Hi everyone who's reading this... wow the readings are kinda long.. anyway.. here's finally my attempt at answering some of the questions...
1. In “What is New Media?” Lev Manovich proposes 5 principles of new media: numerical representation, modularity, automation, variability, and transcoding. Choose an example that you consider to be “new media”, and describe it in terms of these principles. What implications do these principles have for narrative and play within interactive media?
To my horror, the example of new media I've chosen - Instant Messaging such as the new Windows Live Messenger(MSN), has already been mentioned by two other people, at least form what I have browsed through.. However, I'm still crossing my fingers and hoping that I don't really say the same things as them. OK..
Well first of all, it is clearly numerically represented - what we say, that is. This follows easily from the fact that everything on the computer is numerically represented. The messages that we type into the computer are intrinsically different from traditional note-writing or speech. In fact, what we type is expressed in terms of a certain font, font size and perhaps font colour.
It is also apparent that such instant messaging programs are modular. An assortment of functions are available for use. For example, one may use just the simple chat function, the "file sending" function that allows users to send files to each other, and perhaps the group chat function. Other modules are also available to those who would like to use them, such as choosing a display picture which others can see, the use of "emoticons" to express emotions in the chat function, sharing a common window background picture with their friends and also giving "winks" - short animations that appear on both users' screens. All these components are unique inthemselves, yet they combine to form the instant messaging programs that we use commonly now as an integrated whole. It also follows from this that many of the functions are automatic now. Just by dragging a document into the window, one can let the program automatically interpret this as a sending of the file to the other user in the chat window. Furthermore, certain sequence of text being typed will be automatically interpreted by the program and translated into preset emoticons which will then be automatically displayed to the other user. In this, the variability of the program is also observed. Different users can use different emoticons that may be obtained from the internet or created using image files. The user can then set a customised set of alphabets that correspond to the emoticon. As a result, the same emoticon of a little animal waving its paw can be used as "hello!" or "bye!" depending on the preference of the user.
Perhaps the most apparent aspect of instant messaging is that it has been "transcoded" into our culture. People now leave not just their telephone numbers and addresses with people but more often than not, they leave the instant messaging addresses and a simple "Just IM me" will solve any problems of losing contact or inability to transfer electronic information from a person to another. In fact, the term "IM" has slowly but surely made its way into the vocabulary of many.
2. Manovich questions the usefulness of the term interactivity, suggesting that “once an object is represented in a computer, it automatically becomes interactive. Therefore, to call computer media ‘interactive’ is meaningless – it simply means stating the most basic fact about computers.” In contrast, in “What exactly is Interactivity?” Chris Crawford proposes a much stricter definition of interactivity. Compare these differing views, with reference to your own experience of interactive media systems.
I agree with Crawford to a larger extent. Clearly, Manovich is right, but certainly what he says is as meaningless as his claim that calling computer media interactive is meaningless. One can claim that almost everything IS interactive if we were to push the definition of interactivity. In real life, almost all the objects we see can be touched, manipulated, and they respond accordingly (such as explode, fall over, or make some sound). Conversely, many things on the computer are not more interactive than these things - for example, a VCD movie may only allow the user to watch it in 1 language, without allowing fast-forwarding or rewinding. It would not be apparent then that such media is more interactive a s a book lying on the bookshelf. Crawford, however, gives not only a stricter definition but a more usable one. In fact, perhaps that is how most people instinctively think about interactivity. The key is the need for the user to experience something similar to daily life (in that things respond in an intelligible way) in their experience with the computer. There must be a perceived process of listening, thinking, and the output from the object which is being examined or experienced by the user. Only then will the user have an experience of interactivity (despite the fact that the responses may actually be a limited set of pre-recorded ones).
3. Narrative, interactivity and play – how does Run Lola Run reflect these concerns? How does this relate to Manovich’s concept of transcoding?
The movie is indeed very interesting. Like many others who have already poste don their blogs, I believe that the movie was being compared to made to look like a game. Traditionally, movies were told as stories with a singular ending and linear plot. However, in this case the movie was presented in such a way that it was like a game and Lola was the main character. Interestingly, she also seemed to be the player herself and not just a passive character in a game that was being controlled by some player (she wills the time in the movie to return to the start, and throughout the movie, she reacts as she would in real life). Thus, I believe that the movie has transcoded games into the realm of real life in that it raises a question of whether there is such a thing as "fate". Certainly, it proposes that there is no such thing, since the small differences of whether Lola falls down the stairs or jumps over the angry dog determine whether or not in the end she succeeds in rescuing her boyfriend and having a happy ending. Interesting is that she has some special abilities such as remembering the past attempts to achieve the goal (before restarting), the ability to change outcomes by her powerful scream (the casino scene), and the ability to "cheat" in the game (call upon some higher power to help). Moreover, the movie perhaps also questions the thoughts of some who may subconsciously think that their life is like a computer game in which they can try and retry many times to get the best outcome. This seems to be expressed in the fact that every small choice of action leads to dramatic and serious differences in the end point.