“Making a dinosaur for Jurassic Park is exactly the same as designing a car.” That’s how Ed McCracken, CEO of computer mega-corp Silicon Graphics, figures it. Truth is, few of us would disagree.
Entertainment and commercial manufacturing have always made good bedfellows, though in the past we would seldom mistake one for the other. American industrial designers of the 1920s and 1930s like Henry Dreyfuss and Norman Bel Geddes may have dreamt up sets for Broadway, and General Motors car stylist Harley Earl may have lived in Hollywood, but that’s about where the connection ended. Well almost. But at least there was an epistemological difference between their stylised sets and props on stage or screen and the built environment of consumer products. Nowadays their interchangeability hardly raises an eyebrow. Hollywood and Detroit work out their ‘market ergonomics’ (a niche for every body) and concept development on the same computers, sell their products through he same media (TV, radio, print, billboards) and dump their goods in the same old places (western suburbia or third world economies). Makes no difference to them.
At the same time, television has been let out of the studio and shoved headfirst into the world of space, time and architecture – Natural Born Killers -style.
There’s no denying it. Media, telecommunications, marketing and computing are congealing into newly corporatised urban landscapes that bear none of the dark romantic hallmarks production designers Lawrence Paull and Syd Mead materialised for Bladerunner’s bad-new-future. Forget the utopian soothsaying and gothic crystal-ball gazing. For the large majority of us the future is already here – and it’s not what you’d call pretty. It’s planned, it’s calculated, it’s flashy, it’s corporate- global. It’s most probably at a shopping complex or video/computer/TV screen near you. And it’s gonna cost. Our sprawling cities provide the new outlets for a determinedly material culture in which design appears to have no limits. We see and hear evidence that things have been deliberately cast (as if we don’t know by whom and to what end) at every turn – from fetishistic consumer objects to urban planning; from TV graphics and virtual voyaging to the loud packaging of cereals for the supermarket shelf or for television; from the austere public bus shelter to the new tollway or tunnel that increases the distance between home and work even as it’s annihilated. It is increasingly hard to avoid contact with a world designed on the totalising scale of global media. Everyone and everything is plugged-in (especially when it’s advertised ‘Unplugged’). We all know this: the distance that used to separate the media and the world it conjures disappeared seasons ago. But here’s the rub: real life is now designed and experienced as an extension of commercial media, and not (as we used to think) the other way round. North America remains the pioneering source of material media – the phantasms and obscenities of traditional media (from Hollywood to the Fox network) have been concretised in a bombastic web (I hesitate to call it a system) of consumer objects and places. Small wonder American architecture and design are now so closely aligned with the diverse (often perverse) interests of multinational media conglomerates and magnates providing the model upon which countless other cities-as-urban-theme-parks around the world evolve. The following banal ‘framegrabs’ are not from the near or distant future. It’s still 1995, and the theme remains the same: consumption is fun. So what if it costs a little? Frame 1. Even at 30,000 feet, no-one can escape the right to consume, with the credit card of your choice. The High Street Emporium guide, just like the other Skymall shopping catalogues, gives me instant access to merchandise I wouldn’t look twice at on the ground. Inside I find exciting gift ideas for family and friends, as well as items I know I can’t live without. Like the solar-powered ventilated golf cap, complete with six 1/2-volt solar cells to power the fan, which directs a constant breeze towards my forehead. Or the vacuum-powered Insect Disposal System. It may look like a simple handheld cleaner but it’s not. Really. Lined with non-toxic gel (harmless to human and pets) and powered by a built-in rechargeable NICad battery, the 14,000 rpm fan System lets me quickly capture and dispose of insects at a comfortable distance without ever having to touch them.
Freedom of choice is a wonderful thing. I continue browsing: the Portabolt (to lock myself and my loved ones safely inside any opening door), the Auto Toothpaste Dispenser (of course), the world’s smallest 8-digit credit card-sized calculator that records up to 20 seconds of instant voice-notes, or the odour- absorbing PoochPads for dog owners who love their dogs but hate the mess. Just call the 1-800 number conveniently accessible on the Airfone Service the phone company have installed in the seat in front of me. These telephones aren’t for talking to people. They’re for ordering more stuff.
Frame 2. I remember this the next time I dial a 1-800 number to purchase some other stuff (tickets for a 3D Imax movie at a brand new retro-styled multiplex cinema at Lincoln Plaza, Manhattan – the screen measures eight storeys high).
The call is promptly answered by a friendly female voice who thanks me for using their service. “Welcome to the Sony Cinema Network. Please enter your zipcode to locate the theatre nearest you. Press 9 for more information, or 0 for the operator”. Nothing strange about this – though I can’t recall my zipcode, and the theatre I want is not in my neighbourhood anyway. I press 9 and the increasingly irritatingly calm voice thanks me again (as she does for the remaining nine multiple choices). “If you would like to see the following movie, please press the corresponding number now”. This is the future of interactive TV.
More instructions. If I want to see the underwater movie press 1, the Buffalos press 2, the … Next enter date of the booking. And the time of the session. “I’m sorry, the 3pm session is full. Please choose another time”. I do, making sure to punch in the number of tickets I require, the number of my credit card, and of course its expiry date (a rigorous safeguard against fraud I presume). Tickets confirmed, funds are invisibly sucked from one cyberspace to another. I’m ready to watch the show. After one more machine transaction that is – at the front of the lobby, attached to the wall, in front of the long line. Swipe my card, and out pop three tickets for the 5 o’clock show. Amazing. Only an extra buck per ticket.
Frame 3. At Universal City’s ET Adventure, ride, cards and telephones find another convergence. Sponsored by telecommunications giant AT&T, the ride flies dozens of bicycle riders at a time to land somewhere beyond the narrative limits of Spielberg’s original filmic universe. After waiting in the line, everybody gives their name to the tour hosts. In exchange, we are each given an individual “passport” (coincidentally the same size and dimensions as a regular AT&T calling card). Everybody clears “customs” and we riders soar off above the earthly world – with noisy jeeps and a swelling John Williams soundtrack in hot pursuit. On towards the night sky, and in a minute we’ve reached ET’s cute cartoon planet – a world we’ve never seen (in the movie at least). The most magical highlight is left till last. As we swing past the animatronic Extra Terrestrial waving us farewell at the end of the ride, we are all called – individually and by name – by Him, ET. After such an experience, who could ever forget to call home again?
Frame 4. At the motion-platform Omnimax ride, Back to the Future – a fifteen minute experience that ushers the participants through an architectural maze of corridors and checkpoints inside the neo-brutalist Institute for Future Technology – we make it home via other means. For a quarter of an hour at least, we’re supposed to go along with the idea that we’re actually participating in an extended narrative from the film of the same name. The uncomplicated labyrinth that distributes us from one checkpoint to the next – complete with surveillance cameras, familiar actors giving us backstory on video monitors, written LED instructions, and real institute “assistants” – is only vaguely engaging. Being strapped into the eight-seater De Lorean time travel mobile is another matter entirely. The reality effect rapidly accelerates, and time slows as in a dream (or nightmare). Crashing headlong through a seamless collage of 20th century shopping centres, town squares, Ice Age landscapes, Hill Valley circa 2015, prehistoric volcanoes, exploding Texaco signs and cineplexes of the future, the four-minute ride is the most visceral experience in the entire complex. Souvenirs can be purchased at the Time Traveller’s Depot on the way out. But everybody seems to know you can get that stuff anywhere.
Frame 5. Like the recently opened New York Skyride on the second floor of the Empire State Building, these flight-simulator attractions blur the distinction between architectural reality and cinematic illusion. The ride propels the traveller from the stasis of the monumental site to the mobile world of the camera. The mechanical simulation and computer controlled movement may be clumsy, but the thrill lures riders back for countless rides. Of course, it doesn’t compare to the “real view” from the Observatory on the 86th floor. But who said it would? It’s a supplement, an addition, an orientation to a world which is in its own way just as inaccessible. “Look at the cars down there! They look like ants!” Plenty of stuff to buy down there.
Frame 6. Which isn’t to say that the rest of the built environment hasn’t learned from such entertainment machines. The young LA-based architect Mehrdad Yazdani’s motion-reality theatre at Universal Citywalk also incorporates kinetics into its design. Its folded fibreglass screen on the facade functions like an electronically liquid marquee, as if to set static architecture in motion. Regardless of the building’s success, such considered designs endow these entertainment complexes with more than a little Culture. Like the radically deconstructivist KFC outlet in the middle of LA (designed by Frank Gehry disciples Jeffrey Daniels and Elyse Grinstein) or the Planet Hollywood restaurant designed by Anton Furst (the late production designer of Batman), these places make a virtue of the high pop-moderne culture surrounding us – by selling it back to pop’s corporate initiators as Status. So what’s new?
Frame 7. Indeed, Gehry, Robert Venturi and Denise Scott Brown, Michael Grave, and Robert Stern have all furnished Disney (under the corporate leadership of Michael Eisner) with designs for some of its most critically successful buildings. Why stop at Florida’s Disney World or Euro-Disney in France? (For despite the failings of the European excursion, a Saudi Prince – assured in his wealth since Desert Storm – has poured over $300 million into rescuing the operation from its own unpopularity. Go figure.) If, as critic Michael Sorkin has recently put it, “in theme park nation, life is a ride and everything – transportation, assembly, learning, leisure – must therefore entertain”, we’re in for a lot more fun. Not just in theme parks either.
Frame 8. Disney again. This time with Gehry at the helm, planning to build a retail and hotel complex at New York’s Times Square, just down the road from Disney’s New Amsterdam theatre (currently under renovation). A Virgin superstore and an MTV complex are expected to follow hot on Disney’s heels. More tangible still are the hundreds of total experience entertainment retail outlets mushrooming in major cities – over 300 Disney stores worldwide, with Warner Brothers Studio Stores fast catching up. With over $US 65 billion a year to be made from merchandising, stores like those in Santa Monica Plaza or midtown Manhattan are blue-chip investments. That’s the image unstable media empires have wanted to project all along. Toontown is rock solid.
Frame 9. So is Sony. Not content with the string of movie theatres they inherited during their takeover of Columbia (not to mention the musical interests of CBS and Epic), they’re into diversification in a big way. Not only do they want a living museum like Sony World in downtown Chicago, they want kudos of the sort Philip Johnson gave AT&T with his infamous po-mo skyscraper on New York’s Madison Avenue. Now it’s called the Sony Building. Its public atrium was criticised when the telephone company (somewhat disingenuously) gave over its plaza to palm trees and wrought iron benches. All that’s gone now. In its place is a sprawling retail playground of Sony Style, Sony Signature, and – you’ll never guess – Sony Wonder Technology Lab. This 18,000 foot amusement park is free, and in America that is as good as being “public”. According to interior designer Edwin Schlossberg, “we wanted to make it human, but in a New York way … We wanted to fill it with props, with stuff.” Stuff you can buy. If not now, then soon. This is the Universal City of consumer electronics. Sony’s toontown sets are not quite inhabitable film or television, but they’re about as close as it gets.
Frame 10. That is of course until we finally get to see computer squillionaire Bill Gates’“San Simeon of the North”, currently being completed in the suburb of Medina, across Lake Washington from Seattle. Partially tunnelled into the hillside, the five acre waterfront house has journalists debating whether this is Batman, Dr No, or Citizen Kane, revisited. Truth is it’s probably all of the above. While architects James Cutler and Peter Bohlin say they’re trying to avoid ostentation and pretension, there’s no mistaking Gates’ intention to let architecture make concrete what Microsoft can only conjure with floating point geometry. William Randolph Hearst once had a similar scheme.
That doesn’t mean the electronic media baron won’t find a prominent place for software in the architectural scheme of things. As the New York Times has it, the Gates Xanadu will have a network of computers that “will alert the boulder-rimmed hot tub, the video art walls, the climate controls, the library, the trampoline room and other sections that the master has arrived and expects an evening tailored to his mood.” So why is Gates remaining so tight- lipped about the details for his intelligent entertainment mansion?
I’m sure it has nothing to do with the new Establishment leader’s current fascination with animation. It seems Gates is desperate to have designed a universally recognisable Microsoft cartoon character along the lines of Mickey Mouse or Bart Simpson. But after a recent meeting with Ren and Stimpy creator, John Kricfalusi, uncle Bill decided his work was too cutting edge for the Microsoft demographic. And so the quest continues.
One thing’s certain though. When his search is finally over, you can bet your last megabyte of RAM it will only be the start for the rest of us. And we actually have to live here, on the edge of the next millennium these corporations are constructing so obliviously.
RealTime issue #5 Feb-March 1995 pg. 3
Shelly Lasica, Sandra Parker, Trevor Patrick, John Utans and Ros Warby are all mature dancers and choreographers who have worked in a wide variety of settings. All of them have choreographed and performed their own work, and collaborated with other performing artists in dance, theatre and opera. All have worked overseas, so understand their practice in relation to dance and choreographic practice throughout the world.
Their highly individual work has grown from explorations of a range of classical, modern and postmodern movement and performance techniques including classical ballet, American modern dance, European dance/theatre, release techniques, alignment work and improvisation. Their work is frequently performed without sound. When present, sound is just as likely to be spoken text as music. Although their movement is often subtle, small and slow, the experience of watching their work is vivid.
The questions “What characterises Australian dance in the 90s?”, “How is that shaped?” and “What is the future of dance in Australia?” asked of these five practitioners led to very general discussions. The conversations included issues such as the definition of an Australian dance style, the diversity of work here, support for dance and the impact of new technology.
Many of the conversations began with my asking what sense it makes to talk about Australian dance.
JU The push to find the ultimate Australian style in dance, as in any art form, results in token gestures such as the Australian Ballet’s commissioning of Snugglepot and Cuddlepie or Ned Kelly. I don’t think you can push an identity like that…I’m conscious of being an Australian choreographer and dancer but I prefer to place myself in a dance heritage and to reflect on myself as an Australian dancer from this framework…If there’s anything that characterises Australian dance it is its diversity.
RW When people talk about Australian dance in a positive way it’s all about the strength, the power, the athleticism and the space that Australian dancers occupy. When you think about that, it’s about people “doing” something, and dancers here are very good at “doing”. When I am working, I watch. The combination of doing, watching and sensing is very hard, very disciplined work and you come at it from a very rigorous process. In the training of dancers here, and in the social environment here, “doing” is a much more popular way of existing than sensing, watching and observing.
Australian dance, like many other art forms in Australia, is under constant pressure to make easily reproducible and digestible product. Popular culture’s aspiration to preserve an eternally youthful body, together with its stress on the visual and our culture’s limited understanding of physicality, encourage dance to be experienced merely as spectacle.
TP The institutionalised learning of dance is such that the dance scene is constantly moving from one wave of youthful exuberance to another and often does not reach the point where people are practising as mature artists and working with ideas. Few young artists think of themselves as artists. To most people who are practising dance, it’s a job. Again because it is so much tied with youthful vitality, the work being performed and made is imbued with that. The work is often about glamour, virtuosity, the spectacular…Where is the art amongst all this hormonal activity? It’s very difficult to fight that, particularly when people are funded in ways that encourage them to pursue that energy.
So who in the dance scene is working with ideas and how are such individuals supported?
TP Usually the people working in this way are older. They are supported by other artists and each other, and through personal exchange with the international community. They don’t get a lot of popular support. They tend to become known as the “dancer’s dancer” or the “choreographer’s choreographer”, but it is this body of work that is at the core of the development of dance in this country.
But will it survive with lack of popular support?
TP It has to, because one constantly feeds the other. Although it’s not often acknowledged, any developments that occur in the popular form I feel are made sourcing this other constant that is bubbling away beneath everything. To involve it in the hunger that is the popular arts would be the death of that sort of creativity. It needs to be supported to survive but left alone to do its work. If it was trying to function under the pressure to fill seats, I don’t think it could.
What is the diversity of dance in Australian in the 90s? A stunning Merry Widow; an elastic modern dance; a contact improvisation with text spoken by the dancers; a male dancer in a black frock; a story told in the gestures of hands and eyes; a solo dancer moving without a sound in a gallery; a Western-trained dancer, a designer, an actress, an Eastern-trained dancer and several musicians collaborating in performance; a raunchy rendezvous in a café to rival any Grand Marnier TV ad; a barefoot woman in a jumpsuit on a wooden floor listening intently for the next move; a woman with a birdcage on her head; a woman pulling an endless strand of red wool from her mouth; any number of people doing for the thousandth time something with a chair…The multicultural society is rich with diversity, but how comfortable is it sustaining difference?
TP It’s an interesting problem that I have noticed in the last few years, the dance establishment trying to homogenise the whole scene into one big, happy, harmonious community. I don’t think it is. I think there are a lot of vibrant, diverse forms and they need to be separate, they need their own space, and this corralling, it seems to me, from organisations that purport to represent the whole community, is misguided.
SL The homogenisation somehow goes in line with people trying to identify an Australian dance style. But there is no one story and no one history and to set up official histories is the predilection of reasonably unpleasant forces. It disturbs me immensely that the perception exists of a recent springing up of contemporary work from a single source, when if you look at the bigger picture you see how things grow and develop, how the diversity grows and develops.
JU It is a time of diversity. I just wish that people would accept that diversity. When I think of Melbourne and the different philosophies that different dance makers are employing, there’s a very rich and vital practice. What bugs me a little is the competition, or that …
That difference cannot be sustained?
JU Yes, and that comes back to the funding dollar.
So, as long as everyone’s fighting for the dollar, then everyone will have to step on top of one another, maintain and fight for their turf?
JU Yes, then what is funded is interpreted as the trend.
SL One thing that I think would have a very positive effect on dance in Australia and the arts generally is if the whole funding situation was exploded, so that there was not just one source of funding. There needs to be much more diversity: private funding, corporate funding and foundations. That’s quite hard to set up in Australia, but somehow it has to be nurtured. In this way you would end up with a far more multi-layered community, which can only be better.
In the last decade of the millennium, technology is the buzzword. Is there anything happening with new technology worth talking about? Are the computer boffins getting past gimmickry? Are we being transported into a completely new age?
TP Technology is having an extraordinary effect on the whole form: film, video, computers and interactive sound. And it’s not just because artists want to make the most of what is available to them. It’s also that funding bodies and governments even are legislating to manipulate the artistic community along particular lines of achievement, in what they perceive as the development of the arts and creating exportable commodities…One of the big dilemmas now seems to be how to integrate the body and technology in performance so that one isn’t just dancing around in front of a film, or dancing over music. There seems to be a quest to make that happen, and I don’t think it can. I think that a body will always be a body and it can’t deconstruct before your very eyes and fade in and fade out, and materialise and dematerialise except in quite a literal way.
SL New technology is not automatically superior to other technology. Technology is a wonderful tool but it has to be seen in context. It certainly has limitations and the idea that a live performance can be completely transferred into a new medium is nonsense. Why have people chosen the live arts as their medium? It’s about the experience. No matter how extraordinary a film or video, it does not replicate the live experience.
Another baffling thing is the belief that new technologies can be developed into something meaningful overnight.
SL You need only look at people who have been working in video art for over twenty years. It’s not a matter of running at it. It’s a matter of working something through. It’s very short-sighted of people to think they are going to develop this work quickly. That quick hit mentality is very much associated with a product-based view of art production.
So what is the future of dance in Australia and what will determine it?
RW If those individuals can just keep a certain persistence and integrity to their practice, then maybe there’s the possibility that an understanding of choreographic practice will extend.
SL The future of dance in Australia relies on the generosity of spirit among practitioners and an increasing belief in the practice, a realistic belief in the practice and an integrity about what it is that one does. Until practitioners have that sense, why should anyone else take notice?
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RealTime issue #5 Feb-March 1995 pg. 8
How is the mediascape likely to change over the next decade and how does this affect the practice of new media art?
The changes in the technology of the media that are either happening or imminent have been much hyped, and not without reason. New media forms will open up some interesting possibilities for art practice, and perhaps close off some old ones.
Less often discussed is a second aspect of this— the changing expectations and competencies of audiences. The media often discusses the media as if the process of choosing, receiving and interpreting media flow were some kind of natural process. No matter how much the technoboosters might like to presume that the development of the new media vectors will automatically create a new audience and a new market, it ain’t necessarily so. The relationship between existing audience cultures and new media forms is always a complicated and quirky business. This is as true for the uses made of media by art as by commerce. Changes in media forms often appear to be driven by new technologies but what drives these new technologies is the problem foreseen and the opportunity seized by a number of media oligopolists. Basically, every medium faced the same problem in the 80s: costs were rising faster than audiences or markets were growing. This was the problem with the movie business, television, publishing, computers and telephony.
One solution to this problem was globalisation—the campaign against the cultural protectionism of countries like France and Australia and the privatisation of state telephone monopolies in many countries are examples of this strategy. A whole range of businesses, based in TV or publishing or telephony, from well developed markets such as Australia, Italy, England or the US, built global empires in a climate of reduced protectionism, and the privatisation of formerly public media assets or state industrial monopolies.
The second solution is to try to take a chunk of the media market away from some other media industry. In the US the phone companies and the cable TV companies have been contemplating this for some time. Cable network owners want to use their infrastructure to carry phone calls as well and vice versa. This would require pulling down the regulatory walls within the US and this in essence is what was behind the push for a new communications bill and all that guff about the ‘information superhighway’.
The third option is to develop a new technology for which one can charge a premium price or with which one can grab a big share of an as yet undefined new market for culture. The so-called experience industry (including ‘virtual reality’) and multimedia (including CD-ROM) are two different versions of this process.
The economics of the experience business are very simple. American punters will pay about eight bucks for 90 minutes of feature movie, but will pay eight bucks for 10 minutes of virtual reality or for 30 minutes of I-max format 3-D cinema. For the most part these are experiments developed by a combination of movie business cultural skills and Silicon Valley computer industry technology, a marriage dubbed ‘Siliwood’.
Since it is by no means clear who has the cultural capital required to make heightened experience media work, all kinds of people from cinema directors to video game produces to performance artists end up getting sucked into this development process. The experience industry is based on the premise of increasing the intensity of the spectacle. For example, Douglas Trumbull who produced famous special effects for 2001 and Bladerunner is now trying to develop experiential cinema. Brenda Laurel, who has a background in theatre and performance as well as a doctorate in computer interface design is working on a virtual reality environment called Place Holder. Ivan Sutherland, one of the most famous names in interface engineering is into 3-D interactive environments. Disney is also trying to turn animations like Aladdin into a virtual ‘product’ for its theme parks. Video game maker Sega has the AS-1, a highly kinetic ride designed for video game arcades.
If the experience industry is mostly about increasing the intensity of the spectacle, multimedia are about increasing the freedom of movement of the person using the media. VR is in theory an attempt to offer both simultaneously—but in practice ends up falling on one side of the line or the other. It simply isn’t feasible with present technology to offer intensity of experience combined with interactivity. Interactive media, hypermedia or multimedia are mostly pretty low resolution technologies compared to cinema or even television, but don’t limit the user to one narrative strand.
Interactivity can be delivered via some kind of portable product like a CD-ROM, or over a network, be it the telephone system used by the internet or cable and satellite vectors that presently deliver multichannel television. On the internet, the World Wide Web is growing rapidly and offers space for low cost experiments, like video artist David Blair’s Wax Web. CD-ROM is also a potentially low cost medium and many artists are presently exploring it. Interactive television is another story, and experiments here are mostly restricted to corporate test beds for commercial products. In the US, access to this medium depends on mainlining the community access principle already in place for pay TV.
In the relatively high tech area of the experience media, the talents of creative artists are brought in by investors hedging their bets on what kinds of cultural forms might work with as yet unspecified audiences. In those areas of interactive media that use established software tools and delivery formats it is often possible to create works on very small budgets. An example is the very successful CD-ROM Myst, produced by a team of three people working at home. Many visual artists and filmmakers are now experimenting with CD-ROM works.
The first big problem is distribution. There is as yet no easy way to distribute CD-ROM art. Book publishers and video game companies are rushing out CD-ROM based products, and these are distributed via computer stores and occasionally, on an experimental basis at this stage, by bookshops. Many of these products are very poor, particularly some of the crap authored by publishers and TV documentary producers, but because they have media conglomerates of the order of Time-Warner behind them, they are on the market.
Most interactive products from commercial producers are adaptations of existing cultural forms, including encyclopaedias, music video, documentaries and video games. They often have high production values but fail to maintain the interest of the idea or to really use interactivity in any interesting way. How is pressing buttons and waiting ages for the screen to redraw any more interactive than flipping the pages of a book? Where interactivity gets interesting is where the skills of film, video, music, games and publishing collide with each other. In Australia, producers with a diverse range of media experience such as Troy Innocent, Brad Miller, Linda Dement, John Collette and VNS Matrix are all producing interesting hybrid forms of interactivity, mostly using readily available delivery formats such as CD-ROM and laser disk. Jon McCormack’s work stands out in this company because of his abilities in computer programming. On the whole, however, the opportunities for artists, particularly for Australian artists, lie in bringing conceptual and cultural forms to existing technologies, rather than being on the so-called ‘cutting edge’ of technological change per se.
Television based interactive media are a long way off for Australian media producers. The collusive interests of the broadcasters have locked us out of multichannel television for a generation. To this one can add the enormous difficulties in raising investment money in Australia for any new media. Some community TV activists have a foot in the door with the Telecom cable roll out. For example, Metro TV in Sydney is involved in putting community TV to air via cable, and a small band of energetic community TV activists, such as the indefatigable Jeff Cook, have interactivity in their sights as well. The TV remote control is a pretty rudimentary form of interactive device but it can be used to drive a menu-based interactive information format.
In the Australian context, access to new media for artists, or indeed for anybody, is constrained by a number of factors. Pressures from globalising media oligopolies to relinquish cultural protectionism will increase. The Hollywood movie conglomerates lost on this issue in the General Agreement on Tariffs and Trade, but are actively working for free trade in cultural commodities for the next.
Given the stranglehold media oligopolies have on mainstream Australian media, and their influence on the policy process, it will be extremely difficult to maintain spaces in the emerging media landscape for something analogous to public and community broadcasting and subsidised cinema and art. It was refreshing to see a strong commitment in last year’s cultural policy statement to experimentation and production of Australian content in film, television and new media, to be administered by a new committee, the Film Commission and SBS. That the ABC was unable to negotiate this policy commitment was very disturbing, as is the present government’s lack of commitment to the main public broadcaster at a time in which it has undergone massive restructuring to orient it to the new environment.
Community activities won a significant victory in 1993 in getting bandwidth set aside for a sixth TV channel devoted to community video access. Yet it remains an open question whether community media groups have the resources and experience to capitalise on this opportunity. The lack of coordination between arts policy, community media policy and new media policy on the part of government finds an unfortunate parallel in the lack of coordination between different interest groups in the media and the arts. Creating spaces for dialogue on media futures is very urgent.
There are now significant funds to disburse for new media experiments. This will work best if concentrated on the cultural forms of new media rather than on cutting edge technology. Australia is a technologically dependent media market, being a long way from centres of research and power in the emerging ‘military entertainment complex’ of California.
Art tends to occupy one of two margins in relation to the dominant media technology of the day. Either it colonises residual media left behind by changes wrought by the culture industries, or it forms an avant- garde in the emergent media that do not yet have a stable cultural form. The interesting opportunities for art practice at the moment are opening up in the emergent media zone. There is a narrow window of opportunity there for new and creative work, a window that it is more broadly important to keep open, given the instability of the whole nexus between media technology and cultural forms at present. The patterns of culture that will stabilise in the next millennium may well be determined by experiments and struggles undertaken today.
RealTime issue #5 Feb-March 1995 pg. 24
The rhetorical architecture of Paul Keating’s recent Creative Nation statement signals the growing realisation that the new media arts are emblematic of new cultural, economic and paradigmatic shifts in our everyday lives. Clearly, this document suggests a substantial shift in government cultural policy from the more traditional emphasis on direct assistance to visual artists, filmmakers, writers, performers, dancers, and all kinds of cultural producers, to a more recent one of supporting diverse institutions and mechanisms of cultural products and services in the context of local, national and global cultural spaces.
For the first time, aside from the more necessary concerns of supporting relevant arts funding institutions like the Australia Council and the traditional art forms, we have a focus on the way the new multimedia technologies connect to broadcasting, computing, telephony and information. This signifies throughout the document a sustained project to expand the economic export potential of the arts by encouraging the computer/multimedia sector of our economy to fund new digital media products. Further, it indicates the emergence of new post-biological art forms evolving from a multiplicity of interactions in electronic space.
Although Creative Nation possesses numerous worthwhile ideas, rhetorical emphases, and pragmatic funding suggestions, there is nevertheless a problematic Arnoldian characterisation of the traditional and the new media art forms in terms of cultural excellence, national identity, self-expression and quality. To a considerable degree, this is a valuable road map to our expanding techno-culture and its relevance to us as individuals and as a highly urbanised multicultural society. But it is a document that also typifies certain cultural, epistemological and technological pitfalls of a more utopian/ technophilic approach to the question of new media technologies and contemporary art practice.
Too much emphasis has been placed on how high-tech entrepreneurs have the magical formula for transforming Australia into a cutting-edge cultural producer in the Pacific Rim. The $84 million tha t is to be spent in the next four years is a positive step in facilitating new media products and services for Australia’s rapid entry into a post-broadcast world of global media, but little consideration has been given to the more marginalised artists, who are more representative of the postmodern technological avant-garde, in the emerging multimedia institutional landscape.
Too often reading Creative Nation one has the conviction of déjà vu: a naive belief in a top-down hierarchical model of cultural production, new media technologies as an expression of late-capital culture and Platonic cyberspace ideology. It is also assumed that new media art forms imply, ipso facto, new aesthetic paradigms. This does not mean that I subscribe to the wilder romantic excesses of Roy Ascott’s view of the new interactive media as a global “mind-to-mind” revolution nor to a Jeffersonian model of the information superhighway and its putative emancipatory possibilities as we read in Wired and other West Coast New Age publications. But I do believe in the critical project of conceptualising the new media art forms (as Ascott does) along the lines of a bottom-up paradigm of connectivity and interactivity.
The new “terminal identity” subjectivity that defines the young navigators of today’s computer terminals of multimedia forms has not been adequately acknowledged. Electronic art as an open-ended paradigm for re-thinking our institutions, our perceptions of ourselves and the complex continuity between traditional and new media has taken second place to the notion of new multimedia technology as a national educational “down-loading” technology. (This is especially evident in the “Australia on CD” Program). The proactive stance adopted by Creative Nation to engender a viable content- oriented multimedia industry suggests a limited utilitarian concept of the new electronic media. It rarely acknowledges that the genealogical formations of new media art forms are complex and that their innovative computer-mediated audiovisual concepts, forms, textures and cultural agendas are a legacy of modernism as much as they are of the post-war avant-garde arts. (This is tangentially indicated in the recent Nike TV advertisement featuring William Burroughs).
What is commendable in this cultural policy document is its underlying objective to locate the new media arts in the broader domain of everyday life. However, this does not negate the importance of creating new exhibition, production and rhetorical contexts for artists engaged in the new cultural forms, in the gallery and the festival world as much as in the proposed Co-operative Multimedia Development Centres. The electronic arts depend on our ability to question the misleading beliefs and assumptions of our cultural zeitgeist, whether they do constitute an “avant-garde” practice and how they relate to the more traditional art forms. Further, irrespective of the document’s practical strategies to create national multimedia forums, the Australian Multimedia Enterprise, the Co-operative Multimedia Development Centres, the “Australia on CD” Program and funding the Australian Film Commission to produce multimedia works, we need to ask the more demanding self-reflexive questions regarding technology’s masculinist conceptual frameworks, seeing how cultural institutions mask the vested interests of academic, bureaucratic and corporate culture and how our mainstream thinking about art, culture and technology is hopelessly inadequate in the light of the aesthetic and cultural turbulence the new cultural technologies are creating. (On the latter point, Laurence Rickels amongst others, has appropriately described our symptomatic inability to find our way from the inside of technologisation as “perspective psychosis”).
Where Creative Nation is correct is in stressing the diverse division of cultural labour that is required for the production of CD-ROM technology, broadband interactives services, and on-line PC services. It is confused and vague however on the complexities of training individuals in the new electronic media and on how established and younger artists will connect with corporate, software and tertiary personnel in these new production contexts. Creative Nation underestimates not only the experimental necessity of the role that more peripheral Nintendo literate artists have to play in the production of the new multimedia exhibits and screen-based electronic media, but it also overlooks the importance of how difficult it is to locate adequately trained new media arts personnel.
Consequently, artists familiar with the new media forms need to be situated in the chain of executive decision-making, they need to be empowered and visible in the new tertiary sites creating their hybrid works for the Internet as much as for the more orthodox forms of broadcasting, exhibition and critical reception. Bureaucrats, curators, producers and our museums and heritage sites need to commission new media artists to do new works for everyday consumption, something that is finally recognised in the Creative Nation document and is sadly lacking today with the exception of one or two museums like the Museum of Sydney.
It is crucial that we remind ourselves whenever possible that the emergent media arts are starting to represent a canon as much as the more traditional art forms do. This necessitates the hermeneutic awareness to question our established tendency to either subscribe to a utopian or a dystopic view of the new media arts.
As we approach the end of this century, what is clearly emerging in electronic media are the unpredictable non-binary intertextual forms between computer art, video, cinema, television, performance, virtual reality and photography and the increasing significance of computer animation and graphics in shaping the concerns and techniques of interactive installation art. Lamentably, Creative Nation does not give due recognition to these dynamic aesthetic, cultural and technological forms, nor to their multimedia creators and neither does it consider how they might be located in reference to education, culture and industry.
Notwithstanding the questionable nationalist slant of Creative Nation and its overall tendency to define the new media technologies almost solely in audience, economic, marketing and social terms, it nevertheless manages to address important issues relating to how the new digital arts are connected to the experience of our everyday lives. It is a significant “weather vane” signal by the Keating administration that finally the new media technologies are being factored into government cultural policy. But why should new media artists endowed with experience and knowledge of these art forms play second fiddle to our techno-corporate industrialists?
RealTime issue #5 Feb-March 1995 pg. 25
With Microsoft CEO Bill Gates and the Pope in Sydney at the same time in January this year, inevitably comparisons arose, with one newspaper declaring that “the Pope is here and God is too”. But while the Pope beatified Mary MacKillop, Gates preached a new religion of digital information.
Paul Keating ratified Gates’ vision in his Creative Nation statement, by committing $84 million to supporting the development of indigenous CD-ROM and on-line information services. But how can individual Australian developers take advantage of the multimedia hype and successfully build and market their own CD-ROMs or on-line information services?
Given that multimedia developers typically fall into two camps, the technoheads and the artists, the first challenge is marrying creative with technical and software skills. Here, the internet or physical bulletin boards of universities and colleges can help. Also useful could be Microsoft’s “Multimedia Jumpstart”, a CD-ROM developer’s kit, and Interactive Multimedia Development Guide, a free publication on how to develop CD-ROMs, available from Microsoft.
The second challenge is getting access to funding to develop your concept commercially. It can cost up to half a million dollars to successfully develop and market a CD-ROM globally. Commercial information services can cost similar amounts.
There are five main development phases for multimedia: market analysis and development of a proposal, including the business plan; scripting; prototyping; production; and marketing and distribution. There are several possible avenues to secure funding for each phase:
• Friends wishing to take a share of your business. Many small high tech companies begin this way.
• Small business loans from the bank, difficult to get if you are a sole proprietor, and do not have four or five years of business success under your belt.
• Australian or overseas multimedia companies that may want to invest in your title. All global multimedia companies have departments to assess acquisition or investment in start-up companies. New on-line information gateways being established in Australia such as On Australia, the joint venture between Telecom and Microsoft, may also be interested.
• Venture capital funds in Australia or United States. Depending on their assessment of your business plan, market forecasts and management ability, these companies take a share of your business in return for providing funding. • Federal arts or small business loans and grants. The Australia Council, Film Australia and the soon to be established Australian Multimedia Enterprise (AME) fund a variety of multimedia and will generally review your business plans in a similar manner to the venture capital funds.
Distribution is the third big challenge. With the flood of CD-ROMs coming onto the market there will soon be a ‘shelf space’ problem, where smaller independent publishers will have difficulty selling their products because the majors will dominate the shelf space for CD-ROM sales. The most successful approach seems to be negotiating a licensing or distribution deal with one of the majors, such as Microsoft or Brodurbund.
Independent developers will also need to rapidly acquire new skills in the field of user interface design. If Microsoft’s success in developing icon-based graphical user interfaces is any indication, the multimedia titles that are most intuitive for users will also be most successful.
When AME is established in March this year, its mandate will include providing advice to new Australian developers seeking multimedia project finance. This will go some way to creating a much needed information node and coordination point for the multimedia industry in Australia. It could be a useful starting point for you if you require advice about how to take your multimedia idea one step further towards commercial development.
RealTime issue #5 Feb-March 1995 pg. 27
Those of us who have been keeping an eye on the creative and meaning-making possibilities of the computer since the early 70s have always been daunted by the technology with which it is associated, by its cost and by the complexity of the metalanguage. The developments in multimedia computing technology of recent years have to some extent addressed these concerns, although the time, effort and precision required to assemble a series of images for interactive purposes are still considerable. The prospect of a crash is all too real, unless well-designed software runs smoothly from the memory store. It is here that the CD-ROM can make its greatest contribution to art production.
The CD-ROM has more stable attributes than the memory storage devices normally linked to the computer’s processor, such as floppy and hard discs, which are based on magnetic media and so subject to interference both electro-magnetic and physical. While artists have been working with computer technology since its arrival on the scene in the 40s, CD-ROM enables the digital data stream to be stored in a medium more stable than the magnetised surface, whose delicate and fugitive nature evokes the clay used by sculptors before bronze-casting arrived to maximise plasticity and permanence.
Recently, desktop CD-ROM burners capable of making an individual Compact Disc-Read Only Memory (CD-ROM) hit the market. Initially intended for the archiving of company accounts and records, increasingly, contemporary artists are responding to the potential of the computer/CD-ROM medium as several of the ‘problem areas’ are addressed:
• Where previously there was a whole host of ‘computing systems’ of infinite combinations of hardware and software, the CD as a publishing/distribution medium has encouraged the convergence of systems for making, and replicating, the artwork.
• The ephemeral and fugitive nature of much computer-based work has restricted its exhibition potential to one-off installations, or playout through video/film recording. The archival specifications of CD-ROM can more or less guarantee the integrity of a completed work as “art-on-disc”, as well as enhance the prospects for financial return to artists through purchase, editioning and licensing.
• The cost of transferring computer files from “the studio”(the workstation with hard disc/server) to “the gallery”(the Compact Disc) has been lowered, enabling relatively cheap ‘casting’ – AU$150 per copy commercially down to AU$30 material costs if a ‘burner’ can be accessed.
• The industry has designed tools for production, for specialist users rather than programmers, offering artists independence from profit-orientated facility houses at the production stage, although one has to be a truly Renaissance individual – simultaneously photographer, film/video camera operator, lighting director, graphic designer, writer, picture and sound editor, typographer, sound recordist, computer programmer and line producer – or play at “the real estate business” and raise a budget to be able to pay for the expertise required.
Whilst being regarded by sections of the industry as an intermediate technology awaiting the arrival of the ‘superhighway’ networks, the CD medium’s material immutability will remain a major advantage as a storage device. Through an interface with whatever distribution system technology provides, like the Greek bronze, the disc is a stable repository of cultural evidence capable of becoming knowledge.
Mike Leggett is currently preparing an international survey exhibition of artists making and distributing work on CD-ROM for the Museum of Contemporary Art in Sydney to be held mid-year. This article is extracted from a paper presented at the Intersections Conference at the UNSW in September 1994. The full paper and further details about the Artists CD-ROM Show can be accessed on the World Wide Web at: http:// www. gu. edu. au/gart/Fineart Online/info/cd-rom.html [expired]
The MCA is on the lookout for artists whose work uses CD-ROM for possible inclusion in their show planned for September this year. The curators’ main aim is to represent the diversity of practice being pursued worldwide by artists working with computers, giving particular emphasis to work that is extending the possibilities of the medium, for example its potential to alter the nature of engagement between a work and its audience. Innovative presentations by artists using CD-ROM of work in other media will also be considered. The deadline for proposals is 17 February, 1995.
RealTime issue #5 Feb-March 1995 pg. 27
Doors of Perception 1994 was staged by the Netherlands Design Institute and Mediamatic magazine. Over 1000 delegates from all over Europe, the USA, Japan and Australia, from the fields of technology, design, psychology, philosophy, art, and architecture were in Amsterdam for the event.
The conference organisers started from the premise that when a new technology enters a culture, the culture changes. In response, speakers focused on a particular culture, ‘home’: home as market, as metaphor and as myth.
Speakers compared the qualities of telematic space and domestic space, and analysed changes to our sense of place, both public and private. They looked at the psychology of belonging – to a family, group, or community, and explored the architecture of information and the creation of shared meaning in virtual communities.
There was concern expressed that vast resources are being devoted to digital versions of existing human activities – teleshopping, video-on-demand, telecommuting, but attempts to create entirely new uses for the technologies have been unambitious, to say the least. As the concept of ‘home’ developed, various speakers engaged in debate about the political and cultural potential of new media and its impact on domestic space. What ‘home’ might constitute in light of advances in telematics physically as well as psychologically became a key issue for the conference.
For John Perry Barlow, lyricist for The Grateful Dead and co-founder of the Electronic Frontier Foundation, the global interpersonal links facilitated by the “information superhighway” mean that one can go out and make everywhere ‘home’. Pauline Terreehorst, journalist and author, speculated on the other hand, that the introduction of communication technologies into the physical home would transform the home into a place where people could also work thereby fostering positive changes in relationships between men and women. Her argument was founded on the belief that home played a much more positive role before industrialisation forced people to separate the domestic sphere from work.
Amy Bruckman, a doctoral candidate at MIT, and founder of MediaMOO (a text-based virtual reality environment designed as a professional on-line community for media researchers), saw communication networks as a place – perhaps an extension of the home. She stressed the expressive powers of language and the role of the imagination in new media, pointing out that the network was a place or space to inhabit, and that MOOs are more about a sense of community than they are about information exchange. Mitch Ratcliffe, editor of Digital Media and co-author of Powerbook: The Digital Nomad’s Guide, was particularly concerned to ensure that freedom of speech and thought along with privacy in all personal transactions are protected by the technosystems. He stressed that public participation is crucial to the development of information networks, given that currently the networks simply resemble an “infomercial superhighway”. To Ratcliffe, the Church, the State, and the Corporation have to date been the dominant influences on society, whereas we now need to focus on a sense of community. Whilst the sense of family, or community on the net provided the audience with a positive – indeed almost warm and fuzzy feeling – as the conference progressed the issues related to privacy and access and the fear that the internet already appears to be slipping from the public sphere provided a counter argument. This tension exploded during David Chaum’s paper. Chaum is managing director of DigiCash, an Amsterdam-based company which has pioneered electronic cash payment systems and also chairs CAFE, the European Union research consortium investigating the technical infrastructure and equipment for electronic money in Europe. He described the possible introduction of purchasing power via the internet, which raised concerns amongst many of the conference participants about what sort and how much personal information about users would become readily available via the net.
Whilst artists such as Jeffrey Shaw from Karlsruhe, and Lynn Hershman from California provided some insight into how media art can provide a means of critiquing space and place in the impending telematic age, more concrete issues of how to maintain or indeed gain equitable access to the “infobahn” tended to be marginalised by the debate.
Given the multimedia-mania which has arisen out of the Federal Government’s recently announced Cultural Policy, you too may wish o participate in the echoes of these debates. You can do this by accessing papers delivered at the conference at the World Wide Web site set up by Mediamatic and the Design Institute, where, sitting in a dark bedroom bathed in the light emanating from your computer terminal, there is also the opportunity to reply. http://mmol. mediamatic.nl
The Netherlands Design Institute, established in 1993 as an independent foundation which receives core funding from the Dutch Government, aims to identify new ways by which design may contribute to the economic and cultural vitality of the community. It is a ‘think-and-do tank’ which develops scenarios about the future of design and undertakes research projects to test them.
Mediamatic magazine is a quarterly on art and media and the changes being wrought by techno-culture, hypermedia and virtual reality. Aside from the print and CD-ROM publications, Mediamatic magazine is also published on the internet. Mediamatic Interactive Publishing also offers content driven research and development.
RealTime issue #5 Feb-March 1995 pg. 28