by Eugene Thacker |
||||||||||||
When considering new digital and streaming media, this situation of media with respect to cultural activity suggests that streaming media is not so much a technology in itself, as it is a way of intersecting and condensing a variety of already-established models (live TV, radio, video) with developing ones (computer and telecommunications-based networking), and restructing their relative ratios to produce not only new technological objects (interfaces, software applications, streaming media product and content), but also new social contexts that affect the sensory experience of media. In other words, while a consideration of the possibility of alternative
structures of organization for new media is an indispensable facet of making
tactical media work, I'd also like to add to this that tactical media can
only be fully effective if it is also aesthetically-formally-sensorially
tactical as well. This means that, alongside an investigation into creating
new distribution or broadcasting models, there must also be a concurrent
investigation into the potential challenges, critiques, and experiments
which are embodied and materialized in a given media (be it RealVideo,
MP3, or Java). Already we are seeing technologies such as RealVideo and
CU-SeeMe being restricted to the traditional models of mainstream media
(e.g., RealVideo programming based on the TV network; CU-SeeMe reflectors
based on the cafe motif; RealAudio used to sell CDs online). Thus it is
as pertinent for cultural activists and artists to consider how these new
technologies may significantly change what is meant by "performance," "art,"
or "theater."
In the current, heterogeneous field of streaming media activity, there are (at least) three primary techniques whereby new streaming media technologies are used for critical-aesthetic-tactical purposes: First, there is the appropriation of Web technology for particular uses which may or may not be previously designated by the technology itself. An example is the use of CU-SeeMe - primarily used in banal situations such as virtual cafes - to "stage" performative streaming media actions. The question in this instance are the potential meanings of (mis)appropriating technology, developed mostly within the software industry, and utilized for predominantly entertainment purposes. Secondly, there are those instances where a number of technologies are put into a creative relationship with each other, forming a hybrid media situation. An example is the concurrent use of different media performing different functions (e.g., RealAudio streaming sound, CU-SeeMe streaming video, custom-programmed webpages, streaming webcams, Java applications, and IRC text). When this hybrid formation is combined with the first instance described above (given, of course, the always-troubling technical requirements), then interesting situations may develop where a given technology is not limited to it's technical specifications - thus the possibilities of streaming video-text, audio-chat, or web-CUSeeMe arise. This leads, thirdly, to the possibility of actually producing or coding
technology for use in given tactical media situations. Already we are seeing
this with the development of alternative browsers, Java applets, and media
activist freeware, and we might expect - and hope - that it will continue
with streaming media technology as well.
Acoustic.Space #2 (Summer/Fall 1999) |
||||||||||||
Eugene Thacker, Program in Comparative Literature & Cultural Studies, Rutgers University (US) | ||||||||||||
Eugene Thacker
maldoror@eden.rutgers.edu
CEC
RF310 - Département de musique / Music Department
Université Concordia University
7141, rue Sherbrooke o.
Montréal, QC
H4B 1R6 CANADA
http://cec.concordia.ca
© Productions electro Productions (*PeP*) 1999