MEDIA HISTORIES 1850-2050
Winter 2018 DESMA 8 Media History Week 8
- Dr. Peter Lunenfeld [lunenfeld@ucla.edu]
MEDIA HISTORIES 1850-2050 Winter 2018 DESMA 8 Media History Week 8 - - PowerPoint PPT Presentation
MEDIA HISTORIES 1850-2050 Winter 2018 DESMA 8 Media History Week 8 Dr. Peter Lunenfeld [lunenfeld@ucla.edu] The Fourth Wave: Digital (2000-2050) The Fourth Wave: Digital (2000-2050) The computer is the first media machine that serves as the mode
The Fourth Wave: Digital (2000-2050) The computer is the first media machine that serves as the mode of produc@on (you can make stuff), the means of distribu@on (you can upload stuff to the network), the site of recep@on (you can download stuff and interact with it), and the locus of praise and cri@que (you can talk about the stuff you have downloaded or uploaded). This culture machine inaugurates the fourth wave of op@cal media.
The Imitation Game: the reduction of complexity to biography
Generations: Tales of the Computer as Culture MAchine
Two Men Named Watson
Fourth Wave: Digital 2 In the fourth wave, rather than early, high, or post, the networked computer and its digital relations produce and consume a unimodernism.
Our moment is unimodern in the sense that it makes modernism in all its variants universal via networks and broadcasts, uniform in their effect if not affect, and unitary in terms of their existing as strings of code. In the unimodern era, as bits, on-line and in databases, a photo is a painting is an
The unimodern culture machine produces vast databases of texts, images, sounds, and other media. Downloading mindfully from this enormity, much less uploading to it in any meaningful way, requires the development of new habits. Liz Larner Untitled, 2001
Unimodernism describes the ways in which modernism in all its variants and historical strains comes together with the networked cultures of electronic unimedia. Unimodernism assumes that which we archived as early modern fervor, high modern sophistication, and postmodern pastiche will now co-exist co-temporaneously in global networks, accessed at the whim of the downloader and deployed as the user sees fit to be uploaded yet again in an ever-increasing blur of style churn.
While industrial machines popped a hundred years ago, information has emerged as the key figure for this new
between the emergence of the machine aesthetic in the first decades of the twentieth century and the nascent aesthetics of a digitized, unimodern culture in the twenty-first. The second half of the nineteenth century developed a market economy that produced and consumed machines. The early decades of the twentieth century saw artists, architects, and designers responding to this fever of material production by figuring the machine in their art, architecture, and design. The second half
an ever-accelerating feedback loop of information. Giacomo Balla Dynamism of a Dog on a Leash (1912)
Thus, we should not be surprised that the past few years have seen our culture machines producing information-based art, architecture, design, and media; a digitized, interconnected society produces objects and systems that deal with software, databases, and the invisible flows of communications technology and computing
Victoriana in the 1920s may look back with bemusement on their forebears’ archaic tastes, but they are the ones flocking to modernist emporiums like the Conran Shop and Design Within Reach to purchase the highest expressions of the machine age at the very moment that the info- aesthetic is on us. Umberto Boccioni, Unique Forms of Continuity in Space (1911)
Walker Evans Modern Sherrie Levine Postmodern
Walker Evans Modern Sherrie Levine Postmodern Michael Mandiberg Unimodern
One way to develop these habits
figure and ground relationships. Gestalt psychology’s figure/ground experiments were provocative: the drawing that can be either a vase or two faces in profile; the rabbit that’s a duck that’s a rabbit; the old woman who is a young woman who is an old woman. When you look at an image, the figure is what is supposed to have the definite shape, the prominent contour.
The dynamic between figure and ground is akin to a paradigm shift, but it is less about the singular figure exploding the system through invention than the collective recognition of things that were already present although not central to the culture’s perception of itself.
If we accept that the digital computer is our culture machine, we can understand the ways in which information has popped to the forefront
how electronic databases have transformed our expectation of stylistic “progress” and warped our cultural memory. Aaron Koblin, Flight Patterns (2006)
http://www.thejohnnycashproject.com/
http://www.thejohnnycashproject.com/
http://www.polygon.com/2012/10/24/3550510/ video-remix-a-brief-history-of-video-games