Site Unseen
Seeing, Mapping, Communicating
David Cox
Demographs
Property has eyes. As John Berger in Ways of Seeing argued to
see is to own, and conversely to own is to be able to see. Underscoring the
particular privilege of the Renaissance man was always to be afforded the right
to lay a claim to his own individual, private and unique point of view; to have
a constant personal vanishing point. This Enlightenment legacy is still
essentially the guiding principle behind economic rationalism, the idea that
society is not the basis for human shared experience. Rather people are imagined
and encouraged to view themselves as sovereign, discreet economic units.
Advertising, urban planning and the nexus between the mainstream media and
everyday life underscores the perpetually reinforced notion that the basic
defining aspect of people is their personal purchasing power; consumption.
The notion that society can be broken down into socio-economic
"demographics" — literally 'people-pictures' reflects the idea that audiences
are not pre-existent, but rather like maps, made. Popularized in the late 1960s,
the process of making TV shows for assumed demographic sectors of society marked
the rise in the importance of the advertisers in the development of popular
culture. Executives were concerned to map and chart and infer the overall nature
of their audiences as part of market research for advertisers.
Try To See It My Way — Subliminals
Pierro De La Francesca, the famed Renaissance painter and architect
built arcane secrets into his pictures. Trained in the then very new technique
of perspective painting, Pierro integrated systems of Euclidean geometry into
the formal composition of his paintings. He even included 'secret' messages into
the subject matter, such as five sided pentangles and so on which to those in
the know at the time related to the presumed relationship between man, God and
the universe. In some pictures, only recently developed techniques have enabled
scholars to unlock some of the secret messages embedded in his paintings. The
pictures were ciphers — cryptograms which referred back to the social conditions
under which they were made in order to flatter those who could identify those
codes. These conventions were considered part of what it meant to be an educated
Renaissance artisan.
The cryptographic geometric and perspectival cosmologies integrated
into his work and that of others around the same time — Leonardo Da Vinci, and
Giotto were those of high levels of mathematical abstraction, themselves at the
time 'redeemed' from Greek antiquity. Using a system which would today be called
'ray tracing' and which would be done using 3D graphics software, Pierro was
able to calculate the appearance of objects in 3D space by numerically
transposing positions of say parts of a human head tilted at an angle. The
extraordinary feat was to be able to mathematically conceptualize the body as a
fluid dynamic system whose spatial and positional appearance on the canvas could
be represented by numbers. The numbers then could be used, quite separate from
their real life referent to calculate the appearance of the same subject from
any angle.
Just as computers now are used as much as cameras to deliver moving
pictures to our screens, the common conceptual link between the two technologies
is that of the abstract 'plane' upon which the perspectival image is imagined to
fall upon. One of Pierro's most famous images is that of a tilted head; a detail
from his painting The Flagellation. The position of the head was one of
many he could have settled on when he painted the picture, the subject of the
picture was not present when it was painted. Rather the image of the subject had
been abstractly transposed numerically by Pierro first into his memory, then
onto paper and from paper onto canvas. A computer graphics artist can choose to
show a 3D model of a dinosaur or space ship from any angle and because the
computer 3D graphics rely on the centrality of the perspectival view of the
universe, any graphic can be made to co-habit the perspectival domain of
photography.
What seldom gets examined or analyzed as much as it could in
contemporary popular culture is the legitimacy of that perspectival
interpretation of reality. The Enlightenment and its giddy claims to the sole
'take' on the human condition are reinforced with every computer generated urban
planning layout, every blockbuster movie — particularly those with elaborate
computer graphics and most other representations which seek to privilege the
individual as a sovereign, isolated subject.
Encasement Wish
The myth of the encased fighter pilot, the completely technologically
mediated man was the famous subject of the Roland Barthes "Mythologies" essay
"The Jet Man". Barthes could easily have been writing about the hardcore
aircraft fighter simulator freak, or the racing car simulation videogame
enthiusiast. The often physically restrained VR encumbered shackled to his scuba
like equipment resembles closely the look and feel of many S&M gear on sale
in leather sex fetish shops the world over. The very British sexual thrill known
as "encasement wish" finds expression in much of the language and apparel of
virtual reality, and immersion fantasies of all kinds. A bit of BBC folklore has
it that the men whose job it was to operate the Dalek robot machines in the "Dr
Who" show were often reluctant to get out of their dalek outfits, so closely had
they identified with the role...!
If Looks Could Kill
This insistence upon the film plane as evidence of events passed,
found chilling expression in the 1990 Gulf War — the 'Nintendo War" where 'the
eye of the bomb' televised its trajectory to the world. The crossing line here
showed that for US foreign policy as well as domestic that the gamble of the
Gulf War paid off. As the bomb took the viewer with it into the side of the
bunker, the fact of the bomb's technological/political trajectory was also
carried across into political certainty on TV at home. No one could refute the
meaning of that image, even if they had lost on its outcome. It spelled its
message out loud and clear. The United States had the technological might and
means to dominate world economics. Things had not always had been so
deliberately unequivocal.
In the 1972 film Letter to Jane by Jean-Luc Godard and Jean
Pierre Gorin the soundtrack's narrator deconstructs an image of Jane Fonda on a
trip to North Vietnam cavorting with an 'enemy' artillery piece. During the
Vietnam War images and sounds circulated freely from the war zone to the United
States. The more images flowed the less meaning they seemed to convey.
In Letter to Jane another image shows Fonda being talked
to by a North Vietnamese official. Fonda's expression is serious, concerned. As
the film's soundtrack's deadpan narrator explains, the movie star (Fonda) is in
focus, but the Vietnamese army troops behind her in the picture are distant and
blurry. The film goes on to explain that in reality the purpose and role of the
United States in Vietnam is, like the image of the Vietnamese troops, blurred.
In reality however the aims and objectives of the Vietnamese themselves the
narration continues is quite clear, and so the way a picture appears serves to
convey the opposite of its literal appearance.
Sharp Cuts
Film montage emerged from a certain vantage point, a peculiarly 20th
Century vantage point. The idea of disjointed clashing meanings was in common
circulation in Europe in the early 20th Century. The political payload which
accompanied the aesthetics of montage was powerful indeed. The photomontage
images of John Heartfield in Germany in the 1920s were culture jams in the
extreme. The proliferation of photographs in print publishing enabled political
satire to find expression through the surgical cuts of scalpel on the photograph
and to cut and paste and rework still images had its parallel in the development
of film editing in Russia. The Eisenstienian technique was to make images clash
up against each other and in colliding, give rise to combatant new images. This
art of montage was the aesthetics of context migration. With film editing new
meanings could be divined from the intersection where images collided in time.
With photomontage the spatial field of the photograph itself rather was the
terrain of a clash of opposites, where powerful hybrids of image with image
could occur.
Planes Of Thought
Linking these technologies was the idea that spaces could be traversed
without effort, or that technology could mediate space. Photography and cinema
have the aim of placing the viewer somewhere other than where they actually are
— transporting them in fact. Cinema and photography both employ spatial fields
of view; the Euclidean geometric breakdown of space into geometric forms. Inside
a camera, light falls on the film plane, is recorded photochemically, by means
of a mechanical shutter. The technology of limits capture. Adjustments of
physical limits to effect chemical processes
Aircraft are similarly about the manipulation of forces, which in turn
are therefore relatively simple to translate into code for the purposes of
making a simulation. Variables like thrust, pitch, yaw, elevation, speed, flow
represent the chaos of the movement of air over the wings, of the propeller
through the air. Affording a view of the surroundings cartography mapping
Empireās make maps before invading. The British Empire's first step prior to
setting up India as a giant cheap manufacturing and supply colony was to divide
the country up into triangle shaped segments, the better to map it. Conceptual
ownership longitude.
Getting High: Space Race And LSD
The Space Race and the Cold War represented the fusing of political
and technological imperatives toward a unified Imperial assertion of Superpower
supremacy. The quest for space took on a religious overtone in both the USA and
the USSR; both elevated space exploration as the pinnacle expression of
modernist progress; to boldly go and get "launch fever". It is no accident that
Tom Wolfe should valorize the extremes of 1960s expansionism on both the left
and right. The Electric Kool Aid Acid Test is essentially the same quest
as that pursued by those with The Right Stuff; Americans going the
furthest, one way or the other. Trajectories of superpower aerospace were
largely ground oriented; the relationship of earth based bureaucracy running
smoothly contrasted with counter-cultural claims to anti-bureaucracy. In
actuality the counter-culture was often highly organized and operated under the
auspices of a similar technology worship — drugs — "better living through
chemistry" and later of course the personal computer revolution.
The central view predominated in the 1960s much as it had done since
the Renaissance. The privileged point of view of the Medici-funded artist was
paralleled 400 years later by the NASA or USSR backed astronaut. The prize
brought back to civilization from the Space Race was that of the unique view the
space photograph of the earth, the moon panorama taken from space suit or Lunar
Module cockpit. Neil Armstrong as Michealangelo's David. Officialdom needs time
and space measured, divided, controlled.
Light Hackers
Photography — Joseph Nicephore Niepce (creator of the first fixed
photo) was something of a photochemistry hacker as an experimenter using
cameras, chemicals and surfaces. Exposure to light and the chemical fixing of
the camera obscura's image was the aim of the first photographers. The very
first 'fixed' photo was of his own courtyard. Niepce needed to leave the camera
somewhere where it could be left.
Babbagea's Difference Engine b> (though it did not work)
had already been built when the first fixed photo was made. Computers have long
been closely linked to the conceptualisation of space — Charles Babbage's famous
unfinished prototype for a computer, the analytical engine developed in the
1830s was developed in response to a request from the British Government to
generate better navigational charts for mercantile shipping. The Colossus
computer developed in the UK to crack Nazi radio codes, found itself mainly
decoding co-ordinate information of Atlantic submarine positions, and the like.
The miniaturization of electronic components which resulted in the
development by counterculture hippies in the mid 1970s of the personal computer,
was itself the result of the need by the military industrial complex for small
parts for use in missile navigation and space travel. Mapping, architecture and
urban planning also play a large role in the development of video games, whose
elaborate labyrinths of play and dynamics in turn find eerie expression in the
layout and appearance of the contemporary themed shopping precincts of our major
cities.
Game Plans For Utopia
Strategy and games both require abstractions of space, and the
dynamics, which take place within them. The Situationist International's project
was that of reclaiming a rapidly modernizing Paris after its liberation in 1945
from the clutches of commercialization. Against sterile rationalist planning of
inner city housing and retail areas they proposed radical alternative uses for
cities, which emphasized a sense of free play, and which advocated a system of
activities in art and architecture, film and writing which would ultimately
render work and all forms of social control obsolete.
The mediascape as we may call it now dominates the public imagination.
The mediascape or spectacle is that set of vectors defined by mainstream
broadcast television, electronic systems of retail and police enforcement,
expansionist freeway construction regimes, centrally owned commercial print
publishing advertising, and public relations organisations.
In addition, to the S.I. a sister idea to the derive was the notion of
detournment — literally detourning — signs, images, sounds, video, film.
More contemporarily known as sampling and culture jamming —
detournment has enjoyed a solid place within contemporary art practice
throughout the 20th Century.
It is the dream of many to live in a world where work itself has been
abolished. This simple desire flies in the face of a world where public space is
replaced by the leased holding. Where our "future dreaming is a shopping scheme"
to quote Johnny Rotten.
Saucy Sorcery!
Early parlour toys dallied with sex and the licentious — zoetropes and
praxinoscopes and other visual tricks often were delivery mechanisms for lurid
porn fantasies and devil images, rather like the proliferation of video
recorders in the early 1980s. The boom in inititial VCR sales stemmed largely
from the newly created home porn video market. The industrial revolution
was starting to result in identifiable domestic scientific entertainment forms —
the home microscope (a latter day home computer) offered views into
other worlds — the microscopic and the microphotographic. Microphotographs were
tiny photos to be viewed through microscopes.
These images are ghostly, even phantasmagoric. At the Sony Center in
San Francsico recently, my wife and I were able to have a hologram made of us
kissing. The image of us turning and kissing moves as one angles the card on
which it is mounted from side to side under a light. To take the hologram, a
video camera on a kind of four foot long conveyor belt scanned our faces over a
period of five seconds as we kissed. The resultant frames were then processed in
an adjacent lab, which converted the digital frames into the reflective white
light hologram moving image the size of a large postage stamp. In a sense the
technology of the space/time based arts like cinema and the space recording arts
like photography have converged to enable moving holograms which record events,
albeit short span ones, and to present those events in movie like images which
can be seen in ordinary white light.
C3 Command Control, Communication
Communications, military strategy, and the control of land and sky
have always been intertwined. To this end the themes of secrecy and encryption
have found expression in works whose message was often as hidden as explicit
since the Renaissance. Then as now military power is synonymous with Imperial,
national economic power. A recent TV documentary shown in Australia included an
aboriginal woman's description of the Pine Gab base in northern Australia "It's
the eyes of America" she said.
Alan Turing and his team of encryption experts helped build the
"Collossus" device in England during World War II as well as other computers to
decrypt enigma encrypted nazi radio signals. These encrypted morse code messages
usually were co-ordinates on maps of locations and maneuvers of such things as
Luftwaffe bombing targets and directions for fleets of U-boats to torpedo
merchant shipping.
The Situationists often made use of guerrilla iconography in their
artwork, the most famous of which is the "Naked City" image from the collage
book by Asger Jorn and Guy Debord. In this image, curved arrows link cut up maps
of Paris to indicate those regions considered the most amenable to play and
liberty. These were described as 'ambient unities'. The convention of the arrow
on a map is, of course, strategic in origin. It shows the movement of artillery,
personnel and so on — the opening sequence of the early 1970s show set during
WWII, "Dad's Army", parodied the direction of the arrows on a map of Europe.
Guy Debord's work included, toward the end of his life in 1994, a
board game whose surface was a grid, and the pieces of which, were markers. The
aim of the game was to roll a dice and to occupy space. The iconography of the
symbolic re-taking of cultural space was thus 'detourned' from its origins in
Imperialist wargame culture.
War games play a main role in the mindset of those whose job it is to
conceptualize a videogame's possible set of outcomes. RPGers or Role Playing
Game writers are usually deeply conversant in the syntax and conventions of
military strategy. The premise for them is often 'we are always at war', a state
of affairs no doubt shared by many who view themselves in opposition to
mainstream life in general.
The 1990 Gulf war began not long after the finalization of the virtual
mapping of the Persian Gulf region for use in the onboard memories of cruise
missiles, pilotless, smart weapons which can find their targets within 5
meters over thousands of kilometers.
The abstraction of space and land and the making of maps seem
inseparable from attendant notions of ownership and domination. The twin
gestures of both looking and seeing are about controlling the cartographically
consolidated, abstracted space.
The fact that the Internet was designed as the last lines of
communication for besieged post-nuke war military brass is widely known. The
network was a way of decentralizing control. The centralized nature of modern
urbanism meant that if the Soviet Union were to nuke American cities, power
would have to reside outside centralized locales of political and administrative
institutions. Decentralization as a survival strategy found its way into the
development of such innovations as Buckminster Fuller's geodesic dome. Embraced
in the 1960s by both the counter-culture and the military, the famous geodesic
dome was emblematic of, on the one hand the rationalist notion of maximizing
efficiency with minimum resources, and, on the other "communal" self support,
the efficiency of which was no less appealing.
Designed to withstand the devastating effects of nuclear war, the
truism goes that the Internet "interprets censorship as damage and
re-routes around it". Imperviousness to commercial co-optation may prove
somewhat more difficult. In the relatively early days of the Internet, the early
1990s, to get on-line required something of a knowledge of the Unix operating
system. True to the tenets of Unix, if you were unable or unwilling to teach
yourself the language, it was assumed you had little interest in learning about
the systems upon which it was based.
Gameplay — The Abstraction Of Engagement
The various genres of games — 'shoot-em-ups' which reward fast finger
action, simulators which privilege the level of representational
similarity to the real world system being simulated and role playing games all
create for the player self — contained cosmologies. The level of resemblance to
the 'real' world matters less than the level of engagement for the player. This
level of engagement is known in the trade as gameplay, and is so abstract a
concept that defining it is less understood as felt. The prime test of a game's
gameplay is of course the popularity of the game in the marketplace as an
addictive experience.
The first web site I saw in 1992 was based at the same department and
showed a 'virtual tour' of the corridors of that department. In those days most
people understood the net as a primarily and uniquely public entity. Anything
commercial at all was frowned upon as contrary to netiquette. To sell your CDs
via email was considered inappropriate and to multiple send anonymous ads was
considered so deeply offensive, that the sender was likely to have his or her
'Spam' returned in spades, the attempt to crash the server of the spammer.
If an imagined war-hungry Soviet Union were supposed to have been
unable to overthrow the Internet's original purpose as a military communications
channel, then supposedly years later the big corporations were expected not to
have face the same type of restriction.
There are those who entertain a rather cryptic notion that the
Internet has grown to such a size that it is conceivable that it may have
developed characteristics of a sentient entity. Indeed for even those who know
little about the Internet, using it successfully for the first time must echo
the feelings of those who picked up the phone receiver when that invention was
new. This eerie sense of telepresence — being somewhere without going there —
continues to define the themes of the techno underground movement. Dance clubs
and dance tracks often refer to contact with outer space, with other dimensions.
I met Erik Davis in San Francisco in 1999. He had just finished
writing an article about pinball machines for Wired magazine. We talked
about the philosophy underpinning many of the developments in electromagnetic
technologies over the past century. He appears in Craig Baldwin's latest film
Spectres of the Spectrum which in science fantasy form, dramatizes the
overlap between the battle for control of the electromagnetic spectrum by
corporate and government interest versus ordinary 'hacker' individuals. Nicola
Tesla, the eccentric and superstitious inventor of radio control and alternating
current power, and Philo T Farnsworth, the inventor of television, both met with
an ill fate at the hands of the large organizations which essentially stole
their ideas and left them with nothing.
Davis' book Techgnosis examines the inter-related themes of
spiritualism and technology — particularly that of electronics. The invisible
energy source whose origins like in the magnetic nature of bodies in the
universe resembles for many who have learned to benefit from it aspects of an
imagined parallel dimension. In all of these types of inquiries, certain
elements remain consistant. The seen and the unseen dance a complex waltz around
those spaces where the body and the machine exchange faculties. The highly
organised global systems of official entertainment has now joined that other age
old official project, the command and control of earthly and outer space. With
war as its natural fuel and starting point, the demands of commerce continue to
shape what is seen, and what is left unseen. Our technological imperatives now
stem directly from a kind of official curiosity whose manifestations can only
increase in complexity, even if those same imperatives stem from the basest of
human instincts — to dominate, to subjegate and to control.
David Cox is a film maker and writer based in Brisbane, Australia.
He currently lectures in digital screen production at Griffith University.