Repensando La Geografía Cultural 2015-Rose
Repensando La Geografía Cultural 2015-Rose
Repensando La Geografía Cultural 2015-Rose
Gillian Rose
The Open University, UK
Abstract
This paper addresses how geographers conceptualize cultural artifacts. Many geographical studies of cultural
objects continue to depend heavily on an approach developed as part of the new cultural geography in the
1980s. That approach examined the cultural politics of representations of place, space and landscape by
undertaking close readings of specific cultural objects. Over three decades on, the cultural field (certainly in
the Global North) has changed fundamentally, as digital technologies for the creation and dissemination of
meaning have become extraordinarily pervasive and diverse. Yet geographical studies of cultural objects have
thus far neglected to consider the conceptual and methodological implications of this shift. This paper argues
that such studies must begin to map the complexities of digitally-mediated cultural production, circulation
and interpretation. It will argue that, to do this, it is necessary to move away from the attentive gaze on stable
cultural objects as formulated by some of the new cultural geography, and instead focus on mapping the
dynamics of the production, circulation and modification of meaning at digital interfaces and across frictional
networks.
Keywords
digital media, friction, interface, methodology, network, new cultural geography
Corresponding author:
Gillian Rose, Department of Geography, The Open
University, Walton Hall, Milton Keynes, MK7 6AA, UK.
Email: [email protected]
ownership of land (Cosgrove, 1984: 221). Others elaborated the ways in which the landscape
painting genre in particular came to represent
specific forms of national identity (Daniels,
2011; Matless, 1998), and feminist and postcolonial critics pointed to the ways in which such
paintings also affirmed specific gendered and
racialized power relations (Rose, 1993).
This strand of the new cultural geography
thus gave careful attention to a particular form
of cultural object: one that might be described
as auratic. According to Hansen (2008), aura
was understood by Benjamin as the experience
offered by single, beautiful, crafted objects. It
is the effect of an authentic original. An original
that might be reproduced, of course, hundreds or
millions of times, by printing or by films and
photographs, and Benjamin himself reflected
at length on the cultural and political consequences of the age of mass reproduction
(1973). Nonetheless, the new cultural geography emerged at a historical moment when the
vast majority of cultural objects could be traced
back to an original: an original manuscript, a
building, a reel of film, a map. And the conceptual tools for interpreting such objects offered
by the new cultural geography took such auratic
objects the original, as it were, a canvas, a
novel, a film, a photograph, a building and,
treating it as an inert, stable object, approached
it as a text to be interpreted through various
forms of close reading. For Barnes and Duncan
(1992), cultural objects were to be interpreted in
relation to other texts and discourse; for Cosgrove and Daniels (1989), this sort of reading
was best described as a form of iconography.
Either way, close attention was paid to the form
and structure of the cultural object, in order to
unpack the meaning of each of its constituent
symbolic parts.
These were relatively rich and sophisticated
methodological discussions, and they have
produced powerful and subtle readings of many
forms of cultural texts. In some ways, then, its
perhaps not surprising that much of the cultural
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geography that examines cultural objects continues to cleave to this method: close readings
of cultural texts, with the aim of construing their
implicit meanings and analysing how those
meanings affirm or challenge power relations.
In other ways, though, the continuing hegemony of this particular approach to understanding cultural artefacts is very surprising
indeed. For in the three decades or so since the
emergence of the new cultural geography, both
cultural objects and the technologies and practices in which they are embedded have altered
significantly. Over the past 30 years there have
been profound changes in the processes and
practices of cultural production, in the circulation and display of cultural objects, and in the
processes of audiencing, participation and critique. These changes have been enabled by a
wide range of digital technologies, yet cultural
geographers have had almost nothing to say
about their implications for the creation of
meaningful places, spaces and landscapes.1
This silence, I will suggest, is in large part a
consequence of the methodological orientation
bequeathed by certain parts of the new cultural
geography specifically its focus on stable
cultural objects which is increasingly inadequate for engaging with much making of cultural meaning in the contemporary moment.
The next section of this paper argues that
since the creation of so many cultural objects
though certainly not all, and not everywhere
is digitally mediated now, the stable cultural
object is currently the rare exception rather than
the rule. Digital objects are not stable, but
rather are mutable, multimedial and mass. Geographers interested in cultural objects therefore
require some new tools to be able to continue to
offer robust interpretations of digital cultural
expressions, and the third section of this paper
offers three concepts which might help towards
that end: interface, network and friction. Interface is the key term here, which embeds the
content of a text, sound or image file via particular software and devices into specific social
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Figure 1. A digital visualisation of a new housing development, February 2014, Cambridge UK.
Source: author.
to YouTube every minute. Sixty million photographs are uploaded to Instagram every day,
which is dwarfed by the 350 million uploaded
onto Facebook and the 400 million sent to SnapChat.4 Such photos are most often taken frequently and casually, posted at once or edited,
tagged and uploaded later, glanced at on a Facebook page or a Twitter feed or a Snapchat
screen, liked or not before the user moves
on: these are images whose numbers indicate a
practice that neither expects nor enables close,
attentive reading.
Digital images, then, like many forms of
digital cultural production, have three characteristics that are very different from the cultural objects on which parts of the new
cultural geography built their arguments more
than 30 years ago. They are mutable; they are
materialized in multiple media; and their numbers are massive. This presents at least two
challenges for cultural geographers now. The
first is the difficulty in identifying a stable cultural object. Because of their mutability and
multimediality, which are consequences of both
what the technologies enable and what people
do with them, digital cultural objects are inherently unstable. Although it is also true that many
auratic artworks also change over time, as paint
fades and plastics become brittle (Rubio, 2014),
the materialities of digital creation and circulation are fundamentally more mutable. In order
for a digital image to become visible, electronic
pulses of code must be translated through combinations of multiple softwares and device;
digital images are materialized in quite different forms, and they are put to quite different
purposes, including modification of their content. This makes identifying a single, inert object
for close reading very difficult, if not impossible.
The second challenge is how to deal with the
massiveness of digital cultural production. The
close reading of individual texts simply does
not work when the texts to be analysed are
made to be glanced at and exist in collections not
of a few dozen but of a few million.
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on those patterns that structure the mass of digital cultural activity now.
There are also a whole range of human actors
whose practice constitutes this network, working within and beyond what its hardware and
software allow: developers who program, visualizers who create advertising campaigns, factory
workers assembling hardware (Grace, 2014),
engineers laying cabling, as well as all those
people who use all sorts of interfaces in their
everyday work and leisure. (Indeed, we might
also consider the labour of those who mine the
materials required by hardware manufacture,
and those who scavenge and recycle discarded
hardware.) Again, the notion of a network performed in part by human labour guides attention
to its diversity of forms of work, including different ways of seeing. A photo taken to be
uploaded to SnapChat for an eight-second view
before autodestructing invites a very different
way of seeing from the intense engagement
insisted on by big-budget computer games (on
the latter, see Ash, 2015). The notion of network
also emphasizes spatial divisions of human (and
other) labour. For example, the digital visualizations made of Msheireb Downtown only travelled between Europe and the USA as they
were being made (bar trips to cheap render farms
in China), which demonstrates the highly skewed
global distribution of this kind of creative expertise (McNeill, 2008; Ren, 2011). We also noticed
many of the architects and visualizers in our case
study doing discursive work to assert the creativity of European and US design professionals in
contrast to immature Gulf clients and Chinese
renderers who dont get colour. Network is
thus a useful term for sensitizing analysis to complex relations between different actors in contemporary digital culture.
For in a culture where the tools of production
and distribution of visual materials are much
more dispersed than they ever have been, the
enactment of different kinds of agency is highly
complex, as signalled by the notion of a convergence culture:
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IV Some methodological
implications
Which raises the question: what methods might
enable that navigation?
There will be many different answers to that
question, and I can only offer a few preliminary
thoughts here (see also Elwood, 2011; Kitchin
et al., 2013; Morrow et al., 2014; Wilson,
2014b). Certainly established methods are by
no means obsolete: Ashs (2015) account of
computer games entails, in part, close readings
of particular moments in specific games (and
see Blok and Pedersen, 2014; Elwood and
Leszczynski, 2013, Grace, 2014), and exploring
the production of the Msheireb Downtown
visualizations depended in large part on a
multi-sited workplace ethnography, as have
studies of computer game production (Ash,
2015; ODonnell, 2011).
However, it is also the case that new methods
are needed that can engage in some way with the
massiveness and the networks of digital cultural
production, and in particular with the huge number of images on image-sharing and social
media platforms. Hayless (2012) work suggests that identifying meaning as it emerges
from a mass of images requires a shift from
close, diagnostic reading of individual items to
what she describes as hyper-reading: readings
that are fast, casual, scanning, skimming. Such
a form of reading, at scale, will have to be computational: that is, it will have to use the processing power of computers to analyse huge
numbers of images in some way. There are in
fact already a number of software packages that
can retrieve large numbers of images automatically, and others, mostly commercial, that can
recognize patterns in the visual content of very
large numbers of image files. The Software
Studies Initiative has also made software available to allow the analysis and visualization of
large numbers of images (Manovich and Douglass, 2011).5 However, as Hall (2013) argues,
the methodological challenge is not simply one
of scale which simply requires bigger and faster
forms of content analysis. Instead, methods are
required that can explore the processes and
forms through which these huge numbers of
images are organized. Without this, any new
method will be unable to address the power
geometry which shapes the creation and circulation of digital images. It is important, therefore, that new methods engage with both the
scale and the distribution of contemporary cultural production.
Grace (2014) and Hartley (2012), for example, understand the vast numbers of unstable
cultural objects now being created by huge
numbers of people making, modifying and sharing images, among other things, as a new form
of mass expression, possessing its own patterns
and structures of innovation (Grace, 2014: 14).
For them, it follows that significant meaning
emerges from those patterns; it does not reside
in specific individual contributions but rather
results from the generalized sphere of expression created by their cumulative effects (Grace,
2014: 17). We need to understand cultural,
creative, and knowledge-systems across whole
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V Conclusion
This paper has argued that the making of cultural meaning has changed fundamentally over
the past 30 years. It is now difficult to imagine
any form of cultural practice entirely untouched
by digital technologies. The changes wrought
with those technologies are very diverse, of
course. An artist committed to canvas and oil
paint may only use a website to gain commissions, for example. However, much cultural
practice is now created, distributed, displayed
and circulated entirely online; the conventions
of established art forms like cinema and
architecture are being remediated by new technologies (Bolter and Grusin, 1999); and moreor-less new forms of cultural production have
emerged, such as computer games, digital art,
selfies and memes. This paper, using the specific example of digital visualizations of an
urban redevelopment project, has argued that
there are three characteristics shared by very
many of these new forms of cultural production:
mutability, multimediality, and massiveness.
Digital cultural production is changeable; it
materializes in different forms; and it is massive, not only because of its mutability and multimediality but also because digital technologies
have enabled a huge extension in the numbers of
people who can create, share, modify and critique digital cultural works.
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14
2.
3.
4.
5.
6.
Acknowledgements
I am grateful for feedback on this paper at events
organized by OpenSpace Research Centre at The
Open University and by the Nordic Network on Digital Visuality, as well as for comments from referees.
I would like to thank everyone who responded to my
appeal for references on cultural geographies of the
digital on Twitter and my blog. Finally, it was an
honour to have been asked to deliver the Progress
in Human Geography lecture at the RGS/IBG conference in 2014, on which this paper is based.
Funding
The case study was funded by a grant from the UK
Economic and Social Research Council RES-06223-3305 and was undertaken with Dr Monica Degen
and Dr Clare Melhuish; we are grateful to Msheireb
Properties for giving access to their Msheireb Downtown project, and to the architects, designers and managers who allowed us to observe and interview them
Notes
1. Since the time of two early projects (Crang et al.,
1999a; Bingham et al., 1999, 2001; Holloway et al.,
2000), the sum total of cultural geographers exploring
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