PUBLISHED IN:
	MEDIAGRAMM (ZKM, Summer 1995).
-------------------------------------------------------
Lev Manovich
READING MEDIA ART
Review of NEWFUNDLAND II exhibition, Multimediale 4, 
Karlsruhe, May 1995



Consider the dichotomy: an art object in a gallery 
setting versus a software program in a computer. On 
entering an exhibition of media art we encounter signs 
that tell us that we are in the realm of Art:  the 
overall exhibition space is dark, each installation is 
positioned in a separate, carefully lit space, each  
accompanied by a label with an artist's name. We know 
well what to do in this situation: we are supposed to 
perceive, contemplate, and reflect. Yet these initial 
signs are misleading. An exhibition of media art points 
us to very different cultural settings such as a computer 
games hall or an entertainment park (in each of these one 
often has to wait in line before getting a chance to 
"try" a particular exhibit) and also to a different type 
of cultural object (and, correspondingly, a different set 
of behaviors) -- a software program in a computer. In 
approaching a media artwork, we typically discover some 
elements of standard human-computer interface (a computer 
monitor, a mouse; arrows, buttons and so on); we have to 
read instructions which tell us how to us it; we then 
have to go through the process of learning its own unique 
navigational metaphors. All in all, the behaviors which 
are required of us are intellectual problem solving, 
systematic experimentation and the quick learning of new 
tasks. Is it possible to combine these with  
contemplation, perceptual enjoyment and emotional 
response? In other words, is it possible to experience 
the work aesthetically while simultaneously learning how 
to "use" it? 
	 The works in NEWFOUNDLAND II exhibition provided a 
variety of different solutions to this basic problematic 
of media art. One solution is avoid an interactive 
interface altogether, as in Tamas Waliczky's installation 
THE WAY. The installation shows the third part of his 
stunning 3-D computer animation trilogy (the first two 
parts are THE GARDEN and THE FOREST) which narrates 
Waliczky's journey from the East to the West using 
specially constructed perspectival systems. THE WAY 
presents a rather grim view of the West: the typical 
sterility of 3-D computer animation turns out to be a 
perfect metaphor for the sterility and regularity of the 
Western society; the inverted (as opposed to the central, 
as it is usually interpreted) perspective epitomizes the 
Western subject's self-sufficiency and isolation from his 
environment. 
	A different solution is exemplified by Toshio Iwai's 
PIANO ~ AS AN IMAGE MEDIA. A viewer of his installation 
does not have to struggle with a new interface because 
Iwai uses an interface already familiar to everybody: 
that of a piano. The installation can be seen as a 
playful response to the whole modern tradition of image-
sound synthesis and also as a commentary on various 
relationships between the physical and the virtual which 
characterize the end of the twentieth century. Iwai sets 
up a whole network of these relationships: the physical 
affects the virtual (pressing the trackball creates 
computer generated images of sounds) which in turn 
affects the physical (as the images of sounds "hit" the 
piano keys they actually become depressed as though being 
played by an invisible hand) which in turn affects the 
virtual (piano keys generate another set of computer 
generated images).  
	Another challenge faced by media art is how to 
intergate various media. By reducing everything to the 
same binary code, digital computer, at least in theory, 
gives the same importance to text, still images, video, 
and sounds. In reality, existing computer programs 
emphasize one type of media over others: DIRECTOR adopts 
the metaphor of a slide show, PREMIERE forces on its user 
the conventions of video editing, while World Wide Web 
documents are text-based. We are still waiting for a true 
digital Gesamtkunstwerk which will take full advantage of 
the ability to interweave the distinct languages of 
different media. Among ARTINACT works, Luc Courchesne's 
PORTRAIT ONE and Jean-Louis Boissier's FLORA 
PETRINSULARIS represent particularly successful solutions 
to this challenge. In Boissier's piece, we are presented 
with a white page, containing a list. A table of contents 
for a book? A list of chapters? Clicking on each item 
leads us to a pair of video loops, moving off-phase like 
waves; clicking on one of these takes us to yet another 
loop: a rhythmically vibrating water surface. The form of 
a loop which structures the work on a number of levels 
becomes a metaphor for human desire which can never 
achieve resolution. A loop, which gave birth to modern 
cinema (all pre-cinematic apparatuses were based on short 
loops consisting of a few images) and which was then 
banished to the low-art realm of cartoons, is resurrected 
by Boissier to become a fundamental element of a new 
multimedia langauge, an element capable of carrying rich 
and poetic meanings. 
	Courchesne's work elegantly combines the strengths 
of two visual traditions: modern graphic design and 
cinematic spectatorship. When a computer is waiting for 
our action, the black empty space between a silhouetted 
face of the character and sparsely positioned sentences 
becomes an active energy field -- a negative space in the 
best tradition of modern design of still images. But as 
soon as a character begins to speak, we experience an 
intense cinematic identification which makes us mentally 
block the rest of the computer screen and even the rest 
of the room in which the computer is situated.         
	Another dichotomy which a number of works in 
NEWFOUNDLAND II begin to dissolve is between the 
traditions of collective and individualized viewing in 
screen-based arts. The first tradition spans from magic 
lantern shows to twentieth century cinemas. The second 
passes from the camera obscura, stereoscope and 
kinetoscope to head-mounted displays of VR. Both have 
their dangers. In the first tradition, individual's 
subjectivity can be dissolved in a mass-induced response. 
In the second, subjectivity is being defined through the 
interaction of isolated subject with an object at the 
expense of intersubjective dialogue. In the case of 
viewers' interactions with ARTINTACT CD-ROMs, EVE and 
many of the installations in the show something quite new 
began to emerge: a combination of individualized and 
collective spectatorship. The interaction of one viewer 
with the work (via a joystick, a mouse, or a head mounted 
sensor) became 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. 
	EVE explores this situation most self-consciously. 
Its enclosed round shapes refers us back to the 
fundamental modern desire to construct a perfect self-
sufficient utopia, whether visual (the nineteenth-century 
panorama) or social (after 1917 Russian Revolution G.I. 
Gidoni designed a monument to the Revolution in the form 
of a semi-transparent globe which could hold several 
thousand spectators). Yet, rather than being presented 
with a simulated world which has nothing to do with the 
real space of the viewer (as in typical VR), the visitors 
who enter EVE's enclosed space discover that EVE's 
apparatus shows the outside reality they just left. 
Moreover, instead of being fused in a single collective 
vision (Gesamtkunstwerk, cinema, mass society) the 
visitors are confronted with a subjective and partial 
view. The visitors only see what one person wearing a 
head mounted sensor chooses to show them, i.e. they are 
literally limited by this person's point of view. In 
addition, instead of a 360o view they see a small 
rectangular image -- a mere sample of the world outside. 
This visitor wearing a sensor, and thus 
literally acting as an eye for the rest of the audience, 
occupies many positions at once -- a master subject, a 
visionary who shows the audience what is worth seeing and 
at the same time just an object, an interface between 
them and outside reality, i.e., a tool for others; a 
projector, a light and a reflector all at once. 
Similarly, EVE's summarizes the whole Western 
history of simulation, functioning as a kind of Plato's 
cave in reverse: visitors progress from the real world 
inside the space of simulation where instead of mere 
shadows they are presented with a technologically 
enhanced (via stereo) image, which looks more real than 
their normal perceptions.        
 	A viewer reading a work of media art is typically 
asked to utilize many distinct and opposing cultural codes at once. 
These include conventions for dealing with unrelated 
objects and settings (an artwork in a gallery versus a 
piece of software in a computer), opposing traditions of 
presentation (a rectangular frame versus a panoramic 
view; a movie screen versus a book page; a collective 
versus individual form of exhibition), and different 
mental processes and actions (perception and 
contemplation versus interaction and learning). This act 
of reading is always dangerous; like an acrobat on a 
tight rope, the viewer can loose his equilibrium and fall 
into the gap between the multitude of codes, interpretive 
conventions and cognitive skills required of him. Yet, by 
successfully meditating between what was previously 
thought of as distinct and unrelated a media artist can 
also discover new aesthetic possibilities. NEWFUNDLAND II  
exhibition has given us many such discoveries.