It
was Vannevar Bush who, in
1945, determined the chief narrative characteristic of multimedia
by proposing a mechanical device that operated literally "as
we may think." The challenge, as he saw it, was to create a
machine that supported the mind's process of free association.
Bush noted how ideas tend to evolve in a non-linear, idiosyncratic
fashion. His Memex would be a tool that could supplement this
aspect of human creativity by organizing its media elements
to reflect the dynamics of the mind at play.
Douglas
Engelbart expanded on Bush's premise. His quest to "augment
human intelligence," as he aptly phrased it, was based on the
insight that the open flow of ideas and information between
collaborators
was as important to creativity as private free association.
The personal computer, as he envisioned it, would not only allow
for the arrangement of data in idiosyncratic, non-linear
formats. By connecting workstations to a data-sharing network
and turning them into communications devices, Engelbart's oNLine
System allowed for a qualitative leap in the collaboration
between individuals -- almost as if colleagues could peer into
one another's minds as part of the creative process. In the
early 1960s, experiments with networked personal computing promised
the non-linear organization of information on a grand scale.
While
few recognized this possibility at the time, it inspired a series
of influential theoretical writings by the rogue philosopher
Ted Nelson. Working outside
of the academic and commercial establishments, following his
own strongly held convictions, Nelson devised an elaborate system
for the sharing of information across computer networks. Called
Xanadu, this system would maximize a computer's creative potential.
Central to Nelson's approach was the "hyperlink," a term he
coined in 1963, inspired by Bush's notion of the Memex's associative
trails. Hyperlinks, he proposed, could connect discrete texts
in non-linear sequences. Using hyperlinks, Nelson realized,
writers could create "hypertexts," which he described as "non-sequential
writing" that let the reader make decisions about how the text
could be read in other than linear fashion. As he observed in
his landmark book from 1974, Computer Lib/Dream Machines, "the
structures of ideas are not sequential." With hypertext, and
its multimedia counterpart, "hypermedia," writers and artists
could create works that encouraged the user to leap from one
idea to the next in a series of provocative juxtapositions that
presented alternatives to conventional hierarchies.
Nelson's
insights were paralleled by experiments in the literary avant-garde
that challenged traditional notions of linear narrative. In
his book, he refers to Vladimir Nabokov's Pale Fire and Julio
Cortazar's Hopscotch as two novels that use unconventional branching
structures to encourage the reader's active collaboration in
the construction of the story. As we have already seen, experimental
performances inspired by John
Cage including Happenings, interactive installations,
and performance art also gave rise to a variety of non-linear
narrative strategies. But perhaps the most prescient explorer
of this terrain was the novelist William
S. Burroughs.
Like Ted Nelson, Burroughs was deeply suspicious
of established hierarchies. He was especially interested in
writing techniques that suggest the spontaneous, moment-by-moment
movement of the mind, and how non-linear writing might expand
the reader's perception of reality. Through his use of the cut-up
and fold-in techniques, which he described in his 1964 essay,
"The Future of the Novel," Burroughs treated the reading experience
as one of entering into a multi-directional web of different
voices, ideas, perceptions, and periods of time. He saw the
cut-up as a tool that let the writer discover previously undetected
connections between things, with potentially enlightening and
subversive results. With the cut-up, Burroughs prefigured the
essential narrative strategy of hypertext and its ability to
allow readers to leap across boundaries in time and space.
Since
the invention of the electric telegraph by Samuel Morse in the
1830s, commentators have been noting the transformation of our
concepts of space and time by wired technology. From the telegraph
to the telephone to television to satellite communications,
modern telecommunications has eradicated geographic borders,
and made speed a central factor in modern life. This effect
was commonly acknowledged as long ago as 1868, when, at a banquet
held in honor of Morse's life achievement, he was toasted for
having "annihilated both space and time in the transmission
of intelligence. The breadth of the Atlantic, with all its waves,
is as nothing."
Artists
have grappled with the implications of this technology since
its inception; the narrative experiments of literary authors
reflects this current in modern art. Ted Nelson's concept of
hypertext represented a profound effort to put this technology
toward the service of personal, idiosyncratic expression. Nelson
became an evangelist for hypertext, publishing articles, speaking
at conferences, spreading the gospel wherever he could. One
of those places was Brown University, which during the 1980s
became a hotbed of literary explorations of the form. At Brown,
the literary critic George
Landow and his colleagues developed hypertext tools, such
as Intermedia, which allowed authors with little experience
in programming to invent new genres of creative writing. In
his own work, Landow applied a trained critical eye to the formal
aspects of hypertext, making connections to the post-structural
textual analysis of critics like Roland Barthes and Jacques
Derrida. Just as academic theoretical discourse was questioning
the centrality of the author in the production of texts, hypermedia
suggested that, in a future of networked digital media, responsibility
would shift from author to reader, actively encouraging
During
this period, media artists whose roots lay in performance and
video also began investigating hypermedia as a means of exploring
new forms for telling stories. Artists such as Lynn Hershman
and Bill Viola were drawn
to the computer's ability to break down linear narrative structures.
Viola approached the medium as a repository for evocative images
that could be projected on screens in installations, "with the
viewer wandering through some three-dimensional, possibly life-sized
field of prerecorded or simulated scenes evolving in time,"
as he described it.
Lynn
Hershman was among the first to create digital artworks
using interactive media, in such pieces as Deep Contact, from
1989. She introduced interactivity into her work to combat the
loss of intimacy and control brought about by the dominance
of media such as radio and television. Her use of hypermedia
allowed the viewer to choose directions inside the artwork's
complex branching structure, and shape a personal experience
of it.
By
the late 1980s, multimedia, which had been at the fringe of
the arts and sciences, reached critical mass and went mainstream.
Marc Canter, who developed
the first commercial multimedia authoring systems, was a chief
catalyst. Canter pioneered software tools that artists and designers
used to create multimedia on their personal computers. His authoring
systems synthesized text, images, animation, video and sound
into a single integrated work, using hyperlinks and other hypermedia
techniques to connect its various elements.
In
1974, Ted Nelson had declared
that "The real dream is for 'everything' to be in the hypertext."
It was a proposal that echoed Marshall McLuhan's influential
observation that, "after more than a century of electric technology,
we have extended our central nervous system itself in a global
embrace, abolishing both space and time as far as our planet
is concerned." But despite his best efforts, and many advances
in the fields of hypermedia and computer-based telecommunications,
the global hypermedia library he envisioned remained more dream
than reality. Most innovations in hypermedia focused on closed
systems, such as the CD-ROM and interactive installations, rather
than on open systems using a computer network.
In
1989 Tim Berners-Lee,
a young British engineer working at CERN, the particle physics
laboratory in Geneva, Switzerland, circulated a proposal for
an in-house on-line document sharing system which he described
modestly as "a 'web' of notes with links." After getting a grudging
go-ahead from his superiors, Berners-Lee dubbed this system
the World Wide Web. The Web, as he designed it, combined the
communications language of the Internet with Nelson's hypertext
and hypermedia, enabling links between files to extend across
a global network. It became possible to link every document,
sound file or graphic on the Web in an infinite variety of non-linear
paths through the network. And instead of being created by a
single author, links could be written by anyone participating
in the system. Not only did the open nature of the Web lend
itself to a wide array of interactive, multimedia experiences,
but by hewing to a non-hierarchical structure and open protocols,
Berners-Lee's invention became enormously popular, and led to
an explosion in the creation of multimedia. By 1993 the Web
had truly become an international phenomenon.
The
success of the Web seemed to confirm the intuition of artists
engaging in digital media that in the future, a global media
database would inspire new forms of expression. Roy
Ascott, for example, had already been exploring the creative
possibilities of networking since the 1980s. He was interested
in the notion of "dataspace," a territory of information in
which all data exists in a continual present outside the traditional
definitions of time and space available for use in endless juxtapositions.
Ascott considers dataspace a new type of Gesamtkunstwerk, or
a Gesamtdatenwerk as he calls it, in which networked information
is integrated into the artwork. In such an environment, Ascott
wrote, "meaning is not something created by the artist, distributed
through the network, and received by the observer. Meaning is
the product of interaction between the observer and the system,
the content of which is in a state of flux, of endless change
and transformation."
This
notion of the artwork as a territory for interaction, as a locus
of communications for a community, echoes the Happenings
of a previous generation. On-line role-playing games have become
laboratories for exploring this form of interactivity. As the
social theorist Sherry Turkle has pointed out, on-line communities,
such as Multi-User Dungeons (MUD), "are a new genre of collaborative
writing, with things in common with performance art, street
theater, improvisation theater, Commedia dell'Arte, and script
writing." Pavel Curtis
created one of the earliest MUDs, LambdaMOO, in 1990 at Xerox
PARC. Though it consisted only of text, its interactive
quality, made possible through intricate storytelling devices
via the Internet, gave participants the illusion of immersion
in a virtual environment. Interaction in the on-line environment,
Curtis claimed, creates a kind of social behavior which "in
some ways it is a direct mirror of behavior in real life."
Throughout history, art has often been referred
to as a mirror of life. But by building upon the concepts of
association and collaboration, computer-based multimedia may
well become more than a mirror of life. Already we have seen
how multimedia blurs the boundaries between life and art, the
personal and the mediated, the real and the virtual. The implications
of these tendencies we are only now beginning to grasp.
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