Aesthetics of Multimedia

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    Towards an Aesthetics of Multimedia

    Frank L. BorchardtDepartment of German, Duke University

    ABSTRACT

    The considerable contribution of cognitive sciences to the development of the humancomputerinterface opens the argument of the following article. The wide diversity of the disciplines

    contributing to this development acts as a reproach to the history and criticism of media for theirfailure to contribute their share. The body of this paper presents a concise history of media inno-vations as an introduction to the problems presented by the humancomputer interface in themost recent of media innovations. Both the failures and the successes of the history and criticismof media provide prototypes for the investigation of analogous problems in the most modern ofmultimedia. The constituents of multimedia are examined separately (vision and audition), and,finally, the problems of judging combinations of elements are outlined.

    1. INTRODUCTION: COGNITIVE SCIENCES AND THE INTERFACE

    Theoretical design, information design, technical design, graphic

    design, communication design, all these are coming together. Ithink the successful design shops are those that are rising to the

    challenge of taking a broader perspective of what design is about.

    Bart Marable, quoted in Kuchinskas (1998)

    Cognitive sciences may generally be described as the psychology of know-ing, but only if that discipline is understood as located as an equal partner in

    dynamic combination with adjacent disciplines such as linguistics, computerscience and statistics, biology, and physics. Learning theory and perception

    have joined up with phonetics and semantics, speech recognition and computervision, neurology, optics and acoustics to explore what it is and how human

    Correspondence: Frank L. Borchardt, Department of German, Box 90256, Duke University,

    Durham, North Carolina, 27708-0256, USA. Tel: +919 660 3161. Fax: + 919 660 3166. E-mail:

    [email protected].

    Manuscript submitted: November 1998

    Accepted for publication: January 1999

    Computer Assisted Language Learning 09588221/99/1201003$15.00

    1999, Vol. 12, No. 1, pp. 328 Swets & Zeitlinger

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    beings know. The great classics of the interface, humancomputer interactionand presentational and technical design emerge directly from developments in

    these disciplines (Andriole, 1995; Cox, 1993; Gardiner & Christie, 1987;Helander, 1988; Kukulska-Hulme, 1998; Salvendy, 1997; Salvendy & Smith,1993; Shneiderman, 1987; Treu, 1994).

    2. THE CLASSIC SCREENS

    The dominance of the cognitive sciences in the discussion of the

    humancomputer interface has had fertile consequences, many of them sen-

    sible and useful, some, however, less so. A kind of consensus has arisenaround the studies of the last ten years which has had direct impact on theway that screens are designed, especially by academic users or commercial

    producers aiming at the academic market. A remarkable uniformity charac-terizes these screens. One corner occupying no less than 30 per cent of thesurface will be dedicated to the text, which might be video, graphic or

    words in print. The surrounding spaces are routinely divided into smallerrectangular frames performing helping functions which comment one way or

    another on the principal frame. Related information appears in clusters, thevisual arrangement underscoring the relatedness of the information. Whilethis is surely one effective means of the organization of a screen, it is just as

    surely not the only one (Fig. 1). The disproportionate frequency with whichthis design has been adopted (with variations) suggests that the observation

    of the classic authorities has become normative in certain circles.Furthermore, the unconditional dominance of metaphors drawn from the

    Gutenberg universe in instructional software designed by or for academicusers points in the direction of a missing corrective: the history and criticism

    of media have not been sufficiently taken into account.

    3. THE MISSING HUMANITIES

    What is remarkably and explicitly absent from the great cognitive sciences mix

    is the historic discipline concerned more specifically and exclusively than allothers with human knowledge: epistemology, the philosophy of human

    knowing. Epistemology, like cognitive sciences, has sister disciplines, among

    them the philosophy of beauty and the history of ideas, and niece and nephew

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    disciplines in the history of taste and the history and criticism of media. Thedisciplines concerned with knowing and the senses have, over time, come to

    be associated with aesthetics, a relatively new term, eighteenth-century inorigin, unknown to the Greeks who provided the stem, aisth- for feeling orsense, the same stem we all know from anaesthetic. It is in the sense

    implied here that this article uses the title term aesthetics: that is, the studyof sensory events in historical and critical environments. Historical means

    studying the genealogy of sensory events and understanding how they devel-op over time. Diachronic is what this historical approach used to be called in

    humanistic research to distinguish the approach through time from the syn-chronic. A synchronic approach to an event largely disregards time and con-centrates instead on the constituents of an event. To say that an

    eighteenth-century English country house was built with the golden sectionof the ancient Greeks in mind is a diachronic observation. To study the effect

    on structures built on the axiom of the golden sectionthat is, on an outline

    TOWARDS AN AESTHETICS OF MULTIMEDIA 5

    Figure 1. Classic multimedia screen.

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    where the length of one shorter segment is proportionate to the next, a longersegment as the longer is to the sum of the two (a:b::b:(a+b), roughly

    3:5::5:8)is synchronic. The history of the idea vanishes as the studentwrestles with the question of proportionality in architecture.

    The position in which the humancomputer interface finds itself at this

    moment seems, by sheer coincidence, to resemble the state of affairs in thediscussion of a new art form from around the year 1700namely, grand opera

    (Flaherty, 1978).

    4. MULTIMEDIA: DIACHRONIC

    4.1. The predecessor: Drama

    Unsung, unchanted, plain spoken plays were almost certainly the exception in

    the history of drama before AD 1475 and became more prevalent thereafterpurely on the basis of ignorance of how plays actually were supposed to be

    performed. Partially by virtue of this misunderstanding, spoken dramaachieved success and standing and established itself as an autonomous form

    of expression. Indeed, plain spoken drama gradually became the dominantform of verbal performance art across Europe. When the founders of grandopera transformed the spoken text to song and added musical accompaniment,

    they almost certainly had no idea that they were generating a new art form.Quite the contrary. They almost certainly believed that they were reviving the

    musically performed drama of Greek antiquity, and doing so with total accu-racy. All that opera did was to restore music to drama, from which it had beendropped by negligence. By virtue of that misunderstanding, another accident

    of history, opera, became a new art form.

    4.2. Criticism of opera

    4.2.1. Negative

    Observing these developments around 1700 were certain critics who had stud-ied at the feet of the great French and Italian critics of the previous century

    who themselves had studied at the feet of the Greek masters of antiquity. Therewere also those who had studied the literary masters of the preceding century,mostly French, mostly in drama, at the height of a great poetic flowering in

    France. In general, this party of critics found opera an abomination. Opera

    defied the norms laid out by classical drama. It mixed media, not only music

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    and drama, but also adding dance, architecture, painting and mime to the con-coction. Opera defied simplicity and order. It was complex and asymmetric.

    Opera was impure, and, because it was impure, it was bad art.

    4.2.2. Empirical

    Then there were those who observed that opera was immensely popular in allclasses of society, that opera was great fun to attend, that there were good

    operas and bad operas. This party of critics suggested that the norms laid downby other art formstoday we would say mediawere not necessarily

    applicable to this new art form. Furthermore, they suggested that appeal toauthority, deductive application of pre-existing models, and rule-based obser-

    vation contributed little or nothing useful to explaining the success of the newart form. What they suggested instead was that one needed to look at the actu-al operas first, and to do so on their own terms. Then the thoughtful critic

    might derive some rules, guidelines and dynamics from the art form itself.The rules had, however, to be suggested by the object of study, not by its

    cousins or its ancestors; i.e., by the art form itself. The social signal that thisenterpriselooking at the performances themselvesmight be worth theeffort eventually arrived some time in the eighteenth century, when opera

    achieved the widespread approval of people known otherwise for good tasteand sound judgement. They turned their backs on the deductive rules of the

    previous century; generalizations about the art form were supposed to beacquired by induction. Experience was to become the norm.

    4.2.2.1. An apostle of empirical criticism: Gotthold Ephraim LessingOne of the great applications of this principle was written down by the eight-

    eenth-century German playwright, theologian and critic, Gotthold EphraimLessing. In an essay calledLaocoon, Lessing draws a distinction between lit-

    erature, on the one hand, and two- and three-dimensional art forms on theother. He concluded that the proper dimension of sculpture, for example, wasspace. The principal reality of sculpture, painting and architecture was situa-

    tion, place, disposition in space. The role of time in these art forms wasrestricted to the moment, the appropriate moment, the pregnant moment (or

    what you will), but the moment nonetheless. Otherwise plastic art (art thatcan be touched) belongs contiguously in space. Poetry, by contrast, is located

    sequentially in time (Lessing, 1766).Lessing reached these insights by observation of the great literary epics of

    the past. He noted the static, spatial, contiguous description of Aeneass

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    shield in theAeneidof Virgil (VIII, 626728), which grows cold and tediousfrom the constantly recurring here is, and there is, and nearby stands,

    and not far from there is seen. He contrasted this static and colourlessoccurrence of sculpture in poetry with the dynamic representation of the shap-ing of Achilless shield in theIliadof Homer (XVIII, 478608).

    These, among countless other examples, brought Lessing to such generaliza-tions. Having made them, Lessing directs the reader to contemplate the very

    materials of the contrasting art forms. It is clear that poetry reaches the eye orear of the audience serially and reproduces events that are successive in time;

    it is just as clear that three-dimensional art consists of objects that are coexis-tent in space and reaches the eye of the observer in a flash, however often the

    observer may wish to repeat the experience of the instantaneous reception of animpression in time. In modern terms, it would be safe to say that poetry is, if notfour-dimensional, at least at home in the fourth dimension; whereas art made of

    materials which occupy space are, in and of themselves, three-dimensional.To be sure, no experience determined by matter can escape space and time.

    Nonetheless, certain objects change very, very slowly over time and suggestsome form of endurance or permanence; and other objects, just as materialand real, do not unveil themselves in one location, instantly, but in any or

    many locations, serially, one state after another, over an extended period oftime. Lessing would maintain that it is no more possible for sculpture, how-

    ever grandly conceived, however magnificent in proportion, to perform thesame function as a poetic narrative than it would be for a poem to be substi-tuted, in and of itself, for a temple to the gods. A poem and a temple are two

    thoroughly different objects: the rules which govern the one cannot possiblebe the same as those which govern the other, however related their purposes

    may or may not be.A distinction as crass as that between poetry and architecture may seem

    simple-minded indeed. But there are many instances were people cross the dis-tinctions by calling, say, a sculpture, poetry in stone, leaving the listener per-haps impressed but surely baffled at the same time, or by demanding that

    poetry draw pictures (ut pictura poesis). The distinctions do, however, need tobe made and remembered, even if later, in mixed or multimedia, they have

    again to become blurred. The distinctions have a basis in the empiry, instraightforward but informed observation. The physical constituents of an art

    form in its actuality differ from one art form to the other. Carrara marble is notiambic pentameter. Physical constituents, furthermore, help to determine what

    the suitable and congenial forums will be for the development of the art form.

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    Statues of Carrara marble belong in public spaces, and buildings public andprivate, and are determined by space; poems belong to occasions, some pub-

    lic, many more private, and unravel over time. Let us call the physical con-stituents the matriel. The matriel determines the dimension of the art form.

    4.3. Criticism of modern media

    The quandary of eighteenth-century aesthetics over against opera provides an

    analogy to the present condition of multimedia: that is to say, a new form hasarisen, and the inclination to employ the conventions of previous forms in the

    new form seems irresistible. The solution to the quandary also applies direct-ly to multimedia: inductive method (observation) and intensive study of the

    constituent materials, the matriel. This led the predecessors to understand thedifference between marble and wordsand the consequences of such differ-ences for the artsand must do the same for modern multimedia.

    4.3.1. Modern media and its antecedents: Marshall McLuhan

    4.3.1.1. The Gutenberg workshop

    The analogy to present circumstances is incomplete without acknowledgingthe contribution of Marshall McLuhan to the modern understanding of theinternal aesthetic mechanisms of media and their external history. McLuhan

    was among the first to observe that new media incline to imitate the precedingdominant communicative form (McLuhan, 1962). This was the case with

    printed books, to begin with, which were the closest possible imitation of man-uscripts written at the same time. Until the development of Roman type (com-

    pleted by about 1483), all fonts were more or less successful imitations ofmanuscript handwriting. In a certain sense, the Gutenberg Bible is an excep-tion to this rule. The font designed for the forty-two line Bible may have been

    inspired by the finest contemporary hand, but the elegance of the charactersvastly transcended that available in all but the most festive, ceremonial manu-

    scripts of the time. Even the Mainz Catholicon (an encyclopaedic dictionarywhich generally qualifies as the second book ever printed, at least with an iden-tifying colophon) descended from the lofty level of the forty-two line Bible

    and imitated utilitarian contemporary handwriting.

    4.3.1.2. Lotus Organizer

    This rulethe new imitates the oldapplies to modern technology,

    sometimes with frightening perfection: consider Lotus Organizer, with

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    electronic rings for the electronic holes in the electronic paper edged withelectronic tabs. Here is a technology denying that it is what it is and pretend-

    ing, as comprehensively as possible, to present itself as its non-threateningpredecessor.

    4.3.2. The predecessors of instructional multimedia

    Lessing and McLuhan provide most of the tools necessary for a critique of

    multimedia in its present condition and for the prospects of multimedia in theforeseeable future. Multimedia, however, also has a past, one as influential on

    its successors as any ancestor technology. Those with a mission to conveyknowledge of all kinds understood how desirable it was to employ more than

    one medium in the task. The earliest were perhaps word and song; later cametext and graphic. When the publishers of modern language textbooks wereobliged to provide audiotape with their printed materials, they were already

    engaged in multimedia presentation. Those packages must even more be con-sidered multimedia which have had to include on-line drill-and-practice,

    videotape or videodisk, as well as audiotape or CD-ROM. But even these com-plicated packages are not without precedent.

    As early as the seventeenth century, certain visionaries who imagined that

    modern language education would one day become a necessity experiment-ed in their printed worksdominated by wordswith illustrations: for

    example, graphics which might help to teach the Cyrillic alphabet toWesterners who knew only Roman fonts. TheJanua Linguarum (1631) and

    Orbis Sensualium Pictus (1658) of John Comenius provide the ancestors of

    illustrated language text books, even of flash cards. The great pedagogicalinsight of Comenius was certainly informed by a sense of the difficulty of

    learning languages. Comenius, a Moravian from Bohemia, had to face theproblem of trilinguality. What is worse, the three languages with which he

    had to dealGerman, Latin and Czecheach belonged to a different lan-guage family. Illustrations were one way to bridge the gap (Comenius,1672). There is clearly a sense in which all of these predecessors can legit-

    imately be called multimedia, but for the present circumstance let multi-media mean the successor of this noble tradition, specifically the one which

    employs the electronic digital mode.

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    5. MULTIMEDIA: SYNCHRONIC

    5.1. The sensory domain of multimedia

    5.1.1. The senses and time

    Modern multimedia involve (so far) two of the four senses: hearing and see-ing. Touch is involved only in conventional inputting by keyboard and mouse,

    and taste is involved only in an applied sense. The elements which make upmultimedia are fundamentally four: text, graphics, video and audio, of which

    text, graphics and video remain largely the object of seeing, and audio alonethe object of hearing. Of these four, three may be presented freeze-frame (as

    opposed to simultaneously), text, graphics and video; all four, includingaudio, can be presented both simultaneously and over time, including audio,which mustbe presented over time and cannot be presented any other way.

    5.1.2. Hearing

    Of the four components, that which appeals to the sense of hearing is proba-bly the least developed so far. However, certain advances are being made in

    sound, as much by practitioners as theoreticians. Frankly, this development is

    an instance of practice catching up with (long available) technology. As far asspeech recognition is concerned, there are many programs which are begin-

    ning to do good work both as a substitute for keyboard inputting and as a short-cut for navigating around programs (LaRocca, 1994).

    5.1.3. The components of multimedia audio

    The components of multimedia audio are basically three: speech, music andsound effects. Each of these may find room in an application as either natur-al or synthesized. The era in which analogue sound was provided on separate

    analogue equipment such as the InstaVox (directed by computer but notimmediately available to the computer as digits) is probably long past. The

    digitization of natural speech, music and sound effects remains slightly prob-lematical, in that digital recording of satisfactory quality requires substantial

    computational resources, both in processing and storage. Until these stumblingblocks are removed, home-brew, digitized natural audio applications will prob-ably remain somewhat restricted. The pace of progress in the power and capac-

    ity of processing and storage, and the accompanying decline of cost, leads oneto imagine that these particular stumbling blocks are not long for this world.

    Computer-originated soundthat is, synthesized speech, music and sound

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    effectson the other hand, are highly economical in respect to processing andstorage, although it still requires professionals to generate them in the first

    place.Speech recording (i.e., digitization) is available at low cost. For many inter-

    active purposes, speech recording can be used to simulate human interactions.

    The quality of this exploitation rests entirely in the imagination of the design-er. There are, as yet, far too few instances of creative use of this function. To

    be sure, this has to do with the relatively recent employment of audio cards inthe configuration of most computers. As soon as designers are aware that most

    of their clientele can easily record speech, then recorded speech will start toplay a greater role.

    5.1.4. Scarcity of audio

    The disparity between technology and acceptance of technology is not ade-

    quate by itself to explain the fact that the spoken, played and heard aspects ofmultimedia remain among the least commonly employed. The inclination to

    downplay audio seems to be an expression of a neo-puritanical, purist pen-chant. It is no accident that expendable and merely decorative features of aprogram are named bells-and-whistles. There is, to be sure, a great abun-

    dance of terrible implementations of audio in multimedia events. This seemsespecially to be the case on the Internet, where the joy of invention or discov-

    ery occasionally tempts home page designers to regale the innocent surfer withveritable concerts of irrelevant electronic tinkling. This does not by any meansexcuse the high-handed dismissal of all audio to where it is commonly found,

    in guidelines or rules-of-thumb. These reveal themselves as artefacts oftheir times and locate themselves squarely in the multimedia era as equivalent

    to silent movies (see Section 6). There were in those days, too, pundits whodeclared that audiences would not be able to tolerate the overabundance of

    stimulation. Regardless of the consensus and the authority of todays pundits,audio is not only important now, but can only grow more important as timemoves on.

    5.1.5. Human-to-human, computer-to-human

    Audio in the shape of digitized sound (speech and music) is altogether essen-tial for countless Internet events imitating radio and television services.

    Likewise, those events which imitate a classroom have already found good usefor audio, to enhance listening and writing skills and accompany video or slide

    presentations. Countless music lovers burn their own CDs from digitized

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    music available on the Web, regardless of the copyright consequences. Web-based telephony and tele-conferencing are a greater or lesser reality and pre-

    sume at present satisfactory rates and quality of audio transmission andimprovement in them over time. Designers of taste and good sense alreadyemploy soundtracks of satisfying utility in order to enhance or complement

    their programs. These successful implementations will inevitably developthat is, grow better and more widespread.

    5.1.6. Humancomputer conversation

    Nowadays, audio can also be used for some purposes that employ speech-recognition. In this respect, the future holds one dramatic inevitability: that

    people will one day communicate with computers in the way they do withother human beings rather than the way they do now, by means of keyboardand mouse. That aspect of the future of audio should alone warn the haughty

    that they cannot afford to disparage or dismiss the audio component of multi-media.

    5.2. Audio as a test case

    Audio provides the opportunity for study of the nature of the whole new multi-

    media art form. Furthermore, it does so at a more primitive stage of develop-ment than that of the other components. At this stage it may be a bit easier to

    gain an overview of the elements and structures that constitute audio and echothrough the visual components as well. The single most distinctive quality of

    audio is that it unravels over time. It always passes through time. It is neversusceptible to freeze-frame, as are all the other components of multimedia.

    Manuscript or printed musical notation may, of course, appear all at once, inone place, as a static paper page, but notation is no more music than a screen-play is a movie. As soon as audio is recognized as an intrinsic and insepara-

    ble component of multimedia, the operating metaphors which govern therealization of multimedia on computer can no longer remain purely spatial.

    The line, the page, the book, the bookshelf, the library are all very well, butthey fall short of exhausting the fundamentally dynamic, temporal nature of

    multimedia (Borchardt, 1998).

    5.2.1. An audio tool chest

    One possible list of factors which might help shape observations in respect tosound include: volume (loud or soft), pitch (high or low), timbre (resonant or

    thin), attack and decay, rhythm (rate of recurrence of emphasis), duration,

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    velocity (rate of presentation of acoustic content; e.g., of melody), accelera-tion (whether rate is constant, increasing or decreasing), iteration (if portions

    of acoustic content are repeated, and how often), periodicity (recurrence of thewhole, and at what frequency), familiarity (or not; past orientation), pre-dictability (or not; future orientation).

    It is possible to distribute these factors across the three kinds of acousticpresentation likely to occur in multimedia performances: speech, music and

    sound effects (see Fig. 2). Overall, the factors can be separated by their spe-cific appropriateness to the sense of hearing, on the one hand (volume, pitch,

    timbre), and the way they deal with time, on the other (rhythm, duration,velocity, acceleration, attack, decay, iteration, periodicity, familiarity and

    predictability). Of these, most have to do with time passing by some cali-bration marker in the present (rhythm, duration, velocity, acceleration,attack, decay); several can be extended from the present into future time

    indefinitely (iteration and periodicity); one invokes the past to the presentexpression (familiarity); and one employs the present to await the future

    (predictability).

    5.2.2. Surgeon Generals warning

    Surgeon Generals warning: This kind of schedule is not meant by any stan-dards to be prescriptive; quite the contrary. It is meant at best to be suggestive;

    actually, it is meant (1) to be accepted as it is for those satisfied that it isexhaustive and makes all the real and needed distinctions, (2) to be repudiat-ed, thrown out and begun all over from scratch by those who disagree with

    one, several or every presupposition behind it, and (3) to be adapted, abbrevi-ated and expanded by those looking for instruments tailored to their own con-

    victions and particular tasks. Frankly, every time the author studies thesecharts, he changes the descriptions (though, more rarely, the descriptors). The

    final purpose of such a schedule is to encourage critical thought about themedium under scrutiny.The explorer should experiment with the number of qualities per feature.

    Three has been chosen here in order to avoid binary and opposite categoriza-tions, and to suggest that the categories can slide across a large spectrum.

    Some researchers may find binary distinctions more usefulindeed, morecomputerizablethough the result would probably require much larger

    tables. Choosing any other number but two, however, also has a drawback: notall categorizations will fill three slots, and some may require more. There is

    always the threat that such a schedule will prove to be Procrustean.

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    TOWARDS AN AESTHETICS OF MULTIMEDIA 15

    Fig

    ure2.

    Audioscheme.

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    Nonetheless, some activity such as this is probably essential to any creativecritique of the medium. With such an instrument it should be possible for a

    viewer (or listener) to make the critical distinctions necessary for understand-ing why a certain effect is pleasing or disturbing or supportive of the greaterwhole or distracting. I like it, or I dont like it, is not enough. Even statis-

    tical studies are inclined to leave a great deal to be desired, in part because ofthe high degree of subjectivity involved in both examiner and test groups, as

    well as the unimaginably complex and numerous variables that accompanyperception. Only experiments of the most intensely focused and restricted kind

    promise outcomes applicable to other situations.

    5.3. Vision

    5.3.1. A vision tool chest

    5.3.1.1. Basic distinctions: Freeze frame vs. over time, legibility, etc.

    A similar instrument for visual representation on screen would have to takeinto account graphics, video and text, all in spatial, static or freeze frame

    mode, as well as in temporal, dynamic or over time mode (see Fig. 3). The

    first questions a viewer is likely to ask automatically of the elements of ascreen have to do with legibility. Are these fonts large and clear enough to be

    read at a comfortable distance? Are these graphics immediately communica-tive or do they require physical (or mental) squinting of the eyes? Does this

    video provide information or entertainment directly as a feast for the eyes orare these talking headsat best, radio with visuals? On the assumption that

    screen messages mean to persuade, instruct or delight, what role does locationon the screen play in the accomplishment of such ends? Or proportion,absolute and relative? And, just in general, what are the qualities of the com-

    ponents of the screen with which a designer can design?

    5.3.1.2. Surface and angleIt would be legitimate to ask how different an effect might be in full-screen mode

    as distinguished from framed on the surface of the screen or removed behind thesurface of the screen by a window. Screen objects can appear across the surfaceof the screen, as text normally does in a word processor or graphics in a paint

    program. The mental test of surface would be to see whether a user might betempted to use the screen as a piece of paper and go after a typo with a hand-

    held blue pen. For text and graphics, full-screen mode will usually locate objects

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    TOWARDS AN AESTHETICS OF MULTIMEDIA 17

    F

    igure3.

    Visionscheme.

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    18 FRANK L. BORCHARDT

    Fi

    gure4.

    Openaudioscheme.

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    TOWARDS AN AESTHETICS OF MULTIMEDIA 19

    Fi

    gure5.

    Openvisionschem

    e.

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    on the surface of the screen, even though special purposes (like 3-D screensavers) might defy that generalization more for the fun of it than anything else.

    Video, on the other hand, whether full-screen or windowed, will almost alwayshave a greater or lesser remove from the viewer: that is, the distance of thecamera lens from the object being pictured. This phenomenon is very like the

    decision a portrait painter has to make when placing the subject in space on thecanvas. How far from the surface of the canvas does the artist desire the subject

    to be? If any, what message would either the artist or the patron wish to send bysuch a decision? Likewise, the angle of view almost always conveys a message:

    looking up (worshipfully), looking down (condescendingly). In the single viewperspective of traditional painting, photography and video, depth is sacrificed as

    soon as the view exceeds the window of legibility: that is, the angles from whichthe perspective may be read. Outside that windowlooking at a video sideways,for examplethe surface becomes two-dimensional and all the information falls

    flat on the surface of the screen (or canvas). What can a designer do with thatknowledge? If those who teach the eager learner how to look at a painting (and

    not just to stare at it), and to see what is there, are the historians and critics ofart, then these have a lot to teach the designer of screens.

    5.3.1.3. Contrast and textureAnd what about colour and contrast and texture? It is simply too early in the

    history of multimedia to make confident generalizations about them. There area few basics dictated by technologye.g., having white text on textured back-ground may result in the inability of browsers to print out the text in text mode,

    because suppression of the background could result in white on white print-ingbut these technical glitches are relatively few. What is required is the

    study of effective screens and a determination from experience (and not fromauthority) of what works and what does not.

    5.4. Animation

    This principle applies most vigorously to the temporal, dynamic, over timeaspects of providing multimedia to the sense of sight. The employment of ani-

    mation on any kind of computer risks the wrath of the same neo-puritans whodespise audio. The ultimate reason for this kind of dogmatism is an unwill-ingness to abandon the Gutenberg metaphor and, with it, the necessary admis-

    sion that computers differ from books by one critical dimension: time. Theimplementation by most of the major players on the World Wide Web of ani-

    mated logos (e.g., both Netscape and Microsoft Internet Explorer) provides

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    hope that some animation is being found acceptable by those with a seriouseconomic stake in the future development of this new medium.

    5.4.1. An animation tool chest

    5.4.1.1. Space and depthThe questions asked of an Old Master painting by an art historian need to be

    asked of computer visuals as well, not only when they are stable or static butalso when they are in motion. The critical observer needs to be able to distin-

    guish whether the action hugs the surface of the screen, or tries to protrude, orfalls back into the middle distance, or disappears into the vanishing point.

    Likewise, the critical observer needs to be able to distinguish whether anaction is framed but still on the surface, or whether it is windowed andremoved back behind a proscenium, and be willing to tell the difference

    between a frame, a window and a proscenium. Finally, the critical observerneeds to be willing to hypothesize about the effects of the various delimits and

    depths available on a screen.

    5.4.1.2. Add time to make sequence

    Since animation takes place, by definition, over time, the problem ofsequence has to be faced. The critical observer needs to study how often an

    action may be presented. If it is only once, straight through, from beginningthrough middle to end, then the critical observer may need to think about howthat may differ from when there is repetition. The consequences need to be

    articulated regarding whether an action can be interrupted, reversed, playedagain in whole, in part, whether it must it be played again, how often, at what

    intervals, and whether and how the user can intervene. The ultimate questionis just how do these possibilities affect the psyche of the Internet surfer or of

    the multimedia client.

    Time and Tense

    With time comes also tense; in this case, past, present and future. The multi-media developer would do well to know whether a certain screen action depends

    entirely on some historic precedent, is only influenced by the known and famil-iar, or comes wholly as a surprise. The student of the screen needs to know (1)

    whether an action lays out its own rules by explanation or exposition, whetherit is self- or endo-referential, or (2) whether it appeals to knowledge, experience,

    or assumptions common in the community and is thereby exo-referential, or (3)

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    whether it experiments with the largely or wholly novel. The developer needsto be able to anticipate (1) whether a viewer can tell whats coming next

    because the action is well known, (2) whether the viewer will recognize theaction as only resembling available models because it follows general outlines,or (3) whether the viewer will be astonished by the action being entirely new

    and unanticipated.

    5.4.2. Animation and text

    The modern computer is a universal mediator. If anything anyone can imag-

    ine by way of stimulus, image, action or information can be mediated, thecomputer can be made to mediate it. By virtue of that potential, the computer

    can also be made to resemble a book. This does not mean that that is the mostappropriate medium for it to emulate. A movie could also be made to projectthe pages of a book on the silver screen, a page at a time, with plenty of oppor-

    tunity to read before the page is turned. That it is possible does not mean thatsuch an implementation of cinema makes a lot of sense. In the long term, com-

    puters are no more effective page turners than motion picture film.The same problem of the mediums matriel intrudes as intruded between

    poetry and sculpture for Lessing. For the paper page, placing and maintaining

    the shape of the data requires only a single intervention by a scribal pen or theimpression of an inked type. On the video screen, the phosphors have to be

    bombarded many thousands of times a second to keep light there, and are allready to disappear into darkness on that many occasions per second, awaitingonly a power failure for a well-deserved rest. The same power failure may ren-

    der the paper pages information as invisible as the CRTs, but it does notchange or eliminate the disposition of the data on the page. Bombarded phos-

    phors causing light to emanate from a cathode ray tube (or its successor) arematerially different from photons bouncing, reflected, off a passive page.

    Poetry is not sculpture.

    5.4.2.1. Kinetic text

    The single element in which this fundamental reality of the new medium ishardest to accept is text. It would be better if a new word were invented along-

    side read to describe the process of taking information off the screen. Thevast majority of regular computer users do not employ the screen in the same

    way that they employ the printed page. When the screen begins to appear toomuch like the printed page, with a critical amount of too much information, the

    common practice is to print a hard-copy version of the text. As many times as

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    this happens around the world every day, that number of times a user recog-

    nizes the difference between electronic and print media and acts on that dif-ference. Experiments need to be undertaken whereby alternatives to the

    present-day conventions for the representation of text on screen are explored.Those toys which appear on the Web upon a search for animated text or textanimation provide countless instances of tortured text (growing, shrinking,

    twirling horizontally or vertically, twisting, morphing, changing colour, etc.,etc.), any one of which might be usefully employed to liven up a terminally

    boring, static screen. They do not, however, represent genuine alternatives toGutenberg page screen presentation. Let us try to distinguish animated text

    (or text animation) from alternatives to the static Gutenberg page by callingthem dynamic text and calling the greater category, including both animatedand dynamic text, kinetic text.

    5.4.2.2. Dynamic text

    The tickertape (and the analogous Java applet) permits information to flowfrom right to left across the screen, usually at the bottom. By virtue of its pre-sentation of continuous text, this application provides an alternative to ani-

    mated text, which typically presents short, repetitive, phrase-length language.

    By virtue of its presentation in motion, the tickertape also provides a text

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    Horizontal scrolling (one-line, right-to-left, ticker-tape, New York Times Building)

    Vertical scrolling (north-south, whole text,WordStar ^QZ, ^QR)

    Front-to-back scrolling (3-D Once upon a time,in a galaxy far far away. . ., whole text)

    Teletype (left-to-right, unit-at-a-time, user-deter-mined limit on-screen retention of old information)

    Reading Dynamics (frame or window movingacross text at user-controllable speed and width,

    visibility of remaining text and whole text scrollinguser-determined)

    RSVP, Rapid Serial Visual Presentation (wordat a time, large font, from one screen area)

    Figure 6. Basic text presentation alternatives for a time-sensitive medium (all user-

    tailorable).

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    presentation mode alternative to Gutenberg. The same could be said for usercontrollable vertical scrolling, which older users might remember from the

    WordStar word processing program (^QZ [up], ^QR [down] + n 19 to controlspeed). Likewise, a front-to-back 3-D journey would accord with a dynamic,non-print medium, as in Star Wars, Once upon a time, in a galaxy far, far

    away . . .A personal favourite of this author is teletypethat is, user controllable,

    left-to-right text presentationfor the inclusion of which feature in the text-based version of CALIS (Computer Assisted Language Instructional System)

    he is responsible. The normal process would be one letter at a time at a pacecomparable to the users normal reading speed. Variations could include one

    word or several at a time. And then decisions would need to be made abouthow much information to retain on the screen: a few or many lines, scrolledoff a line, or several, or a screenful at a time. One commercially proven strat-

    egy, Reading Dynamics, locates a frame of one, two or three words across atext and moves at progressively greater speeds as the learner grows accus-

    tomed to the limitation. In a modern incarnation of the idea, decisions wouldhave to be reached as to whether the remainder of the text would be completelyinvisible, greyed out or normal, how much text would appear on the screen

    at one time, and how much would be retained after initial processing. Evenmore radical is a strategy called RSVP (Rapid Serial Visual Presentation)

    (Rubin & Turano, 1992, 1994), in which words in user controllable (large)fonts are presented one at a time at (user controllable) speeds greatly exceed-ing normal reading speeds. It seems that, with a little practice (forty-five min-

    utes might suffice), reading speeds could be dramatically increased, withimproved retention (http://www.vallier.com/tenax/cornix.html [8 January

    1999]).

    5.5. VideoCritical understanding of the nature of video and of the mechanics which gov-

    ern its presentation is gradually making its way to the Web, though that under-standing is still deeply dependent on the antecedent technology, cinema.

    Video-analysis engines recognize the dividers that leave behind a shot or ascene and do so by comparing adjacent frames and looking for segmentationevents:

    1. Cuts and blank frames (breaks in the video stream on account of shifting to

    another camera or editing to another image)

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    2. Fades and dissolves (where a transition takes place over a number of frames)3. Camera movement (where pan, tilt, dolly, truck, arc, or zoom [8

    January 1999] may point to a change of scene)4. Salient frames (where, for some reason other than camera movement, a large

    proportion of the image in one segment is different from surrounding

    frames)

    Video-analysis software permits access to any segment in any order and can

    select key frames from each scene and string them together to make a story-board. Any resulting video can then be accessed by a standard Web browserand annotated as necessary (Kaehms, 1998).

    The segmentation events are the fundamental techniques of scene shiftingin cinema and appear to be equally applicable to video. They represent the

    internal dynamics of these media, and are many (but not all) of the basicdynamics that distinguish cinema and video from live performance. Making

    these basic tools of video editing available to the Web would seem to be a greatstep forward in allowing media-cognizant and media-appropriate screen andsite design. In and of themselves, however, they do not deal with audio.

    6. SOME OBSTACLES

    The use of colour in general, and of colour combined with text in particular,

    is routinely subject to intense negative criticism, though bold, innovative, andeffective use of colour on the World Wide Web has begun to counter those

    attacks. Colour was possible on the Gutenberg page, but as it was expensiveand complicated it was never really extended to text, except for the red ofrubrics. When the features used for presenting information on the electron-

    ic screen depart to any great degree from the Gutenberg model, the designeris risking widespread misunderstanding and disapprobation. It is amazing to

    observe how much caution is invoked when treating the electronic screen asanything other than paper. The blink function in HTML, for example, is vir-

    tually never described without the advice not to use it, because it is irritating.It happens also to be the first element a learner of HTML confronts which can-not be reproduced by the Gutenberg page.

    The observation was made above that the inclination to employ the con-ventions of previous forms in the new form seems irresistible (Section 4.3).

    To the extent that those features which depart from the Gutenberg page,

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    animation and audio, are downplayed in the development of multimedia appli-cationsthat is to say, employed not at all, naively or accidentally, or badly

    and without thought or effortthe present state of the art may be said to belocated in a phase more or less comparable to the silent cinema: not reallymultimedia, or just barely, by virtue of text and moving picture. One day a

    more inclusive metaphor, one probably derived from the general category ofthe modern cinema, will probably emerge to provide models for fully inte-

    grated and effective multimedia. In the meantime, before such a metaphor hasbeen found and some integration of the constituent media has been achieved,

    perhaps a glance at the history of the arts will provide a precedent: Gesamt-kunstwerk, or total work of art, as Richard Wagner grandiosely envisioned

    his rewriting of the rules of the opera stage of his time (Wagner, 1850). Inone sense, this brings us back to our opening argument.

    Until such time as preconceptions from the antecedent technologies are

    abandoned, until such time as the Wagnerian or a comparable metaphor canaddress the complex interrelations of the constituent media, it will probably be

    necessary to investigate the components one at a timee.g., video indepen-dent of audio. When designers are ready to acknowledge the full set of conse-quences of dealing with a new medium, one might dare to propose standards

    for (spoken and heard) speech accompanied by (seen) dynamic text. There is,however, little sense in proposing standards for the coalescence of language

    heard and seen in one experience in multimedia if no one has yet accepted theinevitability of dynamic text to begin with. The pairing of speech and textshould not have to be so problematical. Adult foreign language learners would

    certainly be grateful for a dynamic visual (textual) representation of naturalforeign speech, especially if it is spoken fast, especially if that speed elides the

    beginnings and ends of words. If only for segmentation and articulation, sucha pairing of speech and text would be a godsend. Link dynamic text and nat-

    ural speech with a talking head and one has a highly desirable and fully-fledged instance of an immensely useful multimedia application.In order to achieve such an obvious good, one would have to abandon the

    Gutenberg metaphor and accept a new metaphor, such as silent captioning forthe hearing impaired from television. Incidentally, there is probably a great

    deal to be learned for ordinary, day-to-day applications from the study of hand-icapped needs for high technology, where the burden of the technological past

    is explicitly under attack (Edwards, 1995; Williamson, et al., 1986).The critical component of interactivitythat is, of user intervention and

    dialogue with the computerhas been only lightly touched on here, in respect

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    of speech recognition (Section 5.1.5). Multimedia does not, in and of itself,necessarily imply interactivity. It would, however, be a sorry outcome indeed

    if the full flowering of the medium did not find a great deal of room for userinputting beyond point-and-click and the occasional ASCII essaythe domi-nant modes of user interaction at present.

    7. CONCLUSION

    Whatever direction multimedia takes as technology races ahead, the next

    attempt to fathom the internal workings of multimedia is going to have to fold

    the components together and determine how they interact and change andadapt because of their internal context and interaction. To achieve that goal, itwould be well for designers and users alike to acquire the habit of critical

    observation, first by abandoning the advice of the pundits, however well-mean-ing, then by diving directly into experience, and, thirdly, by assembling theintellectual, critical tools for deciphering the mystery of a wonderful screen or

    a powerful application. It would be a good start to make a list of sites one isconvinced are well designed through personal experience. Then it would be

    well to identify what qualities the successful sites have in common. Some seri-ous reflection on the nature of the matriel would be in order, adducing logic,analogy and experience to the act of reflection; perhaps then a designer might

    want to construct instruments like those proposed here (Figs. 2 and 3) but bet-ter, to help in visualizing distinctions and similarities (Figs. 4 and 5). Perhaps

    the most important distinctions which can be made are those which accuratelyassign certain practices to the taste of the time or the taste of the designer or

    the user, and other practices to the internal dynamics of the medium, deter-mined by the matriel. A strong bridge between the two, the subject perceiv-

    ing the medium, penetrating to its dynamics and awakening them fromdormancy, is what will make multimedia irresistible.

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