materialism and interactive documentary: sketch notes
TRANSCRIPT
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Materialism and Interactive Documentary: Sketch Notes
Adrian Miles RMIT University
This article approaches interactive documentary from the
point of view of a new media scholar, trying to think about
what new media scholarship might offer documentary, rather
than the point of view of documentary and wondering what 'new'
media offers it. More specifically it wants to use recent work
in materialist media studies and digital media to sketch a
method for how to think about the material specificity of what
interactive documentary is. In this regard this article
continues the recent invitation of Nash, Hight, and
Summerhayes who argued:
While documentary scholarship has frequently
considered the contexts in which documentary is
produced (and, to a much lesser text, consumed), an
ecological framework calls for an extension of this
to foreground the interdependent relationships
between media. (Nash, Hight, and Summerhayes 2014:
3.)
Between, in this essay, is about the programmatic and
computational conditions of an individual software system, and
the way these conditions addresses and proposes a particular
way to consider the relations between the video clips that are
the basis of the interactive documentaries that this system
creates.
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essay and style The essay, including the essay film has, as Rascaroli
demonstrates, a transgressive and protean form that is most
significantly marked by the two fundamental characteristics of
'reflectivity and subjectivity' (Rascaroli 2008: 25) These two
terms allow for a discursive model and template for this (my)
article as it wants to play around, or at least skirmish with,
the teleological security of the canonical academic paper. I
want to take at his word Latour when he suggests that good
academic writing:
is a narrative or a description or a proposition
where all the actors do something and don't just
sit there. Instead of simply transporting effects
without transforming them, each of the points in
the text may become a bifurcation, an event, or the
origin of a new translation. (Latour 2005: 128)
Such a writing for Latour entails 'a risky account,
meaning that it can easily fail – it does fail most of the
time – since it can put aside neither the complete
artificiality of the enterprise nor its claim to accuracy and
truthfulness' (Latour 2005: 133, italics in original).
Disjunction, exploration, asides, rambles, excursus, and
even digression have their place alongside the clarity of
evidence based argument and claim. This article, borrowing
then the spirit of the essay film, wants to take seriously the
implications for sense making for makers and audiences that
emerging interactive documentaries pose and to do so by
thinking in possibly absurd detail about one interactive
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documentary system, Korsakow. It also proposes that it is time
for our academic writing to follow the example of the essay
film to be able to, as Gibson argues, find 'our way through
today's complex and changeful world' (Gibson 2010: 10).
ontographic thick description In Alien Phenomenology: Or What It's Like to be a Thing
Ian Bogost proposes ontography as the:
name for a general inscriptive strategy, one that
uncovers the repleteness of units and their inter
objectivity. From the perspective of metaphysics,
ontography involves the revelation of object
relationships without necessarily offering
clarification or description of any kind. (Bogost
2012: 38.)
As a method you make ontographs by 'cataloging things,
but also drawing attention to the couplings of and chasms
between them' (Bogost 2012: 50). (I should point out that for
Bogost a 'unit' is a privileged term that has some of the
characteristics of Latour's 'network' but more particularly
units are 'made up of a set of other units (again human or
nonhuman), irrespective of scale' (Bogost 2012: 19).) This
intention to list and catalogue has particular affinities to
the sorts of poesis that the Korsakow interactive video
software system enables and constructs for interactive
documentary which is what this article will explore.
Ontography wants to make explicit the density of things, their
affinities and distances from each other and us. It is a
method and claim that participates in the recent wave of
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theoretical work that can be informally collected under the
banner of 'new materialism' or 'object orientated ontology',
and, for our purposes here, 'materialist media studies' (for
example Fuller and Parikka).
Similarly, the ethnographic method of thick description,
which matters because to understand something 'you should at
look at what the practitioners of it do' (Geertz 1977: 5)
rather than its theories or findings, as our world 'is a
multiplicity of complex conceptual structures, many of them
superimposed upon or knotted into one another, which are at
once strange, irregular, and inexplicit' (Geertz 1977: 10)
provides a simple format by which to note, well, things.
In this article I appropriate Geertz's thick description
(his characterisation of thick description in ethnography is
remarkably similar to Bogost's account of ontography in
relation to things and unit relations) and combine it with
ontography into what can be described as ontographic thick
description.
I do this to test the premise that the specific qualities
of a program's computational architecture, in combination with
its media, network, authors, users, screens, operating
systems, servers, and protocols, forms a unit operation (or
assemblage, or Latourian actor network – while there are
important differences between each it is the general sense of
a complex, operative techno–human ecology that matters) that
is fundamental to the practices of making and viewing the
particular interactive documentaries that Korsakow films are.
Code, software, and hardware have agency, certainly as much as
film speed, frame rate, focal length, aperture, light, and
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format have in traditional film making, and these, in concert
with media, maker, and audience, constitutes the milieu of
Korsakow. Korsakow, through the specific conditions of its
code, invites an iterative form of making and viewing that is
a direct result of this computational architecture, yet recent
theoretical work in interactive documentary has not engaged
with the materiality of these tools and systems in interactive
documentary, relying instead on an approach to media and film
analysis that is overly reliant on a disavowal of the
materiality of our machines and their entanglements. Instead
theory looks to the semiotic relativism of audiences, texts,
and institutions, which can be characterised as 'the cultural
studies Anglo–American style of focusing on content, users and
representations' (Parikka 2011: 54). Ontographic thick
description is my first step in undertaking an 'intensive look
inside the machines' (Parikka 2012 3), at what Parikka has
characterised as the 'weird materialities' (Parikka 2012: 2)
of technological culture.
three traditions The most common way of understanding what K–films are has
been to rely on one of the traditional tripartite 'prisms'
used in media and cinema studies. The three approaches Parikka
describes can be characterised as relying on either textual,
institutional or audience specific approaches. In the textual
mode we might consider Korsakow in relation to the sorts of
films it creates, and undertake a critical reading of the
works themselves. Such a method may be hermeneutic, and would
be inflected by a particular theoretical framework, and its
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aim is to elucidate and unveil what the work means through the
application of this framework.
An equally viable approach, and one often grounded in
political and sociological approaches, would be to look at
Korsakow (either as software or the works it creates) by
emphasising the institutional nature of its media practices
and consumption. Where does Korsakow sit in relation to other
platforms and systems? How are the films it creates similar to
or different to others? Why? What sort of labour does it
entail? To what extent might it participate in other economies
or models of documentary production, distribution, and
reception?
Finally, analysis can be approached in relation to what
audiences do with Korsakow. How are the film's understood? How
do they define, construct, enable, or disrupt what a viewer is
and does? How does an audience create meaning within such
works? What is common, and different, to other documentaries
and, for that matter, other interactive, online works?
In this article I am not directly using any of these
frameworks. One reason is that while we still want to affix
the appellation 'new' to media these traditional
methodological points of view run the risk of looking past or
through what is peculiar and weird about systems like Korsakow
because they tend to begin from questions of 'what does it
mean?', and 'how?', whereas I want to begin from the facticity
of describing what it is as a generative system and unit
operation consisting of code, an authoring application,
software, interface, and network – the very stuff that lets a
Korsakow film be a Korsakow film rather than any other
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particular interactive documentary platform or work. Where
meaning is put first objects or things become problems of
representation and we 'miss the point that the question of the
object is not an epistemological question, not a question of
how we know the object, but a question of what objects are'
(Bryant 2011: 18, italics in original). As a result 'object
here is not an object, not an autonomous substance that exists
in its own right, but rather a representation' (Bryant 2011:
22). An implication of Bryant's position is that understanding
what things do is a different proposition to what they have
been made to do, and understanding what things can do might
lead to different understandings of individual films and
interactive documentaries more broadly. I believe this is a
necessary precursor to semiotic claims. I also believe that
Korsakow, as an object, has an autonomous agency as a
generative, combinatory engine – an aleatory machine – and
this autonomy is integral to the poetics of Korsakow.
things that do In lieu of meaning I am left wondering about what sort of
thing Korsakow is and what it can do. I am wanting to address
the specificity of the parts that constitute Korsakow because
individual platforms and systems are idiosyncratic in their
material specificities and this matters to how they come to be
used and the interactive documentaries they create.
My point is not to critique work undertaken through other
theoretical frameworks, but it is to argue that these methods
consistently generalise digital and networked materiality,
sort of missing the individual differences of platforms and
systems by moving immediately to concerns of semiotic
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connotation. Code, bandwidth, codec, network, browser,
protocol, gamma, luminescence, video, interface, screen, and
electricity, this is the stuff that interactive documentary is
literally premised upon but is occluded by our epistemological
fascination with meaning. (While this might be overstating
things it is the weird specificity of Korsakow as a particular
software system, and what this requires of makers and users in
the works it wants to create and makes possible, that becomes
lost when meaning is our only currency.) An approach that is
materialist does not shirk the question of critique and
analysis, and is premised on observing what Korsakow does in
itself as a software system and using that as a basis to
understand what it is.
Hence, I intend to catalogue what things Korsakow does
and what these allow (its affordances, to borrow a term from
Donald Norman's design vocabulary), because having an
understanding of this I hope will let us recognise what K–
films are capable of and therefore what individual K–films are
actually doing, and then we can understand what they mean.
This is a call for the sort of media specific analysis that
Kate Hayles advocates, and while her claim is in the context
of electronic literature, when she writes that 'MSA [media
specific analysis] aims to electrify the neocortex of literary
criticism into recognising that strands traditionally
emphasizing materiality...are not exceptions but paradigmatic
of the ways in which literary effects emerge from and are
entwined with the materiality of texts' (Hayles, 2004: 72), it
seems a short step to what interactive documentary scholarship
needs to also do. What Korsakow 'can do' is subject to the
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constraints that software and hardware requires, and the set
of actions able to be performed upon media objects by Korsakow
is what constitutes Korsakow as a particular unit. The films
that emerge from Korsakow are specific to this software
system, and it is only then that they participate within
textual, institutional, and audience actions which are
codependent on what the operationalised software and hardware
does.
software Korsakow is a software application written in Java that
you install on a personal computer. It is a program that is
intended to make interactive films (what are usually known as
'K–films') that can be viewed within any contemporary web
browser. These films can be online, or viewed locally via your
hard drive or from portable media, for instance a DVD or USB
thumbnail drive. It is software that is simple to use, yet
allows for reasonably complex, procedural and generative works
to be made by non programmers. It is an authoring application
where media files – usually video, graphics, and audio – are
prepared outside of Korsakow and then bought into a project as
assets. The software allows the export of the project into a
web ready HTML package with a Flash runtime engine. When
viewed via a web browser the Flash engine loads the K–film and
'calls' the media as required. Korsakow allows, and is
premised upon, the creation of multiple, simultaneous links,
that is relations, between the individual video clips that
make up a K–film, and it is the simultaneous multiplicity of
these relations that is Korsakow's most significant quality in
the context of interactive documentary more broadly.
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A Korsakow project can be made up of any number of such
video clips, depending on the scale and complexity of the
work, and K–films containing hundreds of clips are common.
These clips, as well as additional sound files, images, and
custom interface designs, become a library of assets to be
used within a project, and relations between all of these
assets is authored with the Korsakow software. Interactivity,
in Korsakow, is a consequence, not the cause, of the density
of relations that it affords as in a Korsakow film a mechanism
is required to find your way amongst these relations. This is
different to many multilinear and interactive systems where
links are often manually made between the parts and so
interactivity becomes synonymous with multilinear navigation.
The density of interconnection that emerges in Korsakow, quite
apart from decisions of navigation, poses particular questions
about how to make sense of Korsakow as software and a media
form.
My elevator pitch would be that Korsakow is software for
authoring generative, associative, and processual films. These
films are complex, possibly autopoetic systems that rely on
patterns of relation to emerge for author and users.
functions As a programmatic environment Korsakow provides
particular functions that are able to be used in the creation
of a K–film. These functions are the affordances and
attributes that facilitate the development of dense relations
that Korsakow enables, and are what makes Korsakow Korsakow.
They are the program's particular milieu of authoring and
building interactive films (and all programs propose
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particular milieu's of making). These functions consist
primarily of an editor to build presentation interfaces for K–
films, a clip editor (what the software describes as the SNU –
'smallest narrative unit' – editor) that allows particular
operations to be performed upon individual video clips, and a
basic set of tools to add, rename, and delete media in a
Korsakow project.
A published Korsakow film currently consists of a HTML
and Flash based interface that usually has a single main video
window which, when loaded in a web browser, auto plays.
Generally there are other images that appear within the
interface that operate as thumbnail buttons, where, if
selected by the user, will load the video clip that they are
attached to. This new video clip automatically begins to play.
There are no constraints on the number of interfaces that a K–
film might use. These interfaces of video and thumbnails is
largely what a Korsakow film looks like – though hardly
describes what and how it does.
interfaces The Korsakow interface editor allows for particular
interfaces to be attached to specific video clips. Interfaces
are limited to presenting thumbnails (the number of location
of which is defined by the film's maker), a video window, and
optionally a background graphic. You can include widgets that
operate as buttons to enable volume control or full screen
viewing, embed time code to indicate the duration of the
current clip, a playhead that shows playback progress within
the current video clip, and the visibility, placement and
typography of text associated with thumbnails and video clips.
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sound A Korsakow film can have a continuous audio track that
plays independently of individual video clips that a user
selects. This audio track is loaded and runs while a Korsakow
film is viewed and can by of any duration. It can also be set
to loop. Video clips within a K-film can also have their own
synchronous audio track so a K–film could include and combine
the 'external', independent and continuous soundtrack and the
audio of each individual clip. In addition, while rarely used,
a sound file can also be added to a project's media library to
be used as a default selection sound for a film. This sound
file would be played (and so heard) whenever a thumbnail was
selected while viewing the film.
media editor The attributes that are made prorgrammaically visible via
the SNU editor become the functions that can be attached to
individual video clips within Korsakow. These attributes are
the qualities that matter programmatically for video in
Korsakow and extend video's capacity or ability to do.
Programmatically, video becomes a computational object in
Korsakow that, as an object, can then be addressed via these
programmatically defined attributes. These attributes have
more agency than being functions, if only because 'function'
too easily risks misunderstanding as an instrumentalised or
quantified attribute that awaits authorial enaction. When
considered as qualities these attributes become possible
events upon each video object's horizon and through this
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Korsakow quietly expands what video can do, and in turn what
it then means.
How the software addresses these assets, the facets and
attributes of the video clips that are revealed to
programmatic attention, defines the aleatory logic of
Korsakow. What the software can do with each of these small
pieces of video within these programmatic constraints is what
allows for different varieties or styles of connection and
relation to be spatially and temporally sculpted when making
and viewing a K–film.
These qualities, which are instrumentalised as functions,
are keywords, the number of links (search results) that can be
returned, a nominated preview image for that video, preview
text, whether the clip is to be a 'start SNU', whether the
clip is to be an 'end SNU', text that could be displayed when
that clip plays, the number of times it is possible for this
clip to appear within the work ('lives'), which interface the
clip should use when displayed, whether any background
soundtrack should be muted during this clip's playback,
whether the clip should loop, and, through a 'SNU rating' how
more or less likely this clip should appear as a result of
keyword searches from other clips.
Video clips therefore form the centre of Korsakow, though
not in the obvious sense of just being content nodes but from
the point of view of the agency those nodes now gain through
the programmatic and processual operations that can occur upon
and around them. This is the palette that constitutes
Korsakow. All of the attributes listed can be varied, so
decisions about each attribute, for every clip, become
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significant for what a K–film will do. This makes a K–film
much more complicated than the simple linking of video clips
together via thumbnail based menus, particularly since such
literal linking in itself has little possibility for the
emergent structures, iterative design, and complexity that we
see in K–films.
words are key Korsakow relies on keywords to create loose connections
between video clips in a film. Keywords are text strings that
are attached to all video clips using the program's SNU
editor, and it is through keywords that a relational structure
is generated. The system's runtime engine utilises this
keyword structure to perform searches to find matching content
as a K–film is viewed. It is the results of these searches
that appear as thumbnail choices in a K–film's interface.
From the point of view of an individual clip within a K–
film the relationality of keywords has two facets. There is
that set of videos that it can find, and there is that set of
videos that are able to find it. Within Korsakow these two
facets are separate, addressable attributes for each video
clip and are known as 'out' and 'in' keywords. In practice,
when viewing a K–film the current video clip's 'out' keywords
are used by the runtime engine to find matching text strings
that have been applied to the 'in' keyword of clips – in other
words out keywords are matched to in keywords. Where the
engine finds a match the results are displayed as clickable
thumbnail images within an interface, and if one of these
thumbnails is then selected by a viewer then, in turn, the
video associated with that thumbnail is loaded, played, and
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that video's 'out' words are used as search terms to match
against the 'in' words for other clips in the project library.
search as algorithm Though in and out keywords are text strings they are
programmatically distinct and there is, pragmatically, no
reason why out and in keywords cannot be identical. For Hayles
'print is flat, code is deep' (Hayles 2004: 75) and it is
through keywords in Korsakow that video becomes similarly
'deep'. It is this deep search that enables associative
connections to emerge in a K–film. The identification of these
associations as thematic, visual, formal, or poetic is
fundamental for sense making in Korsakow. This need for sense
to arise from these patterns applies to makers and users.
not a database The catalogue of media files that is built when authoring
in Korsakow can be understood as a database for the storage,
indexing, searching, and retrieval of these assets during
authoring and runtime presentation. The attribution of
informal metadata to the video in this database, through the
use of in and out keywords, is stored for later use. When a
clip is selected and the engine performs the text search for
keyword matches, displaying the results as thumbnails, it is,
in this respect, no different to any other search based query
system that uses similar informal keywords, such as Flickr's
tag folksonomy.
However, this is where comparisons to search and database
media ends. In database systems search is for information
discovery or disclosure. For example, I might want to find
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photographs tagged with 'Melbourne' in Flickr, or books in the
library written by Lev Manovich. In these contexts search,
regardless of the formal or informal queries made, or the
metadata scheme available, is instrumental, pragmatic, and
largely teleological. Sense making here is banal and literal.
We expect of these databases a computational and procedural
domesticity where they ought to tell us how many items there
are that match our search, where they are, and any ambiguity
of terms or results, incompleteness of listing, disclosure, or
discovery, is, in general, anathema to the principles of
access and use. These systems are the regime of computer
engineers, usability gurus, efficiency experts and other
branches of our techno–rationalist professional classes.
hacks In Korsakow search is not for information discovery or
transparent access. Korsakow's keywords are not visible to its
users and they are merely a pragmatic means for the system to
programatically generate associative, poetic, and so loose
relations between clips. It's a hack. Keywords are internal
text strings that are simply a lightweight solution to the
problem of fluid connections within a programmatic environment
where code can have little brook with ambiguity and fluidity.
The relations that Korsakow discovers through the use of
keywords between its clips are only partially visible to a
Korsakow author, as while the maker knows the keywords that
have been used this is not the same as having an understanding
of the multiple combinations possible while viewing the work.
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loose From the point of view of the software itself links
between in and out keyword synonyms are implicit to the
system. These create loose connections between parts as all
they describe is contiguity, not literal connection. Keywords
are then not so much metadata (though they are explicitly
declarative text strings applied to video clips), as an
authorial idiolect than can be as literal or poetic as one
wishes. Therefore it is not the particular terms used as
keywords that encourages Korsakow's emergent poetics – a
highly poetic K–film is as easily made using literal keywords
as abstract ones – but the program's facilitation of aleatory
patterns of relation through the matches it enables. This is
why being able to see or discover keywords does not then
necessarily add to our understanding of a K–film, for sense
making here does not assume or suggest any necessary
denotative or connotative connection between keywords, clips,
patterns, and meaning. A simple linguistic enumeration of
keywords is not the hermeneutic key to a K–film. Making
explicit the keyword terms that generate the deep architecture
of a K–film then risks confusing the pragmatic role of a text
string in a program with the content, intent, and form of the
patterns that result, a bit like thinking the plastic wheels
of a Spiragraph set are the same thing as the procedural
drawings they allow. Certainly one is needed for the other,
but to reduce them to the same is to misjudge the qualitative
difference that exists between the rules of a procedural
system and what the performance of those rules creates.
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yet dense and fuzzy Keywords allow loose and fuzzy possible connections
between clips. They are loose and fuzzy because, through the
presence of shared keywords, a K–film may have many
connections between an individual clip's out keywords and the
matching in keywords from other clips. This is a one to many
relationship, where rather than the single anchor and link
model required of the HTTP (web) protocol, clips in Korsakow
can have multiple, simultaneous destinations. This creates a
looseness between clips that is resolved by the relationships
that emerge between keywords, clips and interfaces. Where a
large number of keyword matches may exist what appears in a K–
film while viewing is a loosely choreographed dance between
the number of thumbnails available in the interface, keyword
matches, SNU rating, the 'max links' attribute, and available
lives.
For example, imagine as a thought experiment a K–film
that contains twelve video clips, and an interface that has a
video window and three thumbnail panes. Each video has an out
keyword that matches the in keyword for all twelve clips. The
film is launched. The simplest procedure that now happens is
that the software performs the keyword search when the first
clip loads and plays, it finds all matches (in this case all
twelve clips), and then examines any constraints in relation
to clip lives, removing those that are no longer eligible.
Next the system algorithmically applies any SNU rating to each
of the remaining candidate clips that are the product of the
search, varying their relative ranking as necessary. Finally,
of the set of clips remaining as candidates, a random
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selection of three to populate the three available thumbnail
fields is made. These three, and only these three of the
possible twelve, are what the user will see, and this is the
only 'action' that the user is witness to.
In this instant of programmatic and procedural operating
we can see that Korsakow's default behaviour largely excludes
strict linear sequencing and instead replies upon
probabilities of connection between what clips might become
connected with other clips, subject to the programmatic
constraints and affordances described.
And there's the rub, nub, and hub of it. Korsakow is not
an engine for building informational, didactic, instrumental
interactive documentaries, but kludges together, within the
constraints that programmatic media requires, a system to
enable generative, associative patterns to emerge amongst its
parts while the work is being authored and played.
promiscuity The dance of possible connections available between clips
as a K–film is played, versus those that become present in the
interface, versus what thumbnail is actually selected, is the
programmatic choreography that is Korsakow. Where many clips
lie closely together – in Korsakow because they have an out
keyword–in keyword symmetry – they form contiguous clouds as a
loose federation of similarly connected things. The relations
that arise between these clips, that is the possible
combinations of sequences that may or may not come to be
formed within this cloud, are a potentially enormous set which
in turn expresses a milieu, mood, or even constellation of
views upon an idea, topic, or event. The pleasure and
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sophistication of making and viewing here arises from the
density of these multiple threads that emerge amongst these
clips. This is more or less Bogost's description (via Bryant)
of flat ontology and unit relations where 'something is always
something else, too: a gear in another mechanism, a relation
in another assembly, a part in another whole' (Bogost 2012:
26). As we make a K–film individual clips remain near to hand,
readily available through their promiscuous connectivity,
reverberating between what they are individually and what they
always become when inserted into, and becoming part of, new
wholes that each viewing necessarily creates. A K–film is
about contour and constellation, rather than arc and
resolution, (passage and peak).
aleatory non–narrative A consequence of the multiple possibilities that
circulate around each video clip in a K–film is that trying to
visualise or map them outside of any K–film's individuated
viewing is to tilt at windmills. Such a desire misreads the
generative autonomy of a system that operates through
associative, aggregative and aleatory ways as a narratological
map. These multiple possibilities in themselves have their own
varying densities.
variable density Dense nodes are clips with many connections to other
nodes. This density happens in three distinct ways in
Korsakow. The first is through the use of keywords, where a
dense node is one that would share one or more out keywords
with the in keywords of many other clips. This can be thought
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of as a promiscuous form of connection, and is, topologically,
the simplest to understand as it is a node that, by virtue of
its liberal listing of keywords, has many links out.
Connection can also become dense in a Korsakow film
through the provision of lives, so an individual film may
utilise clips that have limited lives (meaning they will
disappear from the film as their number of lives, which is the
number of times they have been viewed, is reached), and a clip
that then does not die, or has a much higher number of lives,
will statistically appear more often. This density is not
necessarily achieved through their number of links but by
sharing keywords to allow that clip to traverse from one
thematic cloud to another.
Finally, a similar outcome is achieved through exploiting
the SNU rating of individual nodes, where increasing or
decreasing this rating makes the clip more or less likely to
appear in the system's search results. Where a higher SNU
rating is combined with more lives it is possible to create a
clip that is particularly dense within a work, and so becomes
a pivot, or fulcrum, to provide passage between otherwise
intertwined and inwardly orientated clouds and series of
clips.
This varying density creates a topology that through
keyword relations, SNU rating, and lives has the
characteristics of a small world network. A small world
network consists of nodes and connections between these nodes
and this node and link structure can be used to map
friendships between people, the power grid, or even protein
pathways, and in a K–film it is the clips and their relations.
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Within small world networks there are always 'nodes with an
anomalously large number of links' (Barabási 2002: 56) which
are described as connectors. Clips that have many links
(literally in the case of those with saturated keywords,
temporally in the case of those that rely on lives and/or SNU
rating) are such connectors and these 'dominate the structure
of all networks in which they are present...with links to an
unusually large number of nodes, hubs create short paths
between any two nodes in the system' (Barabási 2002: 64).
Dense clips in a K–film therefore allow users to traverse from
one loosely interconnected cloud in a Korsakow film to
another. The role of these different sorts of dense nodes in a
K–film is similar – there is a constellation of related
material that is loosely interconnected, and within these
clouds there is a clip, or clips, that allows connection
outward, generally to other similarly loosely interconnected
clouds and constellations. However, that these dense nodes can
occur spatially through shared keywords, or temporally via SNU
rating and lives, is a significant difference and does create
different topologies and different types of K–film structures.
For instance, Matt Soar's Korsakow diary film Ceci N'est
Pas Embres (Soar 2012) documents his family's three month
sojourn in a French village (for a detailed discussion see
Soar 2014). It consists of three major clouds, corresponding
to the three seasons of their stay. Within each of these there
is a simple to and fro rhythm between clips where an upbeat or
positive sequence is followed by a downbeat or negative
sequence. Such a pattern is easily achieved in Korsakow by
using, for example, an in keyword on the positive clips such
23
as 'springHappy', and an out keyword of 'springUnhappy', and
reversing this on the 'negative' clips so that they have an in
keyword of 'springUnhappy' and and out keyword of
'springHappy'. This in no way determines what specific clips
will be returned as the system performs its searches but it
does mean that when there is a positive clip playing that
matched clips will all be negative and vice versa. This
establishes two series within each season's cloud of clips,
allowing the user some agency to explore the work, and the
system its own agency to procedurally generate its varying
search results around this affective rhythm. In addition,
within the first two seasons there is a connector that
provides a link from one season to the next, what Soar
describes as a 'pinch point' (Soar 2014: 165). The work always
begins with winter, their season of arrival, and in each
viewing, if you stay long enough and make sufficient choices,
the film traverses from winter through spring to end with
summer and the end of their stay. There is then a large scale
directional arc to the work, moving through the seasons in
calendrical sequence, and within each season specific
syntagmatic series are formed by the regular repetition of
good and bad vignettes.
What comes to matter for the film is the continuing
multiplicity of variations between the available clips. As you
view the work new sequences form between the clips that the
film contains, and so what comes to be the film is not any
particular series you experience as you watch it the first, or
even the second or third time, but understanding that the work
is the set of these possible connections between its parts,
24
and that any viewing is always a provisional and
idiosyncratically specific finding of one path amongst others.
reading performs the work In Korsakow every viewing is an individual performing of
the work. Here, to return to an individual K–film offers not
so much the reward of an increasing hermeneutic density
(though this is certainly available) but the ongoing unveiling
and discovery of a deep structure which is realised as nuanced
pattern, of an immanent autopoetic complexity. As a K–film is
returned to, viewed again and again, different senses, moods
and relations between parts emerge because different clips now
come to lie together, offering new facets by which to view and
understand the work as a whole. Understanding the role of this
readerly poesis for sense making in Korsakow – in concert with
what its author has enabled through their more or less
deliberate use of the affordances available – lets us see that
sense making has dramatically shifted not because it is
digital, or even by the activity of users choosing which links
to follow, but specifically because emergent and generative
qualities are realised through the programmatic affordances
that Korsakow allows. This dance between the programmatic,
video, sound, author, user, and the processual logic of the
computational, is Korsakow's dispositif. To make sense with
Korsakow as an author and user we can no longer rely on the
common and naturalised practice of watching a film from a
beginning to an end, nor even the more recent equivalent of
following all its links to each of their destinations. Our
historical hermeneutics of reading that has been grounded on
the linear and temporal fixity of media as a consequence of
25
its technical substrate is dissolved. What you and I watch are
no longer the same things. This, in relation to sense making,
is radical, and shifts Korsakow in dramatically different
directions to many other interactive documentaries because
many of these other works, for all their linked complexity and
visual splendour (what might be called, with a nod to Gunning
more than Eisenstein, their 'interactivity of attractions')
are resolutely and indifferently fixed in predetermined
relations. In these other interactive documentaries, even
where their shape and scale may change with additions from
makers and audience, links are to single constant
destinations. Even where there are databases that utilise
search, the same results are returned from my first, second,
and third queries. In these interactive documentaries what
changes is what I choose to select next, but what I might
choose from rarely alters. Any deeper architecture of the work
is rendered as surface through menus and single links to
single destinations, interaction design reduced to the
pragmatics of information architecture. Such works do not
change architectonically as a consequence of their viewer's
actions. Exceptions to this instrumentalised linking – an
informatics of connection rather than an aesthetics of
relation – abound in online media, yet, interestingly, in the
milieu of interactive documentary the majority of works remain
resolutely fixed by the imprimatur of an auteurism that
remains largely untroubled (and unproblematically celebrated).
poesis Structure in a Korsakow film emerges as a consequence of
its making, and its making involves the crafting of relations
26
between clips through keywords in concert with the system's
programmatic affordances. It is not a system for designing a
structure of specific or predetermined inter–connections in
advance using a narrative or schematic map that is then
translated into Korsakow. A K-film is built from within,
utilising its keywords, lives, interfaces and SNU ratings to
iteratively develop a patterned structure of variable dense
relations in the time of its authoring. Building a K–film
relies upon an iterative, sketch like practice of incremental
changes and additions, exporting and evaluating what has
happened. This is a very particular sort of sense making
through praxis that, anecdotally, is closer to design or even
performance rehearsal rather than the more common industrial
modes of production that film–makers are acculturated to and
expect.
a post industrial aside Industrial modes of media production, historically due to
the capital costs involved, need to 'map' requirements before
something is made, and so making is to a significant extent
the creating and assembling of what has already been defined.
For example, a film script leads to a storyboard which
provides a shot list, which works as a blueprint for location
and studio shooting, and finally editing. Similarly, a great
deal of new media work follows similar procedures where wire
frames, mock ups, prototyping, user testing, and information
architectures are defined, and then translated at different
resolutions or scales into testable services and systems.
However, to work in this way in Korsakow is to domesticate its
deep invitation to poesis and misread its procedural
27
complexity for instrumental intention. Korsakow's invitation
and method on the other hand is more analogous to
programming's 'agile development' than what traditional film
making practice has (or can) afford. Korsakow's technological
and aesthetic footprint is an alternative site for interactive
documentary practice as authoring is a series of intuitive and
more or less directed improvisations which have the tenor of
'what if?', or 'what happens when?' and 'I think I'll try this
instead'.
Reading a K–film requires similar procedures of small
scale repetition, wondering and returning to the already
viewed because deeply multilinear structures require a
hermeneutics of repetition. As a result of this a K-film needs
to be returned to, that is viewed and read more than once, for
its patterns to emerge, for it is when a clip reappears,
recognised as already having been viewed, and now, through the
thumbnails available, offering new and different possible
connections, that patterns of relation become manifest. (If
clips only appeared once, to forever disappear, then a work
might as well be a strictly connected branching tree, and so
repetition, of clips and thumbnails, a looping returning to
the already visited to find new possibilities and relations
this is what lets makers and users realise that their choices
alter the form of the work in itself.) It is not possible to
view a K–film in all its possible variations, yet some sense
of this variability is necessary to understand any particular
work. Generative, interconnected works, architectonically, are
premised on the return to the already visited as their key
trope to indicate audience agency – you return to a clip, and
28
it now has different next possibilities (and therefore
different possible sequences). This also helps us recognise
the Heraclitean principle contained within Korsakow films
where, indeed, you do not 'return' to the same clip as its
repetition means it is and cannot be identical to its first
appearance. The structure, therefore, of this return is
musical more than narrativist, it is verse and chorus rather
than the literary's normative embrace of time's arrow, and
what clips come to mean change because of, not in spite of,
their reoccurrence.
documentary knowledge That material specificities are significant actants in
what they do and require of makers and users in interactive
documentary needs to be foregrounded in our scholarship. In
documentary studies more broadly as there is common
understanding of the mechanics of making a film, including the
ability to recognise and engage with the role that
technologies play within this. For instance, it is a truism of
documentary cinema studies that the rise of smaller, portable
and cheaper 16mm cameras, combined with the Nagra and faster
film stock, allowed for radical changes to documentary form
and practice. Here the relation of technology to form and
meaning is almost taken for granted. Critical writing in
interactive documentary, because of the variety of platforms
and systems available, requires a similar subtlety as being
digital, using code and networked does not erase the
significant differences between platforms and systems, and
these differences exceed any consideration of their maker's
intent or interpretive taxonomic schemes.
29
a milieu The specificity of Korsakow as a particular software
system matters because as software it proposes a milieu of
making that is grounded by the programmatic terms of the
software much more than in the traditions or histories of
documentary and film making. To not know these terms, what is
in effect the program's world view in relation to interactive
documentary, is to struggle to critically engage with the work
that it produces. Sense, in this context, needs to be
recognised as a consequence not only of the consumption of
distributed works, but also of the programmatic and networked
dispositif that these works define.
It can be difficult to explain why the affordances and
constraints of software matter to those who are not engaged in
digital making, as from 'outside' it can too easily appear
that the digital is infinitely malleable to our will.
Insisting on its agency then seems to be a variety of
technological determinism, however, a Korsakow film is a
Latourean actor network where the members of this network are
not only browser, video, narrative, text, maker, and audience,
but includes code, program, programming, language,
instruction, protocols, as well as screen, interface, mouse,
keyboard, bandwidth, resolution, server, gamma, compression,
and electricity. These properties have a materiality that is
evident as much by what they constrain as by what they enable.
They are real actants in relation to making, the maker, and
audience and the programmatic decisions that Korsakow enacts
around video become the expressible and performable of a K–
film.
30
splendour Let's face it, there is a splendour in the poesis that
Korsakow performs. This splendour is found in the risk to
order, coherence and sense that generative procedural systems
invite, and this is manifested in Korsakow through emergent,
variable dense relations. Korsakow foregrounds a computational
rather than narrative logic, which is perhaps why it has been
so misunderstood critically (Soar 2014), and why to work
successfully with Korsakow requires some surrendering of your
agency to the procedural demands of the unit or system.
Korsakow's desire to engender multiple, loose, possible
connections is a computational response that makes material
the force that is already immanent in cinema to connect and
establish relations between otherwise separate parts, what we
usually call editing. Korsakow becomes, then, an engine and
instrument for allowing any clip to maintain and sustain all
those connections it might wish to have with other clips. A
desire that demands author and audience accept the risk of the
maybe, perhaps, and meanwhile, surrendering my always
imaginary control as author, and my regal authority as reader,
about what might, is, and will happen. To make sense in and of
Korsakow, for making and viewing, it needs to be recognised,
deeply and seriously as a unit, system, and actor network. We
are actants within this system, but never its centre or
origin. For documentary this proposes a reading and making of
the world that is not pre–determined nor fully controllable,
for maker, reader, narrator, or the work.
In a gesture to the beginning, and the over striving for
closure that is the hallmark of good academic writing (and a
31
reflexive moment signalling the penumbra of modernism's
formalism), we might claim, returning to Latour, that a
Korsakow film for documentary offers 'a risky account, meaning
that it can easily fail – it does fail most of the time –
since it can put aside neither the complete artificiality of
the enterprise nor its claim to accuracy and truthfulness'
(Latour 2005: 133, italics in original.) Or, on the other
hand, that the 'unfathomable density, the black hole outside
of which all distinctions collapse into indistinction' (Bogost
2012: 22) provides an account of the nature of the world,
Korsakow, and a passage to investigate further the affinities
between this density and interactive documentary's capacity to
cinematically engage with this world.
Acknowledgements I would like to acknowledge the patience of the editors
of this issue of Studies in Documentary Film, Craig Hight and
Ramaswami Harindranath. I would also like to thank the
nonfictionLab, RMIT University, for providing support during
the writing of this article.
biography Dr. Adrian Miles is a Senior Lecturer and currently the
Program Director of the consilience Honours lab at RMIT, in
Melbourne, Australia. He does research on hypertext media and
networked interactive video, and undertakes theoretically
inflected digital projects. Adrian's research interests
include interactive nonfiction, pedagogies for new media, and
digital video poetics - with a Deleuzean cinematic inflection.
32
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