框架内。这些安排的美学从极度稀缺到极度密集不等。前者的例子包括莫兰迪的画作和《晚春》(小津安二郎,1949)的镜头;后者的例子则是博斯和布鲁盖尔的画作(以及北方文艺复兴绘画的大部分)和《带电影摄影机的人》中的许多镜头。 只需小小的跳跃,就能将这种“图像展示”的密度与当代信息展示的密度联系起来,比如网络门户,可能包含几十个超链接元素,或者流行软件的界面,同样一次性向用户展示数十个命令。当代的信息设计师能否从过去的信息展示中汲取灵感——特别是电影、绘画和其他遵循密度美学的视觉形式?
In making such a connection, I rely once again on the work of art historian Swetlana Alpers, who claims that Italian Renaissance painting is primarily concerned with narration, whereas Dutch painting of the seventeenth century is focused on description. ^(50){ }^{50} The Italians subordinated details to narrative action, urging the wiewer to focus on a main event; in Dutch paintings, particular details and, consequemtly, the viewer’s attention, are more evenly distributed throughout the whole image. While functioning as a window into an illusionary space, the Dutch painting is also a loving catalog of different objects, material surfaces, and light effects painted in minute detail (works by Vermeer, for instance.) The dense surfaces of these paintings can easily be related to contemporary interfaces; in addition, they can also be related to the furure aesthetics of the macrocinema when digital displays will move far beyond the resolution of analog television and film. 在建立这种联系时,我再次依赖艺术史学家斯韦特拉娜·阿尔珀斯的研究。她认为,意大利文艺复兴时期的绘画主要关注叙事,而 17 世纪的荷兰绘画则更注重描述。意大利画家将细节从属于叙事,促使观众关注主要事件;而在荷兰绘画中,特定的细节和观众的注意力则更均匀地分布在整个画面中。荷兰绘画不仅是通往幻影空间的窗口,同时也是对不同物体、材质表面和光影效果的细致记录(例如维米尔的作品)。这些画作的厚重表面与当代界面有着密切的联系;此外,它们也可以与未来宏观电影的美学相联系,当数字显示的分辨率远超模拟电视和电影时。
The trilogy of computer films by Paris-based filmraker Christian Boustani (graphics and computer effects by Alain Escale) develops such an aeshetics of density. Taking his inspiration from Renaissance Durch painting as well as classical Japanese art, Boustani uses digital compositing to achieve an information density unprecedented in film. Alchough this density is typical for the traditions on which he draws, it has newer before been achieved in cinema. In Brugge (1995), Boustani recreates the images typical of the winter landscape scenes in Dutch seventeenth-century painting. His next film A Viagem (The Voyage, 1998) achieves even higher information density; some shots of the film use as many as one thousand six hundred separate layers. 巴黎电影制作人克里斯蒂安·布斯塔尼(阿兰·埃斯卡尔负责图形和计算机特效)创作的计算机电影三部曲展现了一种独特的密度美学。他从文艺复兴时期的荷兰绘画和经典日本艺术中汲取灵感,运用数字合成技术实现了前所未有的信息密度。尽管这种密度在他所借鉴的传统中是常见的,但在电影中从未达到过。在《布鲁日》(1995)中,布斯塔尼重现了荷兰十七世纪绘画中冬季风景的典型图像。他的下一部电影《航行》(1998)则达到了更高的信息密度;影片中的某些镜头使用了多达一千六百个独立图层。
This new cinematic aesthetics of density seems to be highly appropriate for our age. If we are surrounded by highly dense information surfaces, from city screets to Web pages, it is appropriate to expect from cinema a similar logic. In similar fashion, we may think of spatial montage as teflecting another conemporary daily experience-working with a number of different applications on a computer at once. If we are now used to switching our attention rapidly from one program to another, from one set of windows and commands to another, we may find multiple streams of audio-visual information presented simultaneously more satisfying than the single stream of traditional cinema. 这种新的密度电影美学似乎非常适合我们这个时代。如果我们被高度密集的信息表面所包围,从城市街道到网页,那么我们有理由期待电影也能呈现类似的逻辑。以类似的方式,我们可以将空间蒙太奇视为反映另一种当代日常体验——同时使用多个不同的计算机应用程序。如果我们现在习惯于快速切换注意力,从一个程序到另一个程序,从一组窗口和命令到另一组,那么同时呈现多个音视频信息流可能会比传统电影的单一信息流更让人满意。
Ir is appropriare that some of the densest shots of AA Viagens recreate a Renaissance marketplace, a symbol of the emerging capitalism that was probably responsible for the new density of Renaissance paincing. (Think, for instance, of Dutch still lifes that function like store display-windows to owerwhelm the viewer and seduce her into making a purchase.) In the same way, the commercializarion of the Internet in the 1990s was responsible for the new density of Web pages. By the ent of the decade, all the home pages of big companies and Interner portals had become indexes containing dozens of entries in small type. If every small area of the screen can potentially contain a lucrative ad or a link to a prage with one, this leaves no place for an aestherics of emptiness and minimalism. Thus it is not surprising that the commercialized Web shares the same aesthetic of information density and competing signs and images that characterizes visual culture in a capitalist society in general. 在 AA 的旅行中,一些最密集的镜头重现了文艺复兴时期的市场,这象征着新兴资本主义,可能正是这种资本主义导致了文艺复兴绘画的新密度。(例如,荷兰的静物画就像商店橱窗一样,令观众感到震撼,并诱使她进行购买。)同样,1990 年代互联网的商业化也导致了网页的新密度。到十年末,所有大型公司的主页和互联网门户网站都变成了包含数十个小字条目的索引。如果屏幕的每个小区域都可能包含一个有利可图的广告或一个链接到包含广告的页面,那么就没有地方留给空旷和极简主义的美学。 因此,商业化的网络与资本主义社会中视觉文化所特有的信息密度以及竞争性标志和图像的美学是相同的,这并不令人感到意外。
If Lialina’s spacial montage relies on HTML frames and actions of the user to activate images appearing in these frames, Boustani’s spatial montage is more purely cinematic and painterly. He combines the mobility of the camera and the movement of objects characteristic of cinema with the “hyperrealism” of old Dutch painting, which presented everything “in focus.” In realism" of old Dutch painting, which preld" artifact acts as a limit to the 如果 Lialina 的空间蒙太奇依赖于 HTML 框架和用户的操作来激活这些框架中出现的图像,那么 Boustani 的空间蒙太奇则更纯粹地体现了电影和绘画的特征。他将相机的移动性与电影中物体的运动结合起来,并融入了老荷兰绘画的“超现实主义”,后者将一切都呈现得“清晰可见”。在老荷兰绘画的现实主义中,这种“超现实主义”成为了一种限制。
analog cinema, the inevitable “depth of field” information density of an image. The achievement of Boustani is to create immages where every detail is in focus and yet the overall image is easily readable. This could only be done through digital compositing. By reducing visible realiry to numbers, the computer makes it possible for ius to literally see in a new way. If, according to Benjamin, early twentieth-century cinema used the close-up “to bring things “closer” spatially and humanly,” “to get hold of an object at very close range,” and, as a result, destroyed cheir aura, the digital composites of Boustani can be said to bring objects close to a viewer without “extracting” them from their places in the world. (Of course an opposite interpretation is also possible: We can say that Boustani’s digital eye is superhuman. His vision can be interpreted as the gaze of a cyborg or a computer vision system that can see things equally well at any distance.) 模拟电影中,图像的“景深”信息密度是不可避免的。布斯塔尼的成就是创造出每个细节都清晰可见的图像,同时整体图像也易于理解。这只能通过数字合成来实现。通过将可见现实转化为数字,计算机使我们能够以全新的方式“看待”事物。如果根据本雅明的观点,20 世纪初的电影使用特写“在空间和人性上将事物‘拉近’”,以“非常近的距离抓住一个物体”,并因此破坏了它们的光环,那么布斯塔尼的数字合成可以说是在不“剥离”物体的情况下将其拉近观众。 当然,也可以有相反的解读:我们可以说布斯塔尼的数字眼是超人类的。他的视野可以被理解为赛博格或计算机视觉系统的目光,能够在任何距离上同样清晰地观察事物。)
Scrutinizing the prototypical perceptual spaces of modernity-the factory, the mowie theater, che shopping arcade-Walter Benjamin insisted on the contiguity between perceptual experiences in the workplace and those outside it: 深入探讨现代性的典型感知空间——工厂、电影院、购物中心——瓦尔特·本雅明强调工作场所的感知体验与外部体验之间的紧密联系:
Whereas Poe"s passers-by cast glances in all directions which still appeared to be aimless, today’s pedestrians are obliged to do so in order va keep abreast of traffic sigmals. Thus technology has subjected the human sensorium to a complex kind of training. There came a day when a new and urgent need for stimuli was mer by the film. In a film, perception in the form of shocks was established as a formal principle. That which determines the thythm of production on a conweyer belt is the basis of the rhythm of reception in the film., ^("so "){ }^{\text {so }} 虽然波的路人四处张望似乎毫无目的,但今天的行人不得不这样做,以便跟上交通信号。因此,技术使人类的感官经历了一种复杂的训练。有一天,电影满足了人们对刺激的新需求。在电影中,感知以冲击的形式被确立为一种正式原则。决定生产节奏的因素也是电影中接收节奏的基础。
For Benjamin, the modern regime of perceptual labor, where the eye is constantly asked to process stimuli, manifests itself equally in work and leisure. The eye is trained to keep pace with the rhythm of industrial production at the factory and to navigate through the complex visual semiosphere beyond the factory gates. It is appropriate to expect that the computer age will follow the same logic, presenting users with similarly structured perceprual experiences at work and home, on computer screens and off. Indeed, as I have already noted, we now use the same interfaces for work and leisure, a condition exemplified most dramatically by web browsers. Another example is the use of the same interfaces in flight and military simulators, in computer 对于本雅明而言,现代感知劳动的体制中,眼睛不断被要求处理各种刺激,这种现象在工作和休闲中同样存在。眼睛被训练以跟上工厂工业生产的节奏,并在工厂大门之外复杂的视觉符号环境中进行导航。可以合理地预期,计算机时代将遵循相同的逻辑,在工作和家庭、计算机屏幕上和离线,向用户呈现类似的感知体验。实际上,正如我之前提到的,我们在工作和休闲中使用相同的界面,这一点在网页浏览器中表现得尤为明显。另一个例子是飞行和军事模拟器中使用相同的界面。
What is Cinema? 电影是什么?
games modeled after these simulators, and in the actual conitrols of plames and other wehicles (recall the popular perception of the Gulf War as a " video game wwar"’). But if Benjamin appeats to regret that the subjects of industrial sociecy lost their premodern freedom of perception, now regimented by the factory, the modern ciry, and film, wee may instead think of the information density of our own workspaces as a new aesthetic challenge, something to explore rather than condemn. Similarly, we should explore the aesthetic possibilities of all aspects of the user’s experience with a computer, this key experience of modern life-the dynamic windows of GUI, multitasking, search engines, databases, navigable space, and orhers. 模拟这些模拟器的游戏,以及对飞机和其他车辆的实际控制(回想一下人们对海湾战争的普遍看法,认为它是“视频游戏战争”)。然而,如果本杰明对工业社会的主体失去了前现代的感知自由感到遗憾,而这种自由现在被工厂、现代城市和电影所规范,我们可以将自己工作空间的信息密度视为一种新的美学挑战,值得我们去探索而不是谴责。同样,我们也应该探索用户与计算机之间所有方面的美学可能性,这种现代生活的关键体验——GUI 的动态窗口、多任务处理、搜索引擎、数据库、可导航空间等。
Cinema as a Code 电影是一种代码
When radically new cultural forms appropriate for the age of wireless elecommunication, mulcitasking operatimg systems, and information appliances arrive, what will they look like? How will we even know that they are here? Will funure films look like a “data shower” from the movie The Matrix? Does the famous Xerox PARC fountain, whose water stream reflects the strength or weakness of the stock market, with stock data arriving in real time ower the Internet, represent the furture of public sculpture? 当适合无线电通信、多任务操作系统和信息设备的全新文化形式出现时,它们会是什么样子?我们又如何知道它们已经到来?未来的电影会像《黑客帝国》中的“数据雨”吗?著名的施乐 PARC 喷泉,其水流反映股市的强弱,并实时通过互联网传递股票数据,这是否预示着公共雕塑的未来?
We do not yet know the answers to these questions. However, what artists and critics can do is point out the radically new nature of new media by staging -as opposed to hiding-its new properties. As my last example, I will discuss Wuk Cosic’s ASCII films, which effectively stage one characteristic of computer-based moving images-their identity as computer code. ^(52){ }^{52} 我们仍然不知道这些问题的答案。然而,艺术家和评论家可以通过展示新媒体的根本特性,而不是隐藏它们,来指出其全新的性质。作为最后一个例子,我将讨论 Wuk Cosic 的 ASCII 电影,这些电影有效地展现了计算机生成动态图像的一个特征——它们作为计算机代码的身份。
It is worthwhile to relate Cosic’s films to both Zuse’s “found footage mowies” from the 1930s, which I invoked in the beginning of this book, and to the first all-digital feature-length movie made sixty years later-Lucas’s Stars Wars: Epinade 1-The Phantam Menaces ^(33){ }^{33} Zuse superimposes digital code over the film images. Lucas follows the opposite logic: In his film, digital qquad\qquad 将科西的电影与 1930 年代祖斯的“发现影像电影”联系起来是非常有意义的,我在本书开头提到过,同时也与六十年后制作的第一部全数字长片——卢卡斯的《星球大战:幽灵的威胁》相关。祖斯在电影图像上叠加了数字代码,而卢卡斯则采取了相反的逻辑:在他的电影中,数字
52. http://www.vuk.org/ascii.
53. The reason that I I 53. 我之所以这样说是因为我
film, as opposed tor reserving this tide for Toy Scoing and real sets, supplementing them with com(1) 电影,而不是将这个标题仅用于玩具评分和真实场景,而是用它们来进行补充
code “lies under” his images; that is, most images in the film were pur together on computer workstations; during the postproduction process, they were pure digital daca. The frames were made from numbers rather than bodies, faces, and landscapes. The Phantom Memace, rherefore, can be called the first feature-length commercial abstract film-two hours worth of frames made from a matrix of numbers. But this is hidden from the audience. 代码“隐藏在”他的图像之下;也就是说,电影中的大多数图像都是在计算机工作站上制作的;在后期制作过程中,它们是纯数字数据。画面是由数字而非身体、面孔和风景构成的。因此,《幽灵记忆》可以被称为第一部商业抽象长片——两个小时的画面由数字矩阵构成。但这一点对观众来说是隐秘的。
What Lucas hides, Cosic reweals. His ASCII films “perform” the new status of media as digital data. The ASCII code that results when an image is digitized is displayed on the screen. The result is as satisfying poetically as it is conceptually-for what we get is a double image-a recognizable film image and an abstract code cogether. Both are visible at once. Thus rather than erasing the image in favor of the code as in Zuse’s film, or hiding the code from us as in Lucas’s film, code and image coexist. 卢卡斯隐藏的,科西克揭示了。他的 ASCII 电影“展现”了媒体作为数字数据的新状态。当图像被数字化时,生成的 ASCII 代码会在屏幕上显示。这个结果在诗意和概念上都令人满意——我们得到了一个双重图像——一个可识别的电影图像和一个抽象的代码同时存在。两者同时可见。因此,与其像祖斯的电影那样为了代码而抹去图像,或像卢卡斯的电影那样将代码隐藏,代码和图像是共存的。
Like the VinylVideo project by Gebhard Sengmüller, which records TV programs and films on old vinyl disks, ^("s4 "){ }^{\text {s4 }} Cosic’s ASCII initiative ^(55){ }^{55} is a systematic program of tramslating media content from one obsolete format into another. These projects remind us that since at least the 1960 s the operation of media tramslation has been at the core of our culture. Films transferred to video, video transferred from one video format to another, video transferred to digital data, digital data transferred from one format to another-from floppy disks to Jaz drives, from CD-ROMs to DVDs, and so on, indefinitely. Artises noticed this new logic of culture early on: By the 1960s, Roy Lichtenstein and Andy Warhol had already made media translation the basis of their art. Sengmuiller and Cosic understand that the only way to deal with the builein media obsolescence of a modern society is by ironically resurrecting dead media. Sengmüller translates old TV programs into vinyl disks; Cosic translates old films into ASCII images."s6 像 Gebhard Sengmüller 的 VinylVideo 项目一样,该项目将电视节目和电影记录在旧的黑胶唱片上, ^("s4 "){ }^{\text {s4 }} Cosic 的 ASCII 倡议 ^(55){ }^{55} 是一个系统化的将媒体内容从一种过时格式翻译成另一种格式的计划。这些项目提醒我们,自 1960 年代以来,媒体翻译的过程一直是我们文化的核心。电影转移到视频,视频在不同格式之间转换,视频转化为数字数据,数字数据在不同格式之间转换——从软盘到 Jaz 驱动器,从 CD-ROM 到 DVD,等等,无限循环。艺术家们很早就注意到了这种新的文化逻辑:到 1960 年代,Roy Lichtenstein 和 Andy Warhol 已经将媒体翻译作为他们艺术创作的基础。 Sengmuiller 和 Cosic 认为,解决现代社会媒体过时问题的唯一办法是以讽刺的方式复活已死的媒体。Sengmüller 将旧电视节目转录成黑胶唱片,而 Cosic 则将旧电影转换为 ASCII 图像。s6
Why do I call ASCII images an obsolete media format? Before the printers capable of outputing raster digital images became widely awailable toward the end of the 1980 s , it was commonplace to make printouts of images on dor matrix printers by converting the images into ASCII code. In 我为什么称 ASCII 图像为过时的媒体格式?在 1980 年代末,能够广泛输出光栅数字图像的打印机普及之前,人们通常通过将图像转换为 ASCII 代码,在点阵打印机上打印图像。
54. huttp:Wiwmwnonlineloop.com/pub/WinulVideo
55. wफw. quk_org/asciilaae.html
56. See allso Bruce Scerling’s Dead Media Project hatp:/feffibillkent.edu.ct/pub/Net_culturelHolklotoiDead_Media_Project/. 56. 另见布鲁斯·斯卡林的《死媒体项目》,网址为 hatp:/feffibillkent.edu.ct/pub/Net_culturelHolklotoiDead_Media_Project/.
1999. I was surprised to still find the appropriate program on my UNIX system. Called simply “toascii,” the command, according to the UNIX syscem manual page for the program, “prints textual characters that represent the black and white image used as input.” 1999 年,我很惊讶在我的 UNIX 系统上仍然能找到合适的程序。这个命令简单地称为“toascii”,根据 UNIX 系统手册的说明,“它打印出代表输入的黑白图像的文本字符。”
The reference to the early days of computing is net.art project created by is shared by other net.artists. Jodi.org, the fark Paesmans, often ewokes DOS the artistic team of Joan Feemskerk and Dink of computer terminals from the commands and the characteristic green calor of comp nusic in the lare 1980s; ^("s7 "){ }^{\text {s7 }} Russian net.artist Alexel in the case of ASCII code, its use evokes 1990 susing an old 386PC^("s8 ")386 \mathrm{PC}^{\text {s8 }} But in the case of computer culture but a number not only a peculiar episode in the hmunication technologies as welli. ASCII is of earlier forms of media ans Code for Information Interchange."’ The the acronym of "American Stand 计算机早期的参考是由其他网络艺术家共享的 net.art 项目。Jodi.org 和 fark Paesmans 常常唤起 1980 年代晚期计算机终端的 DOS 艺术团队 Joan Feemskerk 和 Dink 的命令和特征绿色色彩; ^("s7 "){ }^{\text {s7 }} 俄罗斯网络艺术家 Alexel 在 ASCII 代码的情况下,其使用唤起了 1990 年代使用旧的 386PC^("s8 ")386 \mathrm{PC}^{\text {s8 }} 。但在计算机文化的背景下,这不仅是通信技术中的一个特殊事件。ASCII 是早期媒体形式之一,代表“信息交换代码”的缩写。
code was originally developed for teleprinters and was only later adopted for comput the 1960 s. A teleprinter was a twentieth-century telegraph computers in the the input from a rypewriter keyboard into a series of coded electric impulses, that were then transmitted over communications lines to a receiving system that decoded rhe pulises and printed the message onto a paper tape or other medium. Teleprinters were introduced in the 1920s and were widely used until the 1980 s (Telex being the most popular system), when they were gradually replaced by fax and computer networks. ^(59){ }^{59} ASCII code was itself an extension of an earlier code invented by JeanMaurice-Emile Baudot in 1874. In Baudot code, each letter of an alphabet is represented by a five-unit combination of current-on or current-off signals of equal duration. ASCII code extends Baudot code by using eight-unit combinations (chat is, elght “bits” or one “byte”) to represent 256 different symols. Baudor code itself was an improvement over the Morse code invented for early electric relegraph systems in the 1830 s. 代码最初是为电传打字机开发的,后来在 1960 年代被计算机采用。电传打字机是 20 世纪的电报计算机,它将打字机键盘的输入转换为一系列编码的电信号,然后通过通信线路传输到接收系统,该系统解码脉冲并将消息打印到纸带或其他介质上。电传打字机在 1920 年代被引入,并在 1980 年代(Telex 是最流行的系统)之前被广泛使用,随后逐渐被传真和计算机网络所取代。 ^(59){ }^{59} ASCII 码本身是 1874 年由让-莫里斯-埃米尔·博多发明的早期代码的扩展。 在鲍多特编码中,字母表中的每个字母由五个单位的电流开关信号组合表示,这些信号的持续时间相同。ASCII 码通过使用八个单位的组合(即八个“位”或一个“字节”)扩展了鲍多特编码,从而可以表示 256 个不同的符号。鲍多特编码本身是对 1830 年代早期电报系统中发明的摩尔斯编码的一种改进。
The history of ASCII code thus compresses a number of trechnological and conceptual developments that lead to (but I am sure will not stop at) mod- ASCII 码的历史汇聚了许多技术和概念的发展,这些发展引导了(我相信这不会止步于)模-
57. www.fordi.arg.
58. www.easylife.arg/386dx.
59. "telles
378047. ern digital computers-cryptography, teal-time communication, communication network technology, coding systems. By juxtaposing ASCII code with the history of cinema, Cosic accomplishes what can be called an “artistic compression”; that is, along with staging the new status of moving images as a computer code, he also “encodes” many key issues of computer culture and new media art in these images. 378047. 电子计算机、密码学、实时通信、通信网络技术和编码系统。Cosic 通过将 ASCII 码与电影历史相结合,实现了所谓的“艺术压缩”;这不仅展示了运动图像作为计算机代码的新状态,还在这些图像中“编码”了计算机文化和新媒体艺术的许多关键议题。
As this book has argued, in a computer age, cinema, along with orher established cultural forms, indeed becomes precisely a code. It is now used to communicate all types of data and experiences, and its language is encoded in the interfaces and defaults of software programs and in the hardware itself. Yet while new media strengthens existing cultural forms and languages, including the language of cinema, it simultaneously opens them up for redefinition. Ellements of their interfaces become separated from the types of data to which they were traditionally connected. Further, cultural possibilities that were previously in the background, on the periphery, come into the center. For instance, animation comes to challenge live cinema; sparial montage comes to challenge temporal montage; database comes to challenge narrative; the search engine comes to challenge the encyclopedia; and, last but not least, online distribution of culture challenges traditional “off-line” formuats. To use a metaphor from computer culture, new media transforms all culture and cultural theary into an “open source.” This opening up of cultural techniques, conventions, forms, and concepts is ultimately the most promising cultural effect of computerization-an opportunity to see the world and the human being anew, in ways that were not available to “a man with a movie camera.” 正如本书所论述的,在计算机时代,电影与其他既有文化形式一起,确实变成了一种代码。它现在被用来传达各种数据和体验,其语言被编码在软件程序的界面和默认设置中,以及硬件本身。然而,尽管新媒体增强了现有的文化形式和语言,包括电影语言,但它同时也为重新定义这些形式和语言提供了机会。它们的界面元素与传统上连接的数据类型逐渐分离。此外,之前处于背景和边缘的文化可能性也逐渐走向中心。 例如,动画挑战现场电影;空间蒙太奇挑战时间蒙太奇;数据库挑战叙事;搜索引擎挑战百科全书;最后,文化的在线传播也在挑战传统的“离线”格式。用计算机文化的比喻来说,新媒体将所有文化和文化理论转变为“开源”。这种对文化技术、惯例、形式和概念的开放,最终是计算机化带来的最有前景的文化效果——一个以全新视角看待世界和人类的机会,这种视角是“一个拿着电影摄影机的人”所无法体验到的。”