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Mediated Perceptions: Contributions of Phenomenological Film Theory to Understanding the Interactive Video Experience

Tammy L. Bennington
Geri Gay

Human Computer Interaction Group
Department of Communication
Cornell University


Abstract

We draw upon phenomenological film theory and phenomenological studies of technological mediation to explore the perceptual, expressive, intentional and interpretive dimensions of the interactive video experience. Surrealist and phenomenological film theory can provide insights into the perceptual and communicative dimensions of the film/video experience, complementing current semiotic explorations of hypertext. The phenomenological notion of ìintentionality is used to explain the convergence of both filmmaker's and spectator's perceptions onto the world as referenced by the filmmaker, enabling and mediating intersubjective understanding. Both the filmmaker's and the spectator's perceptions are brought into engagement through the technological mediation of camera and computer and through the linguistic and cultural mediation of narration.

Introduction

During the past decade, as computer-based digital multi-media have provided new forms of expression and communication, a new rhetoric has been adapted from literary analysis to characterize the differences between the reading of "the book" and the reading of "hypertext" or "cybertext" (Aarseth, 1997). The code words used to characterize these emerging media include non-linear, constructionist, interactive, labyrinthine, multi-media, intermedia, and ergodic.  However, we believe that a series of enlightening analogies exist between new digital media and film, and that current discourses surrounding the utopian and dystopian potential of digital multi-media can be greatly enriched through exploring the salience of the language of film studies. That language can provide metaphors and forms of appreciation that differ from those of literary studies, thereby furnishing novel insights into the integrated workings of the visual, the aural and the kinetic that text-based theories tend not to address.
 

We would like to illustrate the relevance of phenomenologically-inspired film theory, including the works of the German film commentator and theorist Siegfried Kracauer and of the phenomenological film theorists Allan Casebier and Vivian Sobchack, to an understanding of the composition, content, form and consumption of digital, "interactive"1 compositions, in particular, to interactive media. Because these film theories address the interplay of the visual, aural and kinetic, of the expressive and the perceptive, of the spectator's and filmmaker's2 embodied film experiences, they provide perspectives that differ significantly from those of the cognitively, verbally oriented literary, linguistic and semiotic theories that have dominated discourses on emergent multimedia technologies. They offer the richness of embodied perception, movement and emotional engagement. Film theories such as Kracauer's attempt to draw upon the embodied dimensions of the film experience to catalyze psychological and social action and transformation. Casebier's and Sobchack's explications of the workings of perception and communication through film contribute a non-naive realist framework for understanding the intersubjectivity upon which such transformations can be premised. This framework accommodates a more mutually constitutive and dialectical relationship between perception and langugage than do current film theories.
 

During the early emergence of cinema as a technology and as an art form, surrealists saw the new medium as "unhampered by tradition" (Everett, 1998, p.141) and as enabling new modes of expression because of this freedom from convention. Such freedom was seen as inherent in various technological characteristics of film, and served to enhance the role of the spectator as co-constructor of cinematic meaning. These claims parallel current discussions of emerging technologies, which are likewise understood as affording new forms of expression, as challenging static and linear notions of "the text," and as enhancing the role of the "reader" or "spectator" in the construction of the text. Aarseth (1997, p.1) employs the notion of "ergodic" text (from the Greek ergon and hodos, "work" and "path" to characterize the more active role allowed the reader/spectator/navigator in the traversal of such compositions.
 

Understanding the potentialities of film lauded in the early formative years of the medium and understanding the processes by which conventional text-based modes of expression were eventually codified and institutionalized in cinema (such as linear narrative, narrative closure, etc.) might provide useful insights for enhancing discourses surrounding new digital media -- particularly the notions of mediated realism (Casebier, 1991) and of distraction, abstraction, and redemption (Aitkin, 1998, p.126) in the consumption of digital multi-media materials.
 

We draw out the parallels between these cinematic theories and current perspectives on interactive technologies through an analysis of an interactive video, El Avion, and student-spectators' engagement with it. We explore how the video incorporates surrealist film conventions and draw upon Kracauer's and Sobchack's phenomenological understandings of film to understand students' computer-mediated engagements with the interactive video and their sense-making practices. We draw upon Sobchack's understanding of film as a system of communication based in film's intersubjective nature as it connects filmmaker and spectator with the world and with each other in a "concretely inhabited" and "mutually lived...transcendent space" (Sobchack, 1992, p.25).
 

In order to explicate students' sense-making practices as they engage the film/video, particularly their reliance upon narrative configuration, we will turn to Ricoeur's hermeneutic phenomenology as well as Sobchack's dialogical model of the cinema experience. These perspectives contribute to the construction of a composite, multi-dimensional understanding of the multi-media experience that acknowledges the diversity of experiences involved in the creation, perception, navigation and interpretation of multi-media, multi-linear, ergodic compositions; they support the conceptualization of the "text" (multi-media, filmic, literary, digital, interactive...) as the intersection of expression and perception (Sobchack, 1992) and as a form of mediated engagement with and praxis in the world. Moreover, the unique characteristics of digital multi-media enable new experiences such as the emotional and cognitive discomfort, even anxiety, resulting from the pervasive awareness of "untaken paths" (Aarseth, 1997), unanticipated by film theory.
 

A common thread throughout these approaches is the centrality of mediation as a process connecting the author/filmmaker, the spectator and the text or film. Mediation in these theories entails seeing through, that is, experiencing the film and the world to which it refers by means of mediating technologies such as the camera, the film itself, the projector, the computer (Sobchack, 1992) or by other mediating cultural resources such as language and narrative. Drawing upon Ricoeur (1984, p.53), mediation can be understood as a process that conducts someone or something from one place or state to another via a process of configuration. Mediation, discussed at greater length below, occurs simultaneously at many levels:

Focusing our study on processes of mediation - the relationships represented above through 'via' and 'through' and 'by' - enables us to avoid reducing the complex relationships among filmmaker, spectator, video and computer to the interpretive, cognitive or linguistic acts through which meaning is created or derived; likewise it precludes a naive realism in which the film or text "transparently" represents reality and conveys meaning (Casebier, 1991, p.5). The phenomenological approach is not only a mediated realism, it assumes a moral stance in regards to the object of perception/expression by maintaining its integrity and the integrity of the Lifeworld independent of the act of reading, viewing or consumption. As Casebier notes, it "allows us to recognize how these represented [or perhaps more appropriately, "referenced" or "intended"] objects remain as they are, unaffected by our acts of consciousness, while mediation nevertheless obtains" (Casebier, 1991, p.5). It enables us to understand the ways in which the film or text "constrains or limits the direction of our consciousness in the act of apprehending representation" (Casebier, 1991, p. 5), that is, phenomenology facilitates an appreciation of the active role of the film in the achievement of meaning and understanding. Understanding this process of mediation is critical if we want to understand what Sobchack refers to as the "originary activity of cinematic signification" (Casebier, 1991., p.17), the achievement of intersubjectivity, of horizonal fusion, of dialogue through the film experience.

An Overview of Phenomenological and Surrealist Approaches to Cinema

Phenomenology is a philosophical endeavor concerned primarily with perception and structures of experience. The fundamental project of Husserl's original transcendental phenomenology takes up the "study [of] the conditions of the possibility of consciousness and sense" (Christensen, 1993:750), or, according to Casebier (1991), analyzes and describes the experience of consciousness, perception, remembering and dreaming. A variant of Husserlian phenomenology, the existential phenomenology of Merleau-Ponty that informs Sobchack's work, attends to these experiences as they are lived by embodied subjects.
 

The phenomenological enterprise entails describing the perceptual act, or the relationship between the perceiving subject and what is perceived, as it is perceived. Phenomenology "brackets" questions of ontology, i.e., identifying what the perceived is independent of the process or relation of perception. This objective and its motivation differ significantly from other approaches to understanding cultural artifacts that assume a more ironic stance, attempting to distinguish the real from the apparent, the illusory, the imaginary or the ideological.
 

We have found the descriptive enterprise of phenomenology useful for understanding students' experiences of an interactive video designed for Spanish language practice. But our discussion of the relevance and utility of the approach for our project as well as for understanding multimedia communication more broadly requires developing a common understanding of some fundamental terms and concepts, including intentionality, perception, embodiment, mediation and horizon.
 

Intentionality refers to the way in which consciousness is always consciousness of something, that is, it is directed towards phenomena in the world. Consciousness itself mediates between ourselves and the objects (and subjects) towards which our consciousness is directed (the noema); the process or mode of our experiencing the noema is referred to as the noiesis (Sobchack, 1992, p.34). Our consciousness is directed toward the world external to ourselves, the Lifeworld, which provides "the inexhaustible horizons of our conscious experience" (Sobchack, 1992., p.35). This intentionality or directedness is a critical component of technology-mediated perception, such as viewing a film or navigating an electronic text, for the technology mediates noiesis. The workings of intentionality within the film experience has been excluded by dominant film theory. In the discussion below, intersubjectivity, the fundamental intelligibility of the film experience, is achieved between the filmmaker and the spectator through a shared assumption that the film refers to the world as intended and as perceived, by the filmmaker through the camera, as expressed through the film and as perceived through the projector (or digital video through the computer).
 

Perception can be understood à la Merleau-Ponty as a "primordial structure of encounter and engagement of the lived body in and with the world" (Sobchack, 1992, p.68). It is consciousness' means of access to the world and provides a "prereflective organizational encounter with the world" (Sobchack, 1992, p.68.). Central to perception is the notion of Gestalt, perception as a configuration, "as both that which is against figuration and serves as its ground, and as that which is with figure and stands out against a ground" (Sobchack, 1992, p.70)3 A Gestalist understanding of perception allows us to comprehend the interpretive, semiotic dimensions of perception. Perception thus mediates between consciousness and world, between intentionality and world. It is enabled through the body, through the integrated workings of all of the senses (synaesthesia) (Sobchack, 1992) and through the cultural resources through with we perceive.
 

Embodiment is fundamental to any understanding of perception or consciousness. It is the enabling function of the body that is neglected in many cognitive and literary theories of reading, spectatorship and consumption. As we shall discuss below, the body is central to Sobchack's understanding of the film experience as a form of communication. By defining communication as the embodied site of the commutation between perception and expression, Sobchack defines the film as itself a body (intended in a literal, not metaphorical sense) whose perception and expression are mediated through the camera and the projector/computer.

Mediation can be understood in the terms used by Ricoeur to explicate narrative mediation (discussed below) and in those of Don Ihde (1990) who addresses at length the technological mediation of visual perception through technofacts such as the telescope, the microscope and the camera. Ihde (1990, p.25), upon whose notations Sobchack relies, notes that a phenomenological account of perception is relativistic in the sense that it "always takes as its primitive the relationality of the human experience to the field of experience." Ihde symbolically represents this relationality as
 

I---relation---World

This relationship is frequently enabled, augmented, reduced or otherwise transformed -- i.e., mediated--by technology. For example, continuing our reliance on Ihde's notation,
 

I -- (technology-world)
 

represents my perception of the world via an instrument such as a gasoline gauge on a car's control panel. In this situation, I am unable to directly observe the intended phenomenon (the gasoline). In contrast, the following symbols refer to a mediated relationship such as wearing eyeglasses, where my visual perception of the world is enabled by eyeglasses which become transparent in the noetic relationship:
 

(I-technology) -- World (Idhe, 1990., p.86).

In these symbiotic relationships between perceiver and technology, perception as a mode of embodied engagement with the world is enabled, transformed, reduced or augmented through the mediation of technology.
 

Horizon refers to the perceptual field against which phenomena are distinguished. It is a visual and spatial metaphor that refers to the broader context -- visual, interpretive, imaginary (depending on the modality of consciousness) -- within which phenomena appear and to which expression refers. One's attention and intending towards can move away from or outward from a focal location to encompass more of the context. In another sense, the horizon can be understood as framing perception and perceived phenomena. In hermeneutic phenomenology, intersubjectivity, mutual understanding and suasion are accomplished through the "fusion of horizons." Communication, in Ricoeur's hermeneutic phenomenology, entails the intersection of the horizon of the text/video and that of the reader/spectator/navigator.

In addition to a reliance on these fundamental concepts, phenomenological approaches share a commitment to maintaining the integrity of perceived and encountered phenomena. As Christensen (1993, p.760) explains, "any 'external' or 'outer' thing is, qua object of thing-perception, epistemologically independent of consciousness in the sense that it need not be as it is perceived or believed to be." This claim of the integrity of an object independent of its perception is central to the film theories we will present below. It can be understood not only as a qualified ontological commitment, but as a moral stance regarding the integrity and independence of the other, an acknowledgement that even though perception is a relationship and the intended object or person cannot be known or understood independently of that relationship, it still has a integrity and existence beyond that relationship. This assumption precludes the reduction of intended and perceived phenomena from linguistic or conceptual constructs of individual or collective perceivers.
 

Phenomenological approaches acknowledge multiple modes of perception, which are not considered independent of the perceived phenomena, that is, the intended objects play an active role in shaping and limiting the horizons of perception. Sweeney (1994, p.33) points out that, "[o]ne does not perceive freedom in the same phenomenological sense that one sees the white horse." These approaches provide a more complex view of the act of viewing or reading than many theories derived from literary studies, perhaps because phenomenology has concerned itself with synaesthetic sensory, embodied and enworlded experience as well as with issues of textual interpretation. Particularly for human scientists attempting to understand and document human-technology interactions or person's interactions with different kinds of "texts" in situated, real-world engagements, a phenomenological framework furnishes conceptual tools that integrate multiple forms of perceiving, knowing and otherwise being in the Lifeworld. "The phenomenological method...is a way of looking at the same time at both subject and object in the cognitive act [or relationship] while maintaining the object of the act as existing independently" (Casabier, 1991, p.4). This independence and the dialectical nature of perception becomes especially important if we wish to use film or multi-media compositions for purposes of teaching, social action, the facilitation of communication or documentation, for they maintain the integrity of the Lifeworld which can be referenced and mutually oriented towards. The use of multi-media as a means of engagement with the world necessitates distinguishing among various types of relationships between perceivers and perceived phenomena as well as between the re-presentations and re-presented and between the reference and the referenced.

Surrealism

Surrealism is an ironic transcendence of multiple realities through their juxtapositioning. As Everett (1998, p.149) notes, "surrealist films do not attempt to portray a fantastic world, but a real one in which the fantastic, the merveilleux, is an integral part of the reality." Surrealism is premised upon the metaphor of film as threshold or passageway between inside and outside, objectivity and subjectivity, reality and illusion, conscious and unconscious (Everett 1998, p.146). Surrealist films attempt to realistically, naturalistically re-present dream images and the Freudian unconscience (Aitken, 1998, p.139). Film is able "through its movement, to depict the very process of the descent into the hidden places of the unconscious" (Everett, 1998, p.148); hence, surrealists have viewed the medium of film as inherently surrealist. The medium inherently affords juxtapositionings, play with multiplicity, contradiction, ambiguity and the undermining of totalities and singular meaning. Fundamental to surrealist film is the rediscovery of hidden and suppressed, but very real, worlds (Aitken, 1998, p.132).
 

The primary mode of the filmic experience, in surrealist theory, is discovery and uncovering -- to discover aspects of reality that are re-presented through the film. Hence, surrealism shares many of the presuppositions of phenomenology regarding reality and its representation and perception; for example, surrealist theory presupposes the "intentionality" of perception and expression in the act of re-presentation. Moreover, in surrealism, this process of discovery is inordinately visual, entailing complex relationships between the perceiving "eye" and the perceiving "I." The playful punning of surrealist film theory (as well as semiotic film theory) with the eye and I, with visual perception and subjectivity, resonates with phenomenological embodied perception.
 

The technological and aesthetic novelty of early film as an emergent technology derived from the visual presentation of movement (Kracauer, 1960) and later the integration of this movement with sound. Like photography, film was commonly understood in realist terms as a means of accurately re-presenting an objective world. Surrealists, however, focused on and experimented with the complex ways in which this realism could be "simultaneously strengthened and subverted through editing to create...multi-layered realities" (Everett, 1998, p.142). These multi-layered realities, or topographies as Everett calls them, can be taken as analogous to the multiple layers and topographies of hypertext and virtuality in digitally created environments. Multiplicity and ambiguity, including multiple potential meanings, lack of narrative closure and perceived untaken paths, intentionally elicit an active response from the spectator. This active participation in the creation of the meaning of the film or video can effect the realization of freedom from the constraint of uni-linear determinative narrative structure. In this active participation of the spectator Kracauer identified the revelatory potential of film. Both early surrealist film and current post-modern multi-media compositions work to subvert singular totalizing systems of meaning.

Surrealism in El Avion

The phenomenologically inspired surrealist film theory of Siegfried Kracauer presented episodic, rather than narrative, film as more accurately re-presenting the transience and multiple meanings of the Lifeworld. In surrealist approaches to film, non-narrative and minimalist narrative structures enabled not only the more accurate representation of reality, but also a means of undermining extant social structurings of reality. In a way, film enables and mediates potential individual and social transformation through enabling the perception of reality as well as by necessitating the spectator's active role in creating meaning from the interstices between episodes and shots.

Like the surrealists, Kracauer understood film as enabling re-presentation of the nature of modern existence, which was "distracted" (see below). His was a realist stance, advocating "a correspondence between the 'basic properties, affinities and identities' of the film medium, and the underlying properties of modernity" (Aitken, 1998, p.125); i.e., modern life was distracted and film afforded representation or mimesis of that distraction. Moreover, film could be redemptive, in that it enabled the transcendence of the distraction and abstraction of modernity through "redirect[ing] the spectator's attention to the 'texture of life' lost beneath the abstract discourses which regulate experience" (Aitken, 1998, p.126). This "texture of life" was the Bergsonian and Husserlian Lebenswelt, the everyday world of transience and ambiguity.
 

Kracauer's mimetic theory of the cinema emphasized film's potential for visual re-presentation, meaning creation and social catharsis, rather than narrative configuration and closure as the primary source of meaning and emotional satiation. Moreover, unlike many surrealists (especially dadaists) he emphasized the cinematic potential for documenting the world external to the individual, particularly nature. Kracauer criticized filmic representations that created coherence, singular meaning, linear narrative as ideological, as "covering reality" (p.130) rather than as revealing it. He advocated revelatory "episodic" film that featured ambivalence and indeterminacy, presenting minimally interpreted episodes of reality to spectators and allowing them to construct their own meanings. This process of consumption was seen as entailing a "rediscovery [which] takes the form of redeeming the world from abstraction through indeterminacy and the empirical" (p.132). Kracauer argued further that "the literal overwhelms the symbolic function in film" (p.136), and that the spectator, through associations initiated by the cinematic symbol (understood as an image of an object in association with other objects), explores the connections between the symbol and her own experiences (p.137). The spectator herself creates coherence and relevance. Through the discovery of the lebenswelt via the filmic experience, consciousness and experiences of the world could be transformed. As we shall see, similar claims are made for newly emerging representational technologies today. Hence, cinema contributes to a broader social-political agenda of enabling freedom from convention through the filmmaker's sharing responsibility for meaning construction with the spectator.

Spectatorship as "Discovery": Casebier's "Mediated Realism"

Casebier, in his Film and Phenomenology, launches a full-scale attack on what he refers to as idealist or constructivist approaches to the film experience. Although his generalizations gloss great diversity and sophistication among semiotic, constructionist, deconstructionist and other contemporary film theories, he seems to be motivated by a commitment to a moderated view of realism that can explicate in detail how the film as a perceived object shapes the film experience. He is clearly opposed to the view that there is no inherent relationship between an image and the intended object depicted in the image. Like Kracauer, he thereby utilizes the metaphor of discovery rather than construction in his understanding of the filmic experience. Such a metaphor proves useful in understanding the spectator-navigator's experience of the interactive fiction video, which is motivated by the attempt to discover the meanings "behind," or motivating actions and characters.

Sweeney (1994, p.30) notes that Casebier advocates "a mediated form of realism" in his efforts to understand cinematic representation and the film experience. Casebier's concern is to maintain the integrity of the film as it exists independently of its viewing, to avoid reducing the cinematic experience to the interpretive process of the spectator, and to thereby address how the film shapes, constrains or mediates the film experience. "For Casebier, an advantage of understanding film spectatorship in terms of Husserlian realist phenomenology is that it gives credence to viewers' natural beliefs that they are witnessing something that they did not construct" (Sweeney, 1994, p.30). Like Kracauer, Casebier utilizes metaphors of "discovery" and "recognition" rather than "construction" to characterize the spectator's engagement with the film as the uncovering of a phenomena that exists independently of the process of perceiving

.


Discovery in El Avion

Several concepts central to Husserlian transcendental phenomenology provide the conceptual framework for understanding how the spectator perceives the film: noema, noesis and hyletic data, perception, apperception. Hyle or hyletic data are pre-given sense data such as color or sound. When intentional experiences are directed towards hyletic data, they give meaning to such data through the noetic moment, the process through which an intended object (the noema) is apprehended. Again, the relationship between the perceiver and the perceived is co-determinative, that is, the noema plays an active role in the noetic process.
 

Casebier draws upon the notions of perception-apperception to further elucidate the spectator's experience of the film. Apperception refers to the way in which the perceiver can see through elements of an image or attend to particular elements; for example, one can perceive the tone, timbre, inflection, etc. of another's voice, or apperceive through those phenomena the topical content of the talk (Casebier 1991, p.13). Or, one can apperceive the color and line of an image as one perceives the depicted object, for example, a horse. Sensa or hyletic data can be perceived or apperceived, attended or disattended. How such perception occurs is shaped by the relationships among the film, the spectator and the context of viewing. Understanding these relationships entails understanding how the hyletic data of the film shape, but do not determine, that experience. Casebier acknowledges the role of shared cultural resources in perception and sense-making, although he understands the spectator's reliance on those resources in terms of intuition and transcendence.
 

The language of phenomenology as Casebier uses it  enables us to identify the multiple levels or paths along which a film or video is experienced. He is particularly concerned to challenge what he refers to as epistemological idealism, to draw attention to the way in which the objects and features of the film shape the processes of perceiving and apperceiving and thereby present an epistemological realist approach to film. The realism of his approach consists in the perception and apperception of the represented objects, persons, events. In this mediated realist view, the spectator cannot construct any meaning for the film, but is constrained by features of the film -- the images, the filmic conventions, the narrative structure, the camera's frame, etc. Thus, the film itself, like the spectator's experience of it, is multi-layered, entailing multiple perceptions and apperceptions, as well as apprehension of the symbolic significance of the represented object. Casebier's contribution to a phenomenological film theory is his appreciation of how symbolic and narrative meanings are mediated by the experience of perception.

Tracing Continuity of Identity

Casebier extends his transcendental phenomenological view to the spectator's interpretation of the significance of the represented objects. However, like Sweeney, we would advocate the relevance of another level of film experience and interpretation that cannot be accommodated by Casebier's transcendental phenomenology. To understand how spectators assess the signficance of what they view by drawing upon cultural and symbolic resources, we believe that Sobchack's understanding of the film experience as a dialogue and Ricoeur's phenomenological hermeneutics of narrative configuration, discussed below, flesh out a more nuanced relationship between the perception and interpretation of filmic representation that converges with Sweeney's proposed "constructivist realism."

"Cinematic Communication" and "Instrumental Mediation": Sobchack's Phenomenological Film Experience

Sobchack offers a more complex phenomenological analysis of the film experience, which can be seen as mediating between Casebier's work and that of Ricoeur. Like Casebier, Sobchack draws upon phenomenology to present an unconventional view of film as a dialogue between the filmmaker and the spectator, both as viewing subjects; the film experience becomes an interplay, a "commutation," between "the expression of perception" and "the perception of expression." Whereas Casebier draws upon the transcendental phenomenology of Husserl to understand the film experience as the perception of realist representations of intended objects, Sobchack turns to the existential phenomenology of Merleau-Ponty to understand how the technological trio of camera, film and projector mediate embodied engagement in and with the world. Her objective is "to describe and account for the origin and locus of cinematic signification and significance in the experience of vision as an embodied and meaningful existential activity" (p.xvii).
 

Sobchack's approach to the film experience is premised upon a phenomenological theory of communication and mediation. Like Casebier, she insists on the integrity of the film itself as well as the integrity of the objects that provide the perceptual terminus of the film. She conceives of the film as embodying the filmmaker's perception of the World and her expression of that perception. The embodied, enworlded spectator engages with both this perception and expression through the film experience which is mediated by the film body and the projector. It is worth quoting Sobchack (1992) at length on these complex relationships:

The film experience not only represents and reflects upon the prior direct perceptual experience of the filmmaker by means of the modes and structures of direct and reflective perceptual experience, but also presents the direct and reflective experience of a perceptual and expressive existence as the film. In its presence and activity of perception and expression, the film transcends the filmmaker to constitute and locate its own address, its own perceptual and expressive experience of being and becoming. As well, the film experience includes the perceptive and expressive viewer who must interpret and signify the film as experience, doing so through the very same structures and relations of perception and expression that inform the indirect representational address of the filmmaker and the direct presentational address of the film. (p.9)


That is, the film re-presents the perceptions of the filmmaker, which in turn are perceived by the spectator via the film experience - "[t]he film exists as the visible visual relation between an embodied eye and a sensible world" (Sobchack, 1992, p.203). The filmmaker's experience of the world is mediated by the camera; the spectator's perception of that experience (of the filmmaker) is mediated by both the projector (or computer) and the camera -- "...through the respective mediation of camera and projector (mechanisms that intervene in acts of perception and expression, both duplicating and reversing them), the filmmaker and spectator are brought into indirect perceptual engagement with each other, and into direct engagement with a world that is their mutual intentional object" (Sobchack, p.173). Drawing upon Ihde's notation of technologically mediated perception, Sobchack represents these relationships as:
 
 

(Filmmaker/I/Eye) perceiving -> perceived
where "perceived" is conceptualized as
(Filmmaker-camera) -> World
(Spectator-projector) -> World





That is, the mediated perceptions of the filmmaker and the spectator converge, to varying degrees, on the terminus of the filmmaker's perception; that terminus is in and of the World:
 
 

(Filmmaker-camera) -> World <- (Spectator-projector)





This is not, of course, a symmetrical relationship, for the filmmaker's intentions direct the attention and perceptions of the spectator, orienting the intersubjective experience toward the terminus or noema of the filmmaker's/camera's perception. The perceptions of the filmmaker and the spectator converge to varying degrees on the enworlded terminus of the camera's/filmmaker's perception. The intentional perception of the filmmaker is mediated, even transformed, by the camera, by the body of the film itself and by the projector/computer; however, the film can be understood as referring to the world, as providing the possibility of the convergence of the filmmaker's and spectator's horizons.

The Intentionality of Perception


Sobchack describes this convergence in terms of partial "opacity" or "transparency" (p.194). The perceptions of the filmmaker through the camera and of the spectator through the projector do not converge completely because of the hermeneutic distance, that is, the technological mediation and temporal-spatial distance, between them. However, convergence and hence potential intersubjectivity can be accomplished through the mutual orientation towards the World and through, in the case of cinema and video, the spectator's identification of the filmmaker's or film's "intentional path" or process of intending (Sobchack, p.274). This mutual orientation can be accomplished in part through cinematic techniques such a focus, close-ups, recurrence, etc.

Recurrence

The communicative dimension of the film experience is premised upon the achievement of some sort of intersubjective understanding -- accomplished by both viewing subjects who intend towards the same perceived phenomena. As Sobchack notes, "it is this mutual capacity for and possession of experience through common structures of embodied existence, through similar modes of being-in-the-world, that provide the intersubjective basis of objective cinematic communication" (1992, p.5). Her metaphor of a "visual dialogue" (p.173) conveys this sense of mutual access to experience that provides the grounds for shared understanding among subjects.
 

The difference between these mediating intersubjective and intrasubjective experiences when the film is made digital and the projector is replaced by a computer is that the agency and intentionality of the spectator-navigator intrudes into the expressed perception, that is, the world presented by the film, potentially fragmenting it, ordering it, even immersing the navigator in its varying depths. The navigator's engagement with the video is a different mode of engagement than that of the spectator with the film. It becomes the exploration or navigation of a topological space. The digital body of the video does not express the filmmaker's perception through an unfolding in time, but rather through a multi-dimensional unfolding in space and through time. Multiple frames and juxtapositioning of frames rather a single frame provides the screen onto which the video (the expression of the filmmaker's perception) is projected and oriented. There is no isomorphism between the temporal sequence of the viewing of the film and the sequencing within the film's body.
 

The navigation of these spaces through computer-mediated environments is a more embodied encounter than that of the film spectator. Aarseth (1997, p.1) terms such extranoematic traversal of a text "ergodic." The spectator-navigator explores still images, immersing herself into the video's features one-at-a-time and in an order she selects. What is more, the traversal or navigation of an ergodic text or space entails choices which open up paths but temporarily close off others, offering multi-linear storylines. The spectator-navigator must return to central, static spaces/images in order to pursue other paths, so navigation can take the form of repeated returns.
 

Moreover, the meaning(s) of the video, often conflated or equated by the spectator-navigator with the filmmaker's intended meaning(s), derives from the structure or organization of the elements (scenes, characters, objects, acts) of the film. When the spectator-navigator can create that organization, the meaning of the interactive video is of a different order than that of a narratively structured continuous film. The filmmaker's and spectator-navigator's perception can converge on the enworlded phenomena intended in the original act of camera-mediated perception; however, the meaning can be variously configured by the spectator-navigator who enjoys not only the capacity to order the viewing process but also to disrupt it, inserting time for reflection, reassessment, and repetition.

Interpretations of the Spectator-Navigator

The spectator-navigator of an interactive video can pursue her own intentional project, to intend the sense of the video actively through the way in which she navigates the video, or, in Sobchack's terms, through the way in which she "takes up" the (Filmmaker-camera)/(camera-World) relationships (p.195), engages with them and configures them. Thus, engagement with interactive video is similar to the reader's engagement with the traditional written text of hermeneutics as well as the spectator's engagement with the traditional film. However, interactive video manifests new textual relationships through the active navigation of the text and through the more complex dialogical relationships among filmmaker, video and spectator-navigator as mediated by the computer. The navigation of the video enables expression on the part of the spectator-navigator and the construction of meaning only partially convergent with the meanings prefigured in the video. Hence, interactive video potentially enables the personal transformation intended by early surrealist filmmakers in their construction of episodic films that privileged ambiguity and multiplicity of meaning.
 

Multiplicity of meanings and multilinear storylines are achieved through narrative configuration. The intending, expression and interpretation of the navigator-spectator is inexplicable without examining the interaction of narrative structurings of meaning and the mutually constitutive relationship between narrative and emotion in the interactive fiction experience. Drawing upon the phenomenological approaches discussed above and the narrative theory of Paul Ricoeur, we will explore the nature of this interactive video experience below.

Narrative and the Film Experience

We can turn to the phenomenological hermeneutics of Paul Ricoeur to understand the spectator-navigator's sense-making engagement with the interactive video - particularly his detailed study of narrative prefiguration, configuration and refiguration. Ricoeur's understanding of narrative configurations complements the approaches of Kracauer, Casebier and Sobchack and contributes depth to the understanding of the sense-making or con-figuring process. Through the concept of "mimesis," or modes of representation, Ricoeur attempts to explicate "the concrete process by which the textual configuration mediates between the prefiguration of the practical field [the Lifeworld] and its refiguration through the reception of the work" (1984, p.53).
 

By "prefiguration," Ricoeur refers to how worldly phenomena are pre-figured with meaning, i.e., perception and meaning (or "judgment" in a hermeneutic sense) are co-emergent -- phenomena cannot be perceived independently of cultural, symbolic, linguistic resources because actions, persons and language are already informed by those resources and perception occurs through those resources: "If, in fact, human action can be narrated, it is because it is always already articulated by signs, rules, and norms. It is always already symbolically mediated" (1984, p.57). Thus the spectator of a film or the reader of a text can be understood as "recognizing" these symbolic features, including narrative. In the construction of El Avion, the filmmaker did conceive of the episodes as loosely playing off  five different narrative themes. In "taking up" the episodes, the navigator-spectators recognized and identified these themes and configured elements of the episodes accordingly.
 

Configuring events, persons, actions and other story elements into coherent wholes provides the point of view from which story can be perceived as possessing a beginning, middle and end (1984, p.67), which is understood as unfolding through time. The narrative mediates among events, persons, images, episodes and time. It provides the organizing, temporal framework for understanding the meaning of the individual elements within the context of a broader interpretive framework; the narrative, simultaneously and dialectically, derives being and meaning from the individual events and persons it emplots.

"Taking Up" El Avion

The narrative mediates simultaneously (1) between the elements and temporal unity, for example, organizing events into a temporal sequence; (2) between components of action (intents, causes, chance) and the sequence of the story, for example, imputing causal relations between motive and action; and (3) between the sequence of story elements and the temporal unity, that is, enabling a coherent correlation between the development of the story and time understood as a progression from past to present to future. All of these mediations comprise the process through which the story as a whole and its elements are correlated to embodied engagement with the world and with embodied experience of time.
 

Because the full meaning of narrative derives from a sense of closure and from the resolution of the conflicts and dilemmas that emerge through the temporal development of the plot, the conclusion of story plays a critical role in its comprehension. It provides a point of view from which the narrative can then be seen as whole. When such correlations can't be made, when spectators or users or readers cannot perceive the ending that provides closure, they can recognize within the story, they become confused or frustrated, unable to situate story elements into any organizing structure. They attempt to discover or uncover the meaning, such as the identity or intentions of a character. In the case of students' engagement with El Avion, they assume a single coherent plot "behind" the elements they explore, and their navigation of the video seems to be motivated by a desire to uncover that plot.

Narrative Configuration and Refiguration

In his treatment of historical narrative, Ricoeur refers to "traces" as the vestiges of historical events and persons to which the historical narrative must be faithful. Traces, as representing real events and persons, constrain the narrative and mediate the relationship between the present and the past and the understanding of the past in the present; e.g., the Civil War did occur after the Revolutionary War and the historian's narrative configuration of events must re-present the events in that order. The historical narrative is constrained by such "facts" or evidence of the integrity of the world and must maintain some sort of fidelity in their re-presentation. The concept of traces actually proves useful in understanding the perception of the film experience, and is compatible with Casebier's and Sobchack's insistence on the integrity of the film and its expression of perception of the world. Like traces, perceptual elements of the film or video constrain and direct the experience of it. Again, intersubjective understanding is achieved, in part, through the convergence of the spectator-navigator's perception with the traces intended by the filmmaker-camera and film-projector relationships. Ricoeur presents this intentionality in terms of reference to the Lifeworld; the filmmaker and the film or video refer to the world, and the spectator-navigator assumes such reference.
 

These traces, or the enworlded objects of intention, motivate the questions posed by spectators in regard to the various constitutive elements of the video, such as "who are they," "what are they doing," "why are they doing it." In traditional film, the answers to such questions derive from the narrative configuration of the film and are played out in a sequential fashion as the film unfolds. But surrealist films attempt to escape the imposition of narrative coherence and closure, privileging ambiguity, multivocality and polysemy. As Everett (1998, p.147) notes, it is the lack of closure that "makes it impossible to define what is real and what is not, and necessitates an essentially mobile and creative response." Likewise, in the interactive fiction video, the navigator-spectator creatively configures the video elements into a meaningful whole in the absence of a single unifying narrative structure.

Distraction, Desire and the Emotional in the Interactive Video Experience

Central to nearly all understandings of the cinema is the role of desire, pleasure, suspense and the broader emotional dimensions of the filmic experience. Kracauer introduced the notion of distraction into surrealist discourse, the idea that the individual's sensory experience in modern society is distracted and thus contributes to an "impoverished and abstracted encounter between the self and the world" (Aitken, 1998, p.125). This notion of distraction eventually came to underpin an alternative radical notion of the filmic experience opposed to totalizing rationality (Aitken, 1998) and emphasizing fragmentation, montage and bricolage as more appropriate and more realistic representations of reality and emotional experience and as the more appropriate representational mode of the film experience.
 

Everett (1998, p.149) notes that "[s]urrealists exploit the unreal/reality of film to create a world characterized by uncertainty in which the spectator feels increasingly disoriented." Throughout their navigation of El Avion, students express discomfort and anxiety as they attempt to make sense of, that is, discover, the narrative coherence among the disjoint or fragmented scenes and episodes. This discomfort derives, in part, from the absence of expected or desired narrative closure and from a perceived inability to uncover the narrative intentionality of filmmaker.
 

As discussed above, narrative constitutes a dialectical, mutually constitutive relationship between elements of narrative and narrative configuration itself. It is through narrative structure that characters can be identified, develop character (goodness or badness) and their actions can be seen as motivated or reasonable; narrative further imbues individual events with significance through their contribution to a plot. In the absence of an identifiable narrative, the students who navigated El Avion noted ambiguities and contradictions in (1) the identity of the characters, (2) the relationships (logical and temporal) among episodes, (3) the motivations of characters, (4) the modality of experience represented by episodes, i.e., memory or dream or reality, and (5) the significance of depicted objects.
 

Hence, engagement with the video assumes the character and aesthetic of a mystery, or detective-like undertaking. In fact, students mentioned that they felt like detectives (Mazur, 1993 ). The emotional-cognitive dimension of the video experience oriented students' attention and navigation as they attempted to uncover meanings, relationships, identities, etc. The intrigue and game-like quality of the experience as well as the awareness of undiscovered and untaken paths sustained interest in and engagement with the video but also provoked frustration. In his discussion of interactive hypertext games, Aarseth (1997, p.93) notes that the encountered disruptions of potential narrative strands function as a sort of "anti-narrator," a counter-narrative force, in the text. Ricoeur (1983, p.77) similarly refers to such an antagonistic presence in the "holes, lacunae, zones of indetermination" in Joyce's Ulysses, which "challenges the reader's capacity to configure what the author seems to take malign delight in defiguring.
 

The spectator-navigators express a sense of confusion and sometimes frustration because of their inability to make sense of an action or to identify the relationship of a scene to other scenes. One student expressed confusion regarding the dancing scene because of the absence of dialogue: "Because it had no words. Because both of those scenes had no words. I didn't know...I was really confused. I wasn't sure why..." (Mazur, 1993, p.174). Other spectator-navigators simply qualify their interpretations with the repeated use of terms and phrases such as "I guess" or "it seems like" or "I'm not sure for what reason, though" (Mazur, 1993, p.125). Another student exits a video segment, remarking "I don't know what this means, that's why I got out of this" (Mazur, 1993, p.181).
 

We would like to posit that the film experience, and likewise the interactive video experience, are multi-textured, multi-dimensional experiences, which cannot be fully appreciated or understood without drawing upon multiple conceptual or theoretical frameworks . These frameworks need to be able to address the embodied, perceptual, interpretive and emotional dimensions of the film/video experience. The interactive video experience of El Avion provides an opportunity to explore the relevance of phenomenological film theories to emerging technologies. Casebier's transcendental phenomenology, Sobchack's existential phenomenology, Kracauer's phenomenologically influenced surrealism and Ricoeur's hermeneutic phenomenology provide a diverse set of conceptual tools that can facilitate (mediate) our understanding of the mediations and noetic processes through which spectator-navigators engage with the ergodic video text - how students perceive and con-figure different elements that comprise the video segments, how technology mediates their engagement with the video and with the filmmaker's expression of a perceived world, and how the episodic structure of the video and the traversal of the video are emotionally experienced. Spectator-navigators actively attempt to access the depicted life and experience that the filmmaker perceives via the camera and then expresses, disjointly, via the video. They take for granted that such access is possible, and when it is impeded, they express confusion and frustration. They assume the filmmaker intends and the video is structured around a discoverable narrative that references the world. Mazur (1993, p.135) records one navigator-spectator as asking "Will you tell me the actual story when I'm done?"

Conclusion: The Relevance of Phenomenological Film Studies to the Understanding of Ergodic Texts

Phenomenologically inspired film theory and phenomenological hermeneutics contribute to a more complex and nuanced understanding of digital ergodic "texts" and can provide insights into visual perception and motility not available from the literary approaches that have dominated so much of the discussion of hypertextuality. Phenomenology attempts to understand the embodied relationships among perceivers, objects such as film or video, and the Lifeworld without reducing them to the play of language, to textual status or to a construction of the subject. We are thereby enabled to explore the acts of perceiving and expressing and the commutation between them as they are mediated by various technologies.
 

The works of Kracauer, Casebier, Sobchack and Ricoeur provide insights into these processes of technological and narrative mediation through which the perceptions of the filmmaker and the spectator can converge on a World to which the camera and the film/video refer. From such a perspective, intended objects and persons, whether in the world or in the video, maintain an integrity independent from the perceiver and from the process of perception, although they cannot be perceived independently of that process. Maintaining this integrity is a commitment of both phenomenology and Kracauer's phenomenologically-informed surrealism. It provides a basis for recognizing, appreciating and understanding the active, constitutive roles that intended objects and mediating technologies play in the viewing, navigation, interpretation of and communication through ergodic "texts." Acknowledging this integrity and agency, that is, assuming the mediated realist stance of phenomenology, construes perception and communication as an opening up to phenomena/others that present themselves through the noetic process. It thereby renders possible the transformation of the perceiver through the perceptual experience, through a fusion of horizons or through the achievement of intersubjectivity. It provides for the possibility of the individual and social transformation desired by the surrealists.

Footnotes

1. As we will discuss below, these "ergodic" texts entail varying degrees of interactivity; it is often questionable whether or not many of the texts entail any greater interactivity than a traditional uni-linear written text.
2. Following Sobchack, we use "filmmaker" to refer to the collective of persons involved in the production of the film/video.
3. This language of figuration parallels that of Ricoeur in relation to the mutually constitutive relationship between narrative and the elements of a narrative.

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About the Authors

Tammy L. Bennington is a Research Associate in Cornell's Human-Computer Interaction Group and an adjunct faculty member in the Program on Social and Organizational Learning, George Mason University. Her background is in organizational and educational anthropology and phenomenologically inspired social inquiry. Her research has focused on how organizational contexts shape representational practices and on the experiential dimensions of human-computer interaction, particularly in learning situations.
Address: Human-Computer Interaction Group, 209 Kennedy Hall, Cornell University, Ithaca, NY 14853.

Geri Gay is director of the Human Computer Interaction Group (HCI Group) and an Associate Professor of Communication at Cornell University. The HCI Group is a research and development group whose members design and research the use of computer-mediated learning environments. Professor Gay's research interests focus on cognitive and social issues for the design and use of interactive communication technologies. Professor Gay has received funding for her research and design projects from the National Science Foundation, the National Endowment for the Humanities, the Mellon Foundation, Intel, Microsoft, IBM, Getty, and several private donors. She teaches courses in interactive multimedia design and research, computer-mediated communication, human-computer interaction, and the social design of communication systems.
Address: Human-Computer Interaction Group, 209 Kennedy Hall, Cornell University, Ithaca, NY 14853. http://www.hci.cornell.edu
 
 

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