calin dan on Wed, 4 Feb 1998 22:38:43 +0100 (MET) |
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<nettime> timespace in war |
All game is war game. War is perpetuated via story telling. Story telling is a crucial coagulant for the human species: @ all levels of historical strata, story telling overwhelms other aspects of cultural trade. And war stories are overwhelming in comparison to others. Is that situation generated by the importance of war @ the social level only or determined also by structural requirements of the human species? Timespace in war. When looking @ the dimension time, war is not a punctual activity. Exception made by the modern period between (roughly) the campaigns of Napoleon and WW II, warfare was mainly characterized by a flow of violence involving/affecting populations as a whole; effective military conflict (the so called pitched battle) was emerging from this endemic chaos, without being always an immediate resolution for it. But the perception of history is (mis?)guided by peak events, same as the perception of art history. We describe/analyze our heritage by reference to master pieces, seen as results of big streams of data that can't be exposed without making the whole picture redundant. Scientific discourse is not different in that sense from fictional prose. Considering the dimension space, we have 2 be aware that wars of large consequence were fought mainly on a punctual scale. Of course the dynamic of war maps is fascinating, and the way that armed conflicts are sometimes remodeling on medium-to-long term the political aspects of geography might be impressive. But this kind of perception remains retrospective and synthetic. On the level of individuals the vast majority of wars were limited experiences, even when their strategic context was broader. But strategy is sometimes invented in the aftermath of events. And basically so are wars themselves - retrospective inventions, where the restricted misery of battle is obscuring the endless pains of populations at war. Timespace in media. When kids play a computer war game, they develop with the glowing tube a relation paradoxically similar to the one we, the elder, have (had?) with books about war. A retrospective/retroactive relation that is, covering the substantial horrors with the veil of both distance and exciting immediacy. Like in the routine of heroine addiction, when the painful ritual of the shot is becoming memory under the effect of the drug itself, the narratives of the machine (book) are simultaneously past and present, @ close range and @ infinite distance. The screen machines, the books, the story telling in any form are securing us a special position in a point of ambiguity which gives both implication and distance, intimacy & dominance. No matter if old or new, media are about mediation - that's where their addictive fascination comes from: it allows us to be insignificantly small and discretionary powerful @ the same moment - like children are (should be) in the protective cocoon of their family. What new media brought as really new is the capacity of combining the zenital and genital views in one: the user can be simultaneously controlling space from the position of the sun @ noon, and analyzing it from the inside prospective of the womb. Maps also have, besides their immediate utilitarian aspect, that strange radiation of something distant in time also, not only in space - like books and screen machines. They are actually the interface between the two, and also an ideal interface 4 narratives of war. Calin Dan Akademie Schloss "Solitude" Studio 22 Solitude 3 D-70197 Stuttgart T: + 49 711 69 930 122 F: + 49 711 69 930 150 Receive mail: calin @ euronet.nl (and the present one) --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@icf.de and "info nettime" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@icf.de