15.8.01
I have just finished my MA in Creative
Technology. I have returned to the university library
where quite soon, I will no longer have access. I have
taken 12 books which I will be reading over the next few
weeks, and one of the most important is War of the
Worlds: The Assault on Reality, by Mark Slouka. I
noticed it on the shelves about six months ago and felt
I could not read it, interesting as it was. It contradicted
parts of my MA, and I could not afford to reflect on its
central message: that the growing digital culture might
threaten social and psychological health, hidden behind
unexamined ideas.
Part of the reason I am writing this essay is to recover
"a sense of psychological well being that one gets from
coming clean after having become entangled in a net of
lies and half truths" (Slouka 1996: 136).
Setting the Scene
The Salford University site I frequented is located in
a desolate and ugly area. The building won architectural
awards and has been used as a location for television
programmes like Cold Feet. At the beginning of
the course, there was a student who only attended for
a few weeks. It was she and an archotectural colleague
that designed what she admitted was "a pile of crap".
It looks stylish from the outside, but using it as a working
and social space is a different matter. It's like spending
hours in an airport lounge. There is only one tiny communal
area, offering uncomfortable metal seating. It looks like
a prison, with metal flooring and large open plan windows,
so you see people all the time as you walk along the corridors.
Very sterile and dehumanising, and I discovered that a
few years ago one of the large plate glass windows fell
out of its socket. If anyone had been nearby, it would
have been fatal.
The problem here is that of form and content: the building
looks impressive, but is an uncomfortable social space.
This theme links to my present analysis - the content
and form of digital work.
The Wider Context
The 12 books are academic critiques of digital culture,
based on a media studies outlook. They locate digital
culture in a wider perspective, and question the effect
it is having on social and psychological life.
I attempted to introduce humanistic content into my MA,
referring to poets, novelists, filmmakers and psychologists;
this was the basis for some of my work. However the prevailing
ethos did not encompass this; the use of sophisticated
technology was a self-referential and self-justifying
criterion. As long as we did this it was accepted, regardless
of wider theme - or absence of theme. It is an advanced
degree, yet I attended discussions where Internet games
were considered worthy of serious attention, and bombarding
a museum server with e mail was conceived as 'art'.
Slouka opens his book with the following:
In 1990, a reporter for the New York Times, following
the famous case of a man accused of murdering his pregnant
wife and then blaming the assault on un unknown black
assailant, asked a neighbour of the couple her thoughts
on the tragedy. Do you accept his story? She was asked.
Does it seem possible to you, knowing this man, that he
made up the whole thing? 'I don't know', the woman replied,
'I'm dying for the movie to come out so I can see how
it ends (Slouka 1996: 1).
He uses this dramatic and emotive example to indicate
what he regards as a growing separation from reality.
His position is extreme, but he identifies a legitimate
critical argument.
I do not reject digital culture as Slouka does. I have
invested a large amount of time and energy learning how
to understand and use it, and believe that it can and
does enhance life in interesting ways. I continue to work
with it. However critical thinking is often dialectical,
and I balance my own interest with an awareness
of wider social and psychological considerations.
There is a 'digital ethos' with its own rhetoric; in
a post-modern sense, it is a 'text' like any other. Slouka
notes that what he reacted against was what he called
'technological absolutism'. As an example, he refers to
the belief in immortality, and how this might be achieved
by projecting human consciousness into sophisticated computers.
This involves a rejection of the body and a belief in
a finer and more sophisticated dimension of existence:
Individual identity, physical space, reality itself,
had turned plastic and malleable, mere constructs we might
choose to buy into, or reinterpret, or discard altogether
- as we saw fit (Slouka 1996: 24).
For Timothy Leary, the Internet was equivalent to the
drug culture of the 1960s: a means of transcending physical
limits and hierarchical society. One seminar on my MA
focussed on 'artists' who imagine that they reconfigure
their physical existence by attaching technological devices
to their body. The body is regarded as an ideological
construct, a composite of "attitudes, beliefs and preconceptions,
themselves dependent on larger economic and political
forces at work in the general culture (Slouka 1996: 28).
The rhetoric is seductive, but hallucinatory: technology
- and language - acts like a drug.
In another MA seminar, a discussion began about 'cyberspace'
and if it is somehow 'spiritual'. I chose not to engage
with this because the terms were not defined: what 'spiritual'
means and how it must refer to something that is not physical.
If we do not consider these questions with some rigour,
we are susceptible to "the leap from mechanics to theology"
(Slouka 1996: 36). The enquiry into consciousness has
existed for thousands of years; it is not subject to the
parameters or limitations of digital culture.
Sociologically, 'digital artists' are a kind of sub-culture
in the sense that their work is not yet mainstream. The
concepts used to justify their practice are sometimes
flawed. Jean Baudrillard, for example, is often used to
account for the idea of 'cyberspace' and digital simulation.
A piece of Internet or 'virtual reality' art seems to
have credibility if you do this. As Christopher Norris
notes in Uncritical Theory, the fact of simulation
culture does not mean it accounts for the nature of 'reality':
The main confusion is Baudrillard's thought is his
habit of equating what is currently, contingently 'good
in the way of belief' with the limits of what can possibly
be known from a critical or truth-seeking standpoint
(Norris1992: 16).
In other words Baudrillard has presented not a critical
analysis, but a simple observation. When 'digital art'
refers to Baudrillard, it justifies itself with conceptual
flaws. The term 'hyperreality' may well describe contemporary
life, but that does not mean that is all we can hope for,
or all that now exists.
Norris notes that "truth is defined solely in performative
or rhetorical terms, i.e. as what presently counts as
such according to the latest feedback consensus" (Norris
1992: 13). This is conceived as a progressive counterpoint
to obsolete notions of definitive truth, where 'reality'
is perceived only as a discursive phenomenon, the product
of signifying systems which are always relative. Baudrillard
famously claimed that the Gulf War 'never happened'; Norris
is alarmed that people take his ideas seriously, and exposes
them as a "widespread cultural malaise" which is philosophically
flawed.
Language
During one conversation, one of my fellow MA students
referred to 'cyberspace' with neither qualification nor
quotation marks. The conceptual basis for this term is
suspect; it may make sense only in terms of metaphor.
On another occasion someone used the term 'cyber-rape'
in a similar fashion. Both of these expressions have important
ambiguities. Language conditions both perception and understanding;
defining terms is the basis for critical analysis.
The 'cyber-rape' example is part of a wider social pattern
where the term 'rape' is used in an entirely metaphoric
sense. Equating the online experience with the physical
reality
Is not only absurd, but dangerous, for it elevates
the words to the status of acts, and dilutes acts themselves
into abstractions. One only has to talk to a woman in
the 'engendered flesh' who has suffered through the real
thing to understand the full fatuousness - not to mention
ethical irresponsibility (of this) (Slouka 1996: 47).
Slouka dismisses a famous case of 'cyber rape' that occurred
in a MUD as "a sort of high-tech obscene phone call -
disturbing, even upsetting, but not rape" (Slouka 1996:
47). I considered this story as part of my research and
I find Slouka's conclusion acceptable.
Hallucinogenic drugs blur boundaries between self and
other, between imagination and the sensual world, and
between reality and illusion. Technology does this too,
and there is a substantial amount of rhetoric to encourage
it, demonstrating that language can alter perception.
Reality is blended with metaphor, and the physical world
is demoted and made abstract. Gozzi (1999: 29) notes that
metaphoric language accompanies electronic media, and
is characteristic of contemporary living. As he says:
The metaphor cyberspace is a a conceptual blend. It
blends the notion of a computer network with the notion
of physical space, producing something that is a combination
of both but having distinct new properties of its own
(ibid: 58).
And:
Terminology does not determine dicsourse, bit it tends
to open up certain pathways, and close down others. This
happens all the more when the terms are metaphors that
have not been carefully examined (ibid: 91).
Digital culture does not reconfigure reality with technological
wizardry. These ideas are at best descriptive and aesthetic
rather than philosophical; at worst they are hallucinatory,
actually believed by some 'digital artists' and 'cyberspace
theorists'.
'Virtual reality' is an oxymoronic term that is more
accurately defined as 'synthetic' reality, equivalent
to a computer game. The monitor is a "distraction" (Morse
1998: 99) similar to a shopping mall or television. The
same principle applies to 'cyberspace'. These terms are
acceptable metaphors, but their metaphoric status is sometimes
forgotten so you have
A blending of reality and metaphor: a willingness
to equate the real highway with the digital one, physical
space with cyberspace, real communities with virtual ones"
(Slouka 1996: 68).
The "strange alchemy of simulation" (Slouka 1996: 99)
is apparent in the hyper-realities of advertising, television,
news media, Gulf war footage and digital art. Fantasy
replaces reality: but this is a descriptive rather than
a philosophical, critical, or conclusive stance. Self-knowledge
is thus threatened by the abstractions of digital culture,
because the metaphors undermine human identity.
Cyberspace mimics social life and confirms you in your
isolation in front of a computer. Hubert Dreyfus (2001)
notes that Internet culture privatises human experience
and ignores human capacities like trust, moods, risk,
and shared commitment.
For my final MA project, I quoted from a book called
On Video:
What is surely needed is a complementary system of
communication that will put men and women in touch with
each other and with the world around them. It will need
to feed their desire for art, entertainment and information,
bring their immediate present into contact with the historical
past, and cater for their senses and emotions as well
as their intellect. Video, it seems to me, is ideally
placed to occupy this role (Armes 1989: 212).
I am interested in a "direct intervention in life" (Armes
1989: 213). While I research, enjoy and work with digital
technology, if it is presented as an alternate reality
or an alternate aesthetic, it can undermine human needs.
Technology mediates; it does not create another world
but encourages us to reject the real one. Computer representations
have a flattening effect which limit imagination, compared
to "the spaces and silences of a text or, better yet,
its contacts with the physical world (where) the imagination
can roam at will, can create and flourish" (Slouka 1996:
133).
Digital Art
When digital artists justify themselves by referring
to fashionable post-modern formulations, they can be evaluated
not only in aesthetic terms, but also at a philosophical
level.
In many respects, digital art is liberating and empowering:
the artist is unencumbered with the need for arduous craftsmanship,
and anyone with a computer can do it. It suggests political
egalitarianism. However, mediated reality is inherently
collective and capable of manipulation, where we "may
come to mistake mass opinion for our own" (Slouka 1996:
135). Computers are "the ultimate technology of an irreversibly
imploding system bringing about the disappearance of the
real and meaning, the growth of fascination with surface
and hyperconformity" (Darley in Hayward 1990: 61).
As the novelty value of electronic culture evaporates,
naive enthusiasm will be replaced with healthy critical
analysis. This has already happened with the commercial
Internet. We can acknowledge and promote the possibilities
offered by new technology, whilst maintaining a more balanced
view of its value and significance. Electronic and telematic
media are a significantly new conduit for creativity,
but creativity and human psychology are still the same.
Digital art is a 'text' like any other, located in a
wider context; it is subject to analysis and often based
on flawed and unexamined concepts.
References
Armes, Roy 1989 On Video Routledge, London
Dreyfus, Hubert 2001 On The Internet; Routledge
Gozzi, Raymond 1999 The Power of Metaphor In the Age
of Electronic Media Hampton press, USA
Hayward, Philip ed. 1990 Culture, Technology and Creativity
John Libby and Co., London
Morse, Margaret 1998 Virtualities IUP, Indiana USA
Norris, Christopher Uncritical Theory 1992; Lawrence
and Wishart
Slouka, Mark 1996 War of the Worlds Abacus, London
Woolley, Benjamin 1993 Virtual Worlds Penguin, London