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Modular
Structure and Image/Text Sequences: Comics and Interactive Media
Published in "Comics Culture: Analytical and Theoretical Approaches to Comics". A. Magnussen and H-C Christiansen, (eds.), Tusculanum Press, Copenhagen 2000, pp. 79-90
As an artist working in interactive digital media, with
a background in photography and an interest in a conceptual approach to the
structuring of cultural narratives, comics always seemed to be a kind of distant
cousin, something to consider as a reference model, a resource to examine
and to "borrow" from. I was drawn to the medium because of its formal properties
- its emphasis on visuality, the staging of narrative deliminated in frames,
its structuring through the weaving of image sequences, usually woven through
textual flow, etc. Studying comics and photo novels allowed me to further
consider the constructing of meaning as they occur in sequenced images, especially
when contrasted to the still photograph and cinematic narrative unfolding
in time.
My research has not been guided by any systematic approach
but rather through chance encounters and browsing. It has primarily consisted
of spending blocks of time in the extensive "bande dessinées" section at FNAC,
the large Parisian media/books department store, joining the large crowd of
readers deeply immersed in the fantasy narratives of their material. Or else
scavenging at newstands or first and second hand bookshops in search of material
that would exemplify conventions, explorations, innovation or creative authorship
related to the medium. As a child raised in the French Canadian educational
system, I would naturally spend much time with such standards as Tintin and
Asterix but this was a form of consumption rather than analysis. I had been
searching for some time for theoretical material that would discuss comics
from perspectives such as narrative construction analysis, syntax and reception
as I had been interested in the second level, connotative aspects related
to the experience of readings comics and what it might give the viewer beyond
the telling of the story. Watching readers in the comic book stores mentioned
earlier made me realize that comics seem to provide some kind of a quick entry
into another space, one that is private, fantasy driven, and lodged within
a psycho- emotional and subliminal state.
My work in interactive media is nonetheless more closely
related to creative production rather then interpretation. As a producer of
image/text narratives, my commitment is to the effectiveness of narrative
development and the exploration of its sequential organization. My contribution
to this conference is a discussion that reflects on extending the linearity
of the comic format into a hybridized form influenced by multimedia conventions.
Since the comic format consists of a sequence of frames organized on the page
either in a linear and modular fashion, the potential exists to orchestrate
relationships and plot development in such a way that the viewer has a choice
in the unfolding of the narrative, similar to the multi-directional reading
options in crossword puzzles. Another approach might include the flexibility
to sequence image/text frames according to one's interests and see what possible
narrative might evolve. In both cases, the outcome pushes the comic form into
a hybridized variant beyond its conventions. Such formats may well develop
in the near future as digitization becomes implemented in all forms of communication.
It is worth noting that I first came across this conference as an announcement
on the internet. I begin my paper with this reference to the internet as an
information source to underscore certain strategies of information search
and access prevalent today, modular and multi-linear in structure, which will
serve here as a background model for my presentation today.
Modular informational structures have become a standard
organizing principle in our everyday life, in particular since the mid-eighties'
introduction of Apple computers' multiple window desktop interface metaphor.
In this metaphor environment familiar to all of us working with computers,
frames called windows, can be opened and closed in any order, positioned in
any sequence, linear or layered. They can be moved around virtually on the
computer desktop through the use of the mouse, another metaphoric device that
came into common usage at the time of the Mac desktop interface. Each window
functions as an open-ended container, a form of organizing structure in which
one can group any set of information textual or visual, facilitating information
access and retrieval at a later date. This desktop environment is a space
for orchestrating information that functions purely on the level of the metaphoric.
Digitized information clusters are by nature fragmented,
discreet and can be ordered in any sequential structure. Fragmentation, sampling,
quick reading, frame-by-frame communication, serial offerings, are standard
modes by which we interact with information resources, obvious examples being,
stock exchange listings, television news, newspapers such as "USA Today" with
its graphics dominated info boxes. The design of information technologies
has also steadily moved in the direction of modular, non-linear interaction.
One of the main properties of digitized information storage systems like CD's,
laserdiscs and DVD's is that the user can jump around in a non-linear way
from one song or video frame to another, bypassing the author's and distributor's
predetermined sequencing. In the music industry, software that allows this
kind of re-editing of the material where the new version is constructed from
samplings of the original left intact, is called "non-destructive" editing.
Through this ability of storing the re-sequencing of the material, the listener/
viewer/ reader engages in a form of authorship, not dissimilar to the assemblage
artist. One juxtaposes pre-existing data blocks to create new meaning through
their relationships. Narrative construction ofthis nature, are the premise
of interactive, non-linear multimedia.
From an info-cultural perspective, the modular format of
comics fits the information processing paradigm of contemporary culture. In
the processof reading a comic, where one proceeds from one frame directly
to the one next to it, the story unfolds linearly and evolves through the
sequence not unlike reading a text or experiencing time-based visual and aural
media, notably cinema and music. The viewer does not intervene in the sequencing
of the material. Nonetheless the discreet nature of the comic frame, where
each frame is a self-enclosed container, can also potentially function as
a branching or connecting node for additional narrative layers that might
run parallel to the main sequence in which the frames are ordered. I am here
referring tostandard comics devices where texts, objects, etc. are drawn in
such a way that they break out of their frame boundaries, crossing into other
frames and thereby shattering the illusion of the comic frame as the window
through which the story occurs.1 In fact the narrative occurs on many levels,
for instance the frames exist in relation to each other in a vertical and
horizontal matrix, ordered in sets bound by the limits of the page. These
groupings provide diegetic meaning as well. Looking at the page, we can then
observe that reading the frames does not necessarily have to follow in a linear
direction but can possibly occur in all directions if the author designs it
in such a way.
Whereas the comic format is structured in a two dimensional
matrix, interactive multimedia can be considered as the non-linear combination
of images with texts and sounds where the user selects and sequences the elements
in time. The viewer's role becomes one of active participation, as the assembler
of one variation of the story (construction of a meta-narrative), according
to the evolving sequence based on selections of elements chosen according
to chance and interests. The hierarchical relationships between the elements
are generally predetermined by the author who defines them in a multidimensional
network of connections according to a system based on a concept or metaphor
by which to give the relationships meaning. In such a network environment,
the elements are conceived as a set of connecting points or nodes, each representing
some component of the document. Hodges and Sasnett point out that the "linkages
among these nodes define the relationships among the components.."2. The links
are not bound by any sequential connections except those determined by the
author of the document and can be set with greater and lesser degrees of order
or randomness following some form of organizing principle. For instance, "they
can be organized as trees, lists, or interconnected webs. They can be used
to represent physical or logical relationships...Cross-references from one
to another are encoded as linkages. The essential point is that a simple system
of nodes and links makes a powerful conceptual tool for describing many different
structures of information."3 The aim is to allow for variations in the sequencing
of data relationships thereby reducing predictability and increasing diversity
in the viewing experience.
As an example, "Slippery Traces"4, an interactive CD-ROM
produced in 1995, functions in such a way through the exploration of fragmentation
and juxtaposition in the process of narrative development. In brief, "Slippery
Traces" is a visual narrative in which the viewer assembles a "story" by going
from one postcard image to another. A number of conditions and filtering processes
are encoded mathematically into the computer program that selects the next
image in response to the viewer's actions. The postcards have first been grouped
in categories. Every image in the work is related to other images according
to properties of similarities and differences defined in a database. Each
postcard contains approximately five "hot spots", [illus. "Slippery Traces
1] each of which links to about two other categories and images. The user
constructs a viewing sequence by clicking the mouse on a hotspot over an area
of interest in the current image on the screen. The program searches and brings
up the next image through a random generating function that responds to the
dynamically pre-selected images according to the criteria defined in the database.
The resultant sequence of viewed images can be reviewed to examine the evolving
"meta-narrative" twelve images at a time [illus. "Slippery Traces 2]. Here
one can see the particular connections that relate one image to the next.
The essence of the viewing experience in the work can be understood as being
located in the play and contrast of expectations between knowing that the
program will bring forth an image that is somehow related to the clicked hotspot
and the resultant degree of closeness or distance between the potential suggestion
of the clicked hotspot's content and one's expectation of what the new image
might be. The emphasis is also on the dynamic potential of information sorting
and sequencing possible through digital data processing.
A key component of non-linear interactivity is the
capability of the viewer to access arbitrarily elements in the networked structure.
Whereas the cinematic form produces meaning through the predetermined sequencing
of time based scenes, comics rely on sequence as well, but instead of timed
visual sequences and sound, groupings of multiple image/text frames on the
page function as structural guides to create meaning. Compared to these two
forms, non-linear interactive media can be understood as an environment in
which the viewer actively assembles from the various sets of given elements
and pre-defined relationships. Meaning in the interactive work results through
the sequential selection of components the viewer assembles in the viewing
process. The viewer can then be considered as someone who actively constructs
the narrative through the assembling of fragmented, or modular information
elements. The sequential sum of viewed selections becomes the narrative.
The term montage derived from cinema can be utilized in
a discussion concerning both comics and multimedia. Umberto Eco defines adifference
in the way the term functions in comics: "The relationship between one frame
to the next is governed by a series of montage rules. I have used the term
'montage', though the reference to the cinema should not make us forget that
the montage in a comic strip is different from a film, which merges a series
of stills into a continuous flux. The comic strip, on the other hand, breaks
up the story's continuum into a few essential components. Obviously the reader
welds these parts together in his imagination and then perceives them as a
continuous flow."5 In the case of multimedia, Hodges and Sasnett expand the
term's meaning to not only refer to transition from one context to another
but also to mean the on-screen spatial organization of multiple information
segments (i.e., windows) when they say: "Montage treats the combination of
scenes - which are chosen, how they are sequenced, the transition from one
to the next."....The combination of contexts-how they share the screen or
how the transitions are made from one to another." 6
Once information is digitized, it is by nature fragmented,
discreet and can be ordered in any sequential structure. Scott McCloud, the
author of a book that analyses the structure and narrative strategies in comics
by discussing it through the comic book format proposes the following definition
to underscore the medium's fragmented form: "comics panels fracture both time
and space offering a jagged, staccato rhythm of unconnected moments, but closure
allows us to connect these moments and mentally construct a continuous, unified
reality."7 In its descriptive approach of a particular kind of grammatical
structure, this definition emphasizes a reading where the viewer is engaged
in filling in between gaps and the assembly of relatively distinct elements
to achieve narrative meaning. Christian Metz describes this operative act
in his discussion on cinematic form as a process where "going from one image
to two images, is to go from image to language. 8 He is here referring to
the complex set of syntactic and grammatical rules that become activate when
discreet units are brought into play to generate linguistic ordering. In comics,
cinematic and multimedia environments, texts are used in multiple ways, primarily
to describe something or as a linking device between frames. In an early article
on the meaning of the photographic9, Roland Barthes proposes that the function
of text positioned next to an image is ideological, first to anchor the meaning
and thereby directing the viewer's reading of the image "towards a meaning
chosen in advance". He argues that in the case of comics, the text has a complementary
relationship where "the word, in the same way as the images, are fragments
of a more general syntagm and the unity of the message is realized at a higher
level, that of the story". He then differentiates this relation between image
and text in film as being more critical as it "advances the action by setting
out, in the sequence of messages, meanings that are not to be found in the
image itself."10
If the individual frame can be considered as the smallest
closed syntagmatic unit in the comic format, Phillipe Marion referred in his
paper in this conference to the comics frame as being secondary to the larger
unit of the page11. As an example, we can look at any of the double page spreads
in the first chapter of Alex et Daniel Varenne's "Ardeur 3. La Grande Fugue"12
[Illus. Grande Fugue] (there are any number of other examples that could function
here) can be looked at from this perspective - the comics double page as a
complete narrative unit in itself. Each of these two page spreads are designed
in such a way that they stand on their own visually and in terms of narrative
content. These two-page units are then assembled sequentially into a chapter.
The organization of frames on the page allow for a conventional reading, as
one moves from left to right, top to bottom. Given that the page functions
as a closed structure in itself, a different kind of reading could be introduced
in addition to the expected linear narrative unfolding from frame to frame.
This reading would involve bypassing the conventional sequential flow in favor
of letting the page become an open space in which the frames can be potentially
interconnected from all angles, resulting in greater narrative complexity.
If transported into the multimedia environment, one can imagine such pages
in terms of menu functions in the interactive mode, where each frame could
function as anode - a start, junction or end point for second level sub-stories.
In the interactive, CD-ROM version of "Froid Equateur",
the author, Enki Bilal remarks in a 1996 interview that in terms of narrative,
it is better to go from the cinematic to the comics format but the reverse
does not work13. In the non-linear multimedia environment, there are many
possible methods by which a story can be visualized and designed to evolve.
The decision by the CD-ROM design team to present each comics frame of Bilal's
CD-ROM version of "Froid Equateur" as a single full screen image unfortunately
proves him right. Even though his drawings are rich in texture and meaning,
I was struck by the loss in the translation from print to multimedia. The
expansion to the cinematic, full screen format with text at the bottom and
linear forward/backward sequencing capabilities through clicking buttons erased
any sense of context for each image's relation to the larger narrative. The
resultant fullscreen linearity introduces a rigidity into the narrative flow
revealing (at least for this work) the importance of the page as an organizing
narrative structure where the frames function as units of a syntax, receiving
much of their meaning by being seen in next to each other.
When the sequence of events in a story can be reshuffled
from the original sequence to enhance the narrative plot development, the
viewer is put into a greater creative role - interpretation enhanced by plot
construction results in increased layering of meaning. In an article that
discusses strategies of narrative Seymour Chatman relates that the French
"la narratologie", the study of narrative, developed during a time when cinema
and semiotics blossomed. One of the observations to come out was that "narrative
itself is a deep structure quite independent of its medium"14 meaning that
there is a separation between how one tells a story and the story itself.
Chatman refers to this relationship between a story and its retelling as "double
time structuring." He points out that "all narratives, in whatever medium,
combine the time sequence of plot events, with the time of the presentation
of those events in the text, which we call "discourse-time". What is fundamental
to narrative, regardless of the medium, is that these two time orders are
independent. In realistic narratives, the time of the story is fixed, following
the ordinary course of life,...but the discourse-time order may be completely
different"15, for instance a story can be told starting at the end, moving
to the beginning then onwards to the middle, etc. Following this argument,
the key enhancement of non-linear multimedia narrative structuring is that
the narrative event may not need to have a prescribed beginning, or an end
anymore. Since the viewer constructs the story through the selection of subject
matter which eventually develops into a sequence, the narrative event in the
interactive mode begins when the viewer's selection of the first image or
event, and ends when the viewer walks away form the computer or installation.
In Slippery Traces, the viewer moves from one information
source selected out of a range of possible choices to another, also selected
out of other possible choices. As mentioned earlier, these linkages are defined
through keywords (hidden from the viewer) in the database according to common
literal or metaphoric properties. The work's title "Slippery Traces"16, makes
reference to Jacques Lacan's particular use of the term "slip" to describe
the unstable relationship between a sign and its meaning. In his remark that
"meaning emerges only through discourse, as a consequence of displacements
along a signifying chain17" he is referring to the notion that the meaning
of things are defined not in themselves but through their relation to other
signs. Lacan argues against the Saussurian notion that there is a stable relation
between a signifier and what it refers to. Another example to consider is
Jacques Derrida's observation that in the construction of meaning, a signifier
always signifies another signifier: no word is free from metaphoricity. The
example of the dictionary is offered. When we search for the meaning of a
word, our recourse is to look in a dictionary where instead of finding meaning
we are given other words against which to compare our word. From this we can
gather that meaning, otherwise expressed as the term "signified", emerges
through discourse, as a consequence of displacements along signifying chains.
Both of these references consider meaning as taking place through the interaction
of information modules sequenced in relation to each other
Slippery Traces had its roots in a two-projector slide show
created to explore the ways that the meanings of images change when juxtaposed
with other images. Images are normally seen in relation to each other, and
like words positioned together in a sentence, they oscillate each other, slightly
expanding, re-adjusting, imperceptibly transforming their meaning through
contrast, association, extension, difference, etc. Transferred to the non-linear
dynamic environment of the computer, the shifts in meaning are exponentially
increased as the images are freed from their slide-tray linear positions,
to be constantly re- situated in relationship to each other as determined
by criteria defined in the computer code. The 240 postcards in this project
were selected from my collection of over 2000 postcards. These were gathered
over a period of twenty years mostly through visits to second-hand stores
and flea markets. In addition to exotic or eccentric approaches to the convention
of the postcard, I was looking for images that revealed the photographic image's
relation to cultural beliefs and also images that expressed that which could
only be a result of the photographic. The first step in the production of
"Slippery Traces" involved selection and classification of the material. This
process, subjective in approach as I followed my "common sense", was nonetheless
systematic in the way that Claude Lévi-Strauss described ordering as a first
step towards a rational approach to making sense of the world.18
Following the selection of images, categories were created
through the simple act of stacking them according to common themes. The 25
categories that emerged based on what was "at hand" consisted of such topics
as nature/culture, colonialism, the future, military, industry, the exoticization
of the Other, scenic views, morality tales, etc. Images that did not have
a category of their own were grouped into their closest thematic area extending
the categories' function from simple classification to that of narrative.
Another factor in the selection process was to search for cultural and ideological
expressions through postcards of 20th century Western world views on global
development, tourism and cultural exchange. Additional criteria for selection
also included culturally significant or relevant subject matter or visually
interesting compositions that expressed perceptions based on the photographic
paradigm.
These relationships were encoded into a database where each
category, each image and each grouping of hotspots had to be painstakingly
systematically cross-referenced to maintain an equilibrium in the flow between
the sections in order to avert bottle necks and dead-end repetitions. The
outcome can be envisioned as an imaginary three-dimensional, nerve-cell-like
membrane network in which all 240 images are interlinked with over 2000 connections
criss-
crossing to form a unified whole. Connections, or hot spots have something
thematically in common with the image they call-up. Each time the viewer clicks
on a hot spot to move to another image, he or she weaves a path in this dense
maze of connections, a path that is recorded for the duration of the viewing
event and there to be looked up to see what sequence on has traced through
one's choices.
Viewers follow their own desires within an environment predefined
by my perceptual filters encoded into the database. By perceptual filters,
I mean not only the way I have categorized the postcards but essentially the
way they function within the program's structure. The database then is intended
both as an artistic expression - a condensation of a particular way of looking
at imagery, and also as an authoring tool - a device for narrative deployment.
The conditions of this looking have been encoded through computer programming,
specifically by usage of dynamic database structures. The navigation and sequencing
flow of Slippery Traces incorporates the form and function of database structures
as a creative device, and underscores a philosophical approach to computer
programming as aesthetic practice. Whereas in the cinematic model the narrative
experience is deeply lodged in the temporal unfolding projection on the screen,
the interactive media model shares with comics its investment in the frame,
the sequencing and juxtaposition of frames, discreet fragmentary segments
that can potentially result in multi-directional narrative structuring. I
have come to this conference as a media artist in search of new perspectives.
In exchange, I hope to have generated some thoughts on new ways of conceptualizing
how comics might evolve when integrated into a non-linear narrative structure
environment.
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