This is
your dread manager speaking:Does virtual art lead
to virtual audiences?
Can the wish for an area of shared reflection sit with the distanced nature
of web audience?
Can a series of propositions on identity and place work on its own terms in
an arena where the dominant metaphor is the vr arcade game and the advert?
"
There is
no need to dwell on silly notions such as the digital medias alleged development
of some form of non-linear narrative: narrative constantly loops back and branches
out, condenses and proliferates uncontrollably, which is precisely why the "meaning"
of a story can never be fixed once and for all. Narrative never was linear,
so to proclaim the discovery of non-linear narrative is absurd. In the same
vein, interactivity has always been a feature of any representational media,
from religious rituals to painting, novels and cinema.
At most, one could argue that interactivity previously operating via telephony
and the post office has been speeded up. To refer to interactivity as a new
feature characteristic of new tech discursive forms is, again, nonsense.
Indeed, in many respects, the digitisation of information has rendered interaction
between reader/viewer and text-production more restricted in that the protocols
governing interactivity have become tighter, narrower, more inflexible and more
policed
. These include a trivialisation of the fields where interaction
is encouraged, such as games and bulletin boards, and by the increased isolation
of the allegedly interacting individuals as kids lock themselves into separate
spaces to play with their computers, just as office workers are separated from
their sociable places of work or are reduced to the condition of ciphers in
call-centres reminiscent of the surveilled spaces of 1920s typing pools.
. Whereas Fordism allowed for the intensification of the exploitation
of the physical energy stored in the bodys musculature, digitalisation
is the Fordism of mental labour, of thought work. Computers are to mental labour
what the conveyor belt was to physical labour.
By way of postscript to this argument, I would like to add that, of course,
there are some positive aspects to computers and digitalisation as well: it
is nice, at times, to be able to afford electronic servants to take some of
the drudgery out of some activities involved in mental labour. But that is a
trivial benefit. The real benefit, perhaps, of the proletarianisation of the
intellectual is that computers may well enable us to distinguish more clearly
between intellectuals and the kind of cut-and-paste people still far too often
described-and employed- as intellectuals. Take any catalogue issued by an academic
publisher, not to mention essays in magazines or newspapers or radio or television
broadcasts, and you will see that the vast bulk of what passes for intellectual
production is, in fact, simply cutting and pasting, recycling selected bits
of existing texts according to a limited number of ideological protocols
"
So argues Paul Willemin in two ninetwo...
The ultimate aim: to replace the original with the sequel. To make the idea of the unique unthinkable.Origin 2 beats Origin.
" I was watching "This is your life" when the plane crashed through the ceiling and knocked me headfirst into the TV."
"The good news is that I can chat with distant strangers. The bad news is that while I'm on the Internet, I'm not chatting to my next-door neighbour. I'm not going to any neighbourhood rallies, I'm not throwing parties for local friends, and Im not babysitting other people's kids. It may be that I'm not even talking to my own children, who are off in the living room being raised by Nintendo. Sure, I can trade digital video clips with hackers in Borneo over World Wide Web, but for all I know my next-door neighbour is a serial killer with an icebox full of his acquaintances."
The web exists to provide
access to information, not a community.