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1. New mediaversusc)zberculture.
To begin with. we may distinguishbetweennew mediaand cyberculture.In my view
they representtwo distinct fields of research.I would definecybercultureas the study of
various socialphenomenaassociatedwith Internetand othernew forms of network
communication.Examplesof what falls undercyberculturestudiesare online
communities,onlinemulti-playergaming,the issueof onlineidentity,the sociologyand
tl-reethnographyof email usage,cell phoneusagein variouscommunities;the issuesof
genderand ethnicity in Internetusage;and so on. Notice that the emphasisis on the
social phenomena;cyberculturedoesnot directly deal with new cultural objectsenabled
by network communicationtechnologies.The studyof theseobjectsis the domain of new
media.ln addition,new mediais concernedwith cultural objectsand paradigmsenabled
by all forms of computingand not just by networking.To summarize:cybercultureis
locusedon the social and on networking;new mediais focusedon the cultural and
computing.
5 .N e w
estheticsthat Accom
"observational"
cinema.
cinema,or cindmavdritd("cinematruth"), it alsoinvolved
filmmakers using lighter and more mobile (in comparisonto what was availablebefore)
equipment.Like today'sDV realists,"the l960s "directcinema"proponentsavoided
tight stagingand scripting,preferringto let eventsunfold naturally.Both then and now,
the filmmakersusednew filmmaking technologyto revolt againstthe existing cinema
conventionsthat were perceivedas beingtoo artificial. Both then and now, the key word
of this revolt was the same:"immediacy."
My secondexampleof similar aestheticstrategiesre-appearingdealswith the
developmentof moving imagetechnologythroughoutthe nineteenthcentury,and the
developmentof digital technologiesto displaymoving imageson a computerdesktop
duringthe 1990s.In the first part of the 1990s,as computer'sspeedkept gradually
increasing,the CD-ROM designershavebeenableto go from a slide show format to the
superimpositionof small moving elementsover staticbackgroundsand finally to fullframe moving images.This evolutionrepeatsthe nineteenthcenturyprogression:from
sequencesof still images(magic lanternslidespresentations)
to moving charactersover
staticbackgrounds(for instance,in Reynaud'sPraxinoscopeTheater)to full motion (the
Lumieres'cinematograph).
Moreover,the introductionof QuickTimeby Apple in 1991
can be comparedto the introductionof the Kinetoscopein 1892:both were usedto
presentshort loops,both featuredthe imagesapproximatelytwo by three inchesin size,
both called fbr private viewing ratherthan collectiveexhibition.Culturally, the two
technologies
alsofunctionedsimilarly:asthe latesttechnological"marvel." If in the
early
parlorswherepeep-holemachinespresented
1890sthe public patronizedKinetoscope
them with the latestinvention-
characteristics.In placeof graphicand hard-edgecompositionspioneeredby MoholyNagy and Rodchenkowe now have smoothmulti-imagecompositeswhich use
transparency.blur, colorizationand other easilyavailabledigital manipulationsand
which often incorporatetypographythat is subjectedto exactlythe samemanipulations.
(Thus in post-Photoshopvisual culturethe type becomesa subsetof a photo-based
irnage.)To seethis dramaticchange,it is enoughto comparea typical music video from
of
1985and a typicalmusicvideo from 1995:within ten years,visualaesthetics
photomontagehave undergonea fundamentalchange.
Finally, thinking aboutnew mediaas speedingup of algorithmswhich previously
were executedby hand foregroundsthe useof computersfor fast algorithm execution,but
ignoresits two other essentialuses:real-timenetwork communicationand real-time
control. The abilitiesto interactwith or control remotelylocateddatain real-time,to
communicatewith other humanbeingsin real-time,and control varioustechnologies
(sensors.motors.other computers)in real time constitutethe very foundationof our
information society- phonecommunications,Internet,financial networking,industrial
control, the use of micro-controllersin numerousmodernmachinesand devices,and so
on. They also make possiblemany forms of new mediaart and culture:interactivenet art,
interactivecomputerinstallations,interactivemultimedia,computergames,real-time
music synthesis.
While non-realtime mediagenerationand manipulationvia digital computerscan
be thought of as speedingup of previouslyexistingartistictechniques,real-time
networking and control seemto constitutequalitativelynew phenomena.When we use
Photoshopto quickly combinephotographstogether,or when we composea text using a
Microsofl Word, we simply do much fasterwhat beforewe were doing eithercompletely
n.ranuallyor assistedby sometechnologies(suchas a typewriter).However, in the cases
humanspeechin real time, monitors sensors
when a computerinterpretsor synthesizes
and modifies programsbasedon their input in real-time,or controlsother devices.again
in real-time,this is somethingwhich simply couldnot be donebefore.So while it is
importantto rememberthat, on one level, a moderndigital computeris just a faster
calculator,we shouldnot ignore its other identity: that of a cyberneticcontrol device.To
put this in different way, while new mediatheory shouldpay tributesto Alan Turing, it
shouldnot forget aboutits other conceptualfather- Norbert Weiner.