Brogan Bunt The Texture of Actuality: New Media Documentary INTRODUCTION F RESTRICTING ONE’S TECHNICAL and aesthetic means aids creative work, then multimedia faces all kinds of problems. The capacity to provide interactive access to many different types of media within a single delivery context means almost anything is possible, and can also mean that nothing much happens. Interactive documentary provides, for me, a clear example. It remains less an established genre than an intractably emerging sphere of creative possibility. Everybody recognizes the potential, but all we’ve seen so far are technically polished, but fairly dull, informational projects, rivers of streaming linear media, and the odd appealing (if difficult to navigate) experimental work. There is little that seems to have realized the potential of the genre. I How can interactive multimedia enable a sophisticated meditation on real places and events? What’s needed, in my view, is an appreciation of the heritage of linear documentary, an understanding of the aesthetic possibilities of interactivity, high-level fluency in the core interactive multimedia technologies, and close attention to the texture of actuality (the otherness of the real). It is the combination of these elements that counts. There are a great deal of nicely designed digital photo-essays that reveal an excellent understanding of documentary 166 ¥ Metro Magazine No. 135 photographic traditions, page layout, and oral-historical approaches, but that are weak at the level of interactivity. Similarly, there are sophisticated database driven sites that provide all kinds of rich media documentary information, but that fail to engage with the core aesthetic demands of the documentary genre. In this article I’ll begin with a general discussion of interactive documentary and then move on to a discussion of some specific projects and strategies. This article was written in the lull between the completion of one large-scale CD-ROMbased documentary project (Only Fish Shall Visit) and the start of another one (a social history of the Midland Railway Workshops in Perth). My particular concern is to clarify how the spatial exploratory framework that I developed for Only Fish Shall Visit can be extended to enable a stronger temporal dimension, so that spatial exploration becomes the basis for the explication of local histories and personal narratives. THREE EXAMPLES It may be useful to consider some examples of interactive documentary. I’ll focus on web-based works because they are readily accessible. So called ‘webumentaries’ are, of course, faced by far more severe bandwidth constraints than CD-ROM or DVD-based documentaries, but can nonetheless serve to illustrate the main challenges confronting the development of an interactive documentary genre. (see pic 01) Akakurdistan employs a low bandwidth and elegantly minimal web documentary format. It reveals a clear debt to existing photo-documentary traditions. A time line of moments/anecdotes/historical incidents related to the historical experience of the Kurdish people runs across the bottom of the page. Clicking on an option provides access to a specific photo-essay. The essays play with the relation between images and text in varied and interesting ways. The art is centrally one of layout design and of concise anecdote. The site makes particularly creative use of horizontal scrolling, which becomes a mechanism for visual discovery and narrative unfolding. Interactivity is very limited at the level of hyper-linked access to information, but has another dimension in that viewers are invited to contribute their own stories and images to the site. The site provides an excellent demonstration of what can be accomplished with simple means. It is certainly conceptually very rich. The historical timeline provides a sense of a historical sweep (the broad struggle of the Kurdish people for an independent Kurdistan), but each moment on the timeline is actually a fragmentary incident. Rather than a continuous history, we encounter The Whoseland site focuses on major events in the Indigenous land rights struggle during 2000. It was funded by the Australian Film Commission and describes itself explicitly as an ‘interactive docu- mentary’. It contains a great deal of worthwhile and interesting material but it’s difficult to see how it differs from any number of informational web sites. The emphasis is very much upon standard menu-based interaction with predominantly textbased accounts of events. Where rich media is employed (audio and video), it is arranged as a list of downloads. (See pic 03) Whoseland makes the mistake of allowing the underlying data structure to determine the contours of user interaction. This would be fine if the site had no other aim than to provide structured access to a range of information concerning Indigenous land rights events in 2000, but the ‘interactive documentary’ claim suggests otherwise. What’s TOP-BOTTOM: PIC 03; PIC 02- Whoseland (http://www.whoseland.com/); PIC 01- Akakurdistan (http://www.akakurdistan.com/) concrete, discrete, strongly personalized moments. This interplay of general historical vision and personal specificity demonstrates a sophisticated engagement with film and print-based documentary traditions. Yet however appealing and effective, there is still the sense of limited interactivity. The stories are beautifully presented tableaux, but there is no means of moving within them. This represents less a criticism of the site than an attempt to pinpoint precisely how interactivity must be developed in order to provide more thorough and compelling options. It is less a question of rejecting the kinds of strategies employed in Akakurdistan than of extending them and bringing them into dialogue with other conceptual models. For my purposes, this is a matter of drawing photography (and page-based layout) into dialogue with certain aspects of film (the articulation of space and time) and with aspects of the first-person interactivity found in computer games. (See pic 02) missing, in my view, is any genuine effort to structure and motivate user interaction in a compelling, genuinely documentary fashion. The site contains a set of documents and an ordered system for accessing those documents, but this is simply information delivery—hardly the same thing as documentary, which is traditionally about shaping a story and an argument. Interactive documentary cannot (exclusively) employ the same linear means as film, yet surely it needs to engage with the more complex discursive possibilities of the documentary genre. There would seem to be a need to shape and reconstruct events in an engaging manner—one that prompts and motivates user interaction. There is need to structure an experience, not just facilitate access to a variety of multimedia information. Perhaps because of the preponderance of the web, multimedia (a certain multimedia) tends to model itself closely on the notion of ‘the page’. Multimedia is conceived as an electronic publishing medium (rather than as software that is programmed, that offers all kinds of possibilities for structuring interaction). Layout and graphic design become paramount concerns. There is an emphasis on interface design and navigation structure (between pages). Structure is typically articulated in hierarchical terms (a main page provides links to subsidiary pages, etc.). There is a need to think beyond this paradigm—not to reject it altogether, but to extend it and link it to other conceptual models. Metro Magazine No. 135 ¥ 167 The initial challenge for multimedia was to develop technical means to provide access to all sorts of multimedia information within a common delivery mechanism. This is essentially a matter of creating a multimedia data structure and an end product that can retrieve and display requested data. It lends itself to keyword searches and similar hierarchical menu-based models for information delivery. The current challenge is to harness this technical understanding in other ways, to find means to motivate searching activity and to give it wider meaning (for instance, narrative sequential meaning). There is a need to find new metaphors for information access— to provide different guises for the database style structure (rather than display it all too explicitly). This demands a look back at earlier styles of linear documentary, particularly the film tradition, to learn how narrative motivation and the like works. It also means considering how computer games work, because games are the most sophisticated example of how database style access can be represented in other terms—arrays of numbers providing the basis for sophisticated simulations of spatio-temporal experience. Games manage this through a tri-level structure: 1. data structure stores binary, text, and multimedia data (or links to that data) 2. programming interface (engine) makes calls on the data structure but structures the information in other ways—as an exploratory space, as a game, etc. This involves an intensive work of mediation and transposition 3. user interface—the user experiences the interactive structure rather than the underlying data structure. Actually, this structure is still evident within even the most basic web page: 1. data structure: the organized directory of files 2. programming interface: the html code that provide structured access to the files 3. user interface: the web page that the user experiences. 168 ¥ Metro Magazine No. 135 The problem is less then of lacking relevant programming interfaces than of failing to employ them in interesting and sophisticated ways. Of course, html provides only the simplest level of interaction, the hyperlink, but this is more than adequate to develop engaging systems of interaction. It’s just that the emphasis has tended to be on representing the user interface in terms of the paradigm of the typically hierarchically shaped underlying data structure, rather than attempting to rearticulate it in more compelling ways via creative use of the programming interface. Long term, there is also the need to explore more sophisticated programming interfaces—generative, intelligent, conditional schemas that will enable new modes of documentary interaction. Thinking through the creative possibilities of programming is vital to the development of the interactive documentary genre. (See pic 04) The Becoming Human site represents a more contemporary and technically advanced example of the web-based interactive documentary genre. It works to simulate the look and feel of an opulent television-style nature documentary. Bandwidth constraints prevent the use of video, so the site animates full screen stills to suggest various standard camera tropes (pans, dissolves, tracking etc.). There is some simple interactivity (and some more complex learning games in another section), but the main emphasis is on lush linear presentation. The use of large photographs and voice-over audio means that file sizes are large, leading to long pauses on a 56k modem (even though the audio data is streamed). Despite the slowness, it is certainly a technically impressive site. At an aesthetic/conceptual level, however, it seems a bit dull. It does little more than mimic standard televisual idioms and fails to rigorously explore the possibilities of documentary interactivity. Becoming Human is hardly positioning itself as aesthetically cutting edge (more an experiment in alternate delivery than documentary form). But the clear referencing of the conventional nature documentary highlights the shortcomings of a superficial engagement with the documentary film tradition. What’s needed is less a mimicking of motion and standard filmic stylistic devices, than a deeper consideration of how interactive documentary can learn from its linear antecedents (and cousins). Film has a tremendous capacity, for instance, to summon up other spaces and times, to make them vivid and immediate. This is partly due to the sense of real duration (often artificially created through careful cutting and the use of continuous sound). It’s also to do with a careful work of positioning, of thinking through how the action can be framed and articulated in an interesting and engaging manner. Think of the way in which O’Rourke records the shark calling in The Shark Callers of Kontu. We are positioned within the canoe, but at the opposite end; viewing as witnesses rather than as literal participants. Think also of the witnesses of the Jewish holocaust in Shoah. We return with them to the sites of the concentration camps (now often grassy fields or forests). They recall the terrible past. We follow along with them, sometimes at their sides and sometimes at a distance. Famously, Lanzmann does not employ any gruesome bits of newsreel footage. Rather the film remains determinately fixed on these people’s present moments of recollection. It is by involving us in this (estranged) present and by denying us any shallow access to the past that the film obtains its power. This work of positioning, of voicing a parenthetical present, of enabling both involvement and reflective distance, is something that film manages in all sorts of sophisticated ways, and which interactive media needs to consider more closely. This also involves thinking through the aesthetic possibility of the cut—of the non-seamless transition. Spatial exploratory multimedia has tended to be bound by a notion of integrated holistic space (360 degree spatial experience), rather than exploring the possibilities for montage—spatio-temporal disjunction. Participation has been dominated by the paradigm of 3D kinaesthetic immersion—very crude in ways—ignoring other levels and modes of participation. You can, it must be acknowledged, explicitly switch cameras (character POV, etc.) in contemporary games but Sound also came to offer new possibilities. Unlike film sound, which is locked to the vision track, the sound in Only Fish Shall Visit has a peculiar autonomy. The ambient loops and spot sounds are linked to the images, but in a loose fashion, so that the sound that the user hears depends upon the pathway that they follow and the speed at which they move. I’d originally regarded sound as secondary. It was only very late in the production phase that I realized it’s importance, both in terms of lending coherence to the spatial experience and of enabling a musical play of interactive sound/image juxtaposition. I’d started out with a set of technical programming concerns and ended up having to confront vital ONLY FISH SHALL VISIT This was something like what I attempted in Only Fish Shall Visit. The documentary focuses on a small town on the banks of the Euphrates in south eastern Turkey that was flooded by a large hydroelectrical project. I visited the town in the months just prior to its flooding. My original aim was simply to preserve a navigable record of the place. I was concerned with the technical problem of building a Myst-style tour of the town (from a huge set of nodal photographs). However, as I was putting the project together (probably too late), I began to realize more genuinely documentary possibilities. I found, for instance, that the photographic image gained a different status. It was no longer quite singular and fragmentary. Each image connected logically (typically spatially) to other images. Surprisingly enough, this quickly brought the photographs into dialogue with narrative time and with the possibilities of editing. For example, crossing a river could involve simply clicking on the opposite bank or it could involve stepping into a boat and being rowed to the other side (following a narrative process rather than just a spatial trajectory). Moreover, navigation left and right, forward and back, etc. could provide a diegetically consistent view or it could enable a sudden switch from night to day, sunshine to snow (the experience of montage rather than continuity). In short, I’d found a kind of low-bandwidth, interactively based pathway to the fundamental problematics of film. (See pic 05) TOP-BOTTOM: PIC 05; PIC 04- Becoming Human (http://www.becominghuman.org) the action itself remains thoroughly integrated (perhaps because integration—the creation of a compelling/convincing game experience—has always been the prime technical challenge). It is perhaps also due to the emphasis on a very simple-minded notion of the present in games—they are always about survival here and now, rather than about narrative sequence (the work of linear temporal composition that we find in film). We need to develop more reflective options—ones that depend less upon the visceral thrill of 3D immersion than upon implicating the user in an intricate spatio-temporal field. aesthetic questions. The resulting strategies brought the project into dialogue with aspects of traditional linear media and made it seem much more a work of creative collage than of simple documentation. It gradually dawned on me that there were all sorts of opportunities for subtle interplays of space and time. If I’d realized this earlier, I might have devoted more time to following the trajectories of particular people (characters) rather than concentrating so exclusively on spatial paths. I can now imagine an interactive documentary mode that discovers in space stories and in stories space. Metro Magazine No. 135 ¥ 169 Euphrates (the winding cobbled lanes, orchards, ramshackle old homes, and carved limestone caves of Halfeti). (See pic 06) This issue of how to deal with people and people’s stories leads me to a current project. The Midland Railway Workshops are a large abandoned industrial complex on the eastern fringe of Perth. From the beginning of the last century until 1994 they were a crucial part of the Western Australian industrial scene, producing all kinds of rail-related heavy machinery and parts, providing the State’s main training ground for blacksmiths, fitters and turners, and the like, and employing several thousand people. Working with a group of labour historians, radio producers, and multimedia students, the aim is to produce a social documentary on the Workshops. There is a need (once again) to move quickly because there are plans to redevelop substantial portions of the site for apartments, shops, and so on. The plan is to model the Midlands project on Only Fish Shall Visit, but to somehow place greater emphasis on the narrative historical dimension. Unlike Only Fish Shall Visit, the present (and the present character of this space) is only interesting in as much as it provides a portal to the past. The place is currently a grid of demolished or largely empty buildings. There are bits and pieces of old machinery and even the odd well-preserved workshop space, but it’s difficult to see how the project could sustain interest simply at the level of a spatial tour. It’s nowhere near as picturesque or as appealing as an ancient old Turkish town on the banks of the 170 ¥ Metro Magazine No. 135 TOP-BOTTOM: PIC 06; PIC 07- (Peter Carty—former Grounds Foreman, Midland Railway Workshops) MIDLAND RAILWAY WORKSHOPS Of course, the derelict state of the contemporary space also offers possibilities. There is something interesting about delving beneath this apparent emptiness to discover the rich history of the place. The large stock of former workers provides one of the best means of getting at this history. A non-descript bit of industrial wasteland becomes infinitely more interesting when you hear some old bloke speak (semi) fondly of the asbestos snowball fights that were held there, or see him point out the exact spots where toxic sludge was dumped. (See pic 07) The method employed in Only Fish Shall Visit was to position interview subjects more or less statically at particular spatial nodes. The user clicks on them to access relevant video, etc. I would really like to attempt something different for the Midland project. It would be great if the user could follow the oral witness on pathways through the place. The user sees, for instance, an image of a former worker ducking through a door. The user can click to follow them or just continue in another direction. Witnesses would stop here and there to provide historical information, recount stories, etc. This would work to both motivate spatial exploration and to lend a greater sense of narrative trajectory: following a witness is also to follow a story and to develop a character. For all sorts of good practical reasons, we may not be able to employ this approach (it involves making additional demands on the witnesses and requires an extra, potentially quite complex, layer of coding), but it has considerable promise as a means of structuring user interaction in terms other than plain spatial exploration. Of course there is no need for spatial exploration to be cast in dull, scrupulously consistent terms. There are all sorts of possibilities for spatio-temporal disjunction and juxtaposition. It would be very easy, for instance, to fill the derelict present with sounds of the past, so that as the user tours around an abandoned workshop they hear worker’s voices and the sounds of heavy-machinery. Oral witness anecdotes—tales, for instance, of ‘Red Square’ (the communist corner of one workshop)—could also be included. Contemporary and historical views of particular places may be juxtaposed, so that navigation forward might obey, for instance, rules of spatial consistency, but also involve a large temporal leap (back to a historical photograph that was taken from the same position). And space itself may be treated in a more flexible, collage-style fashion, so that movement may at times affirm expectations and at other times offer surprises— large leaps from one place to another, or even shifts to other more conceptual spaces (accounts, for instance, of the strict policing of time at Midland or of the various management philosophies that shaped work practices). There is a need, overall, to play with (and against) the potential for diegetic articulation, to aim for a loose form of spatio-temporal simulation, rather than one that is utterly focused on some sense of an immersive present (as we tend to find in games). Only Fish Shall Visit provides access to space via a map. Clicking on map hotspots provides a very straightforward means of spatial entry but is very similar to clicking on a list-style menu. Why should the user jump in at any particular place? What is there to motivate their choice? There is an earlier section that aims to provide some level of motivation (a video of the town ferryman rowing across the Euphrates, a brief explanation of the town’s impending disappearance, and a display of random images of the town), but none of this seems quite sufficient. I had toyed with the idea of enabling a simple time-tunnel style random leap into the town. However, due to the very large scale of the tour (several thousand photographs), this was likely to quickly prove frustrating (much simpler to click on a map hotspot and go directly and predictably where you wanted to go). The map had to remain then, but perhaps it needn’t have been positioned as the primary (and single) point of entry. Rather than encounter the town first through an overall abstract representation of the space, why not provide a random set of concretely determined portals—town fragments (an image of some small thing, a bit of sound, perhaps the beginning of a story)—which, when clicked upon, transport the user to a specific place. This is certainly an option that we plan to explore in relation to the Midland Workshops. The workshops are full of resonant details—a numbered tag on a large rack indicating one worker’s place on the shopfloor, a bit of obscene graffiti, a betting board, an old camphor-laurel tree where a former worker had first entered the place as a child (snuck over the fence by his father). These kinds of details have the potential to motivate and lend narrative significance to spatial exploration. CONCLUSION I’ve said nothing about how any of this gets produced at a technical level. The basic principles are very simple, but choreographing the whole thing can quickly become quite complex. To make things a bit easier, I developed specialized authoring software (grafted on top of Macromedia Director) that enabled tour sections to be assembled in a quick and straightforward visual manner (without the need for any programming expertise). All the media—photographs, video, audio, and text—is maintained in external folders and the navigational data is saved in a series of section- specific XML files. A final player movie then loads and displays the completed tour. Having spent all this time creating a generic spatial tour engine (dubbed Magellan), I am interested in exploring its usefulness for other projects. Of course, it’s always very difficult to envisage things in adequately generic terms—each project seems to reveal new demands. What’s interesting for me, however, is the dialogue (all too often internal) that arises between software design and interactive documentary aesthetic form. I’m not sure that everybody involved in this kind of work need trouble themselves with the intricacies of coding, yet it seems to me that if new forms are to emerge then a close engagement with the possibilities of programming is required. Coding is not only a matter of technical implementation. More fundamentally, it is a language for articulating contexts of interaction. Envisaging and developing engaging contexts for documentary interaction means bringing into dialogue an awkwardly distinct set of technical and aesthetic literacies. In my view, the current challenge is not only to produce significant interactive documentary works, it is also to find effective means to mediate between the different layers of interactive documentary practice. This paper was presented at the CAMEO Conference: 17–20 April 2002, University of Canberra REFERENCES Brogan Bunt, ‘Imagining Interactive Documentary’, Culture and Communication, Ankara University, Ankara, 2001. Brogan Bunt, Only Fish Shall Visit. Perth International Festival of the Arts, 2002. C Lanzmann, Shoah. France, 1985. http://www.becominghuman.org/ http://www.akakurdistan.com/ http://www.whoseland.com/ Brogan Bunt is a multimedia producer and the Programme Chair for the Bachelor of Multimedia at Murdoch University. Metro Magazine No. 135 ¥ 171