Overview and Reading Guide
This week we are reading and discussing the first half (part 1 & 2) of Jay-Z’s book Decoded (2010). The book is unique for several reasons, but one of its’ primary innovations is the way Jay-Z performs “close-readings” (analysis and explanations) of his work. Usually artists leave this up to listeners and/or music critics, but in the process of narrating his life story, Jay-Z also decodes the lyrics to many of his most popular songs.
As you read, please keep the following questions in mind:
▢ Complete readings and interview and answer discussion questions by Wed @ noon.
Film
Discussion questions
1) What is the “hustler’s story” and why does Jay-Z think it’s such an important hip hop narrative? How does this narrative compare with and draw upon other American mythologies, literary or otherwise?
2) What are your first impressions of the FORM of this book? Think about the photos, layout and overall composition. How does it reflect and/or support the story that Jay-Z is trying to tell? Go beyond saying you like or don’t like the form of the book. Explain it as if you are talking to someone who has not seen the book. Bring the reader into your vision of the text. We all see things differently, and I’d like you to articulate your viewpoint. If you are reading an electronic version of the book (or an electronic enhanced version), please give us your impressions of that form. Your experience with the text will be different from those who have a hard copy.
Bill Viola
Reasons for Knocking at an
Empty House
Writings 1973-1994
Edited by Robert Violette in collaboration with the author
Introduction by Jean -Christophe Ammann
The MIT Press
Anthony d’Offay Gallery London
Text © 1995 Bill Viola
Copyright © 1995 Bill Viola and Anthony d’Offay Gallery
“Violence and Beauty” © 1995 Jean-Christophe Ammann
First published in the United States in 1995 by
The MIT Press, Cambridge, Massachusetts,
in association with the Anthony d’Offay Gallery, London
All rights reserved. No part of this book may be reproduced
in any form or by any electronic or mechanical means (including
photocopying, recording, or information storage and retrieval) without
permission in writing from the publisher.
Designed by Peter B. Willberg
Typeset by ACC Computing
Printed and bound in Great Britain
Frontispiece: Bill Viola on location in New York during production of
Sodium Vapor (including Constellations and Oracle), 1979, videotape,
color, stereo sound, 15:14 minutes. Photo: Kira Perov.
Cover: Bill Viola in What Is Not and That Which Is (detail), 1992, video/
sound installation. Edition 1: Centro Cultural Arte Contemporaneo,
Mexico City. Photo: Kira Perov.
Library of Congress Cataloging-in-Publication Data
Viola, Bill, 1951-
Reasons for knocking at an empty house: writings 1973-1994 /
Bill Viola; edited by Robert Violette in collaboration with the author;
introduction by Jean-Christophe Ammann.
p. em.
Includes chronology, bibliographical references and index.
ISBN 0-262-72025-6 (pb: acid-free paper)
1. Viola, Bill, 1951- -Philosophy. 2. Viola, Bill;
1951- -Themes, motives. 1. Violette, Robert. II. Title.
N6537.V56A35 1995
700.92-dc20
95-14426
CIP
The Porcupine and the Car
Once, a friend of mine gave me a shopping bag full of used audio
cassette tapes that he had retrieved from the garbage at his office.
Thrilled at the prospect of unlimited free recording time, I got an
idea to set up a tape recorder right in the center of activity in my
house, the kitchen, and to try and record everything that went on.
My idea was to have an ongoing, almost continuous, record of
all sonic activity in that space. When played back, it would create
a sort of stream-of-consciousness parallel world to the present,
but displaced in time. I kept the recorder loaded with tapes all the
time I was at home, which then being my summer vacation was
practically all the time. By the end of the week, when I had
accumulated well over 24 hours of tape, I suddenly realized a
distressing thought. I would need 24 hours, exactly the time it took
to record, to play all this stuff back. Furthermore, if I kept this
up, say, for a year, I would have to stop after six months to begin
playing back, and if I got really ambitious and made it my life’s
work, I would have to stop my life when it was only half over to sit
down and listen to all the material for the rest of my life, plus a
little additional time for rewinding all the cassettes. It was a
horrible thought, so I took down my tape recorder and immediately
stopped the project.
There is another way to look at the functioning of human sensory
systems, at the perception of the world and our particular place in it.
The common conception is to compare our sense organs with windows,
to consider them as openings through which we peer out into the world
at large. The twentieth-century philosopher Henri Bergson suggested,
however, that the human senses should be regarded as limiters to the
total amount of energy that bombards our beings, preventing the
individual from being overwhelmed by the sheer volume of informa
tion that exists at each and every instant. A glance at a scientific chart
showing the spectrum of electromagnetic energy vibration that makes
First published in Image Forum (Tokyo), vol. 2, no. 3 (January 1981), 46-55.
59
up the universe, and the narrow slit, or bandwidth, in that scale
corresponding to the small range of these vibrations to which our
sensory receptors are sensitive, and it would seem that this is indeed the
case. As the poet William Blake wrote in 1793, “If the doors to
perception were cleansed, then everything would appear to man as it
is-infinite.”
Information is in a way the opposite of garbage, although in our
contemporary commercialized world they may at times appear identi
cal. Both are products of man-made processes, and, with the exc.eption
of a few crazy artists now, and some archaeologists far in the future, we
can generally say that garbage loses value over time, while information
seems to be the process of something gaining value over time. As a rule,
information is something to preserve, garbage is something to be
destroyed. However, both can be looked on as a kind of waste product, a
physical burden, and for contemporary society both are among the most
pressing problems of the day. An ancient Sufi saying states that a heavy
load of broken pottery and a heavy load of books is the same for the
donkey. A recent magazine advertisement for Xerox photocopy machines
offers their product as a salvation for today’s office staff rapidly sinking
under the weight of the ever-mounting information deluge.
Consider for a moment the total number of books, magazine and
newspaper articles, radio and television programs, records, videotapes,
and films produced in one week alone, and it becomes clear that the
major task of today is not information production, but information
management (in other words, not information storage but information
retrieval; this is precisely what Xerox was selling in their magazine
advertisement). In this light, the main problem for artists using video
these days lies in deciding what not to record. Making a videotape,
therefore, might not be so much the creation or building up of some
thing, but more like the cutting or carving away of everything else
until only a specific thing remains. A similar concept can be seen in
Indian classical music and how it differs in approach from Western
classical music. Among their many divergencies, two are pertinent
here: Indian music places great emphasis on free inspirational playing,
or improvisation, and also on its use of the drone. Of the two, the latter
is significant because it represents a very different musical (and
60 The Porcupine and the Car
cultural) philosophy. Western music builds things up, piles notes on top
of notes, forms on top of forms, in the way that one would construct a
building, until at last the piece is complete. Its base is silence, all the
music proceeds from this point. Indian music begins from sound; all
the notes and possible notes to be played in a piece are present in the
form of the tambura, before the main musicians even start playing.
The tambura is a drone instrument, usually of four or five strings, that,
due to the particular construction of its bridge, amplifies the overtone
or harmonic series of the individual notes in each tuned string. This
series of overtone notes describes the scale that the musicians are
playing. It produces the familiar complex buzzing or ringing sound that
has become for many foreigners “that Indian-music sound.” Therefore,
when the main musicians play, they are pulling notes out of this
already ongoing sound field, the drone. There is no silence. The
musicians say that this concept relates to the Hindu philosophy of the
cosmic sound or vibration, “Om,” which is ever present, going on
without beginning or end, everywhere within the universe, and every
thing proceeds from it.
Contemporary physics, which has been expanding its investigations
into the cosmos to include a range in scale (from the micro to macro)
that is staggering to the imagination, complains of a problem related to
coping with this enormous barrage of information. At Princeton’s
Institute for Advanced Study, the physicist Freeman Dyson recently
declared, “The main problem in particle physics today is to find a
problem. That’s where the really hard work is.” When one is starting
out in video, however, even before setting out to find a problem,
the hard work at first is to understand the technology, acquire the
technical experience and know ledge, and develop craft and technique.
This has proved to be a lot more difficult than expected, since at the
outset video is so deceptively easy to work with (as will be further
discussed). The entire first wave of what is called video art, a period
of roughly 13 years from 1963 to 1976 but concentrated in the early
seventies, was taken up with just this process. Most of the early video
work was devoted to finding “the unique characteristics of the
medium.” This is without a doubt very important knowledge to
acquire, but now, however, most young artists in the eighties should
The Porcupine and the Car 61
recognize that this is work they need to do privately, to discover on
their own. As artistic statements these have already been publicly
made.
Some “purist” artists today insist on working in this way, saying
that their efforts must be only “video” in nature. Unfortunately they
often end up closing themselves off to a great deal of potentially
valuable work done in other fields, notably film. Furthermore, since the
technology of video is still undergoing rapid change, it is sometimes
difficult to tell exactly what its unique characteristics are. (The exact
form of, and precise editing on, the frame is one of the traits that the
early video purists said was specific to film, yet the facility is now taken
for granted by most videomakers using automated electronic video
editing systems.) These artists are correct, however, in maintaining that
video ought to be taken for what it is, not for what it is like. Looking at
the technical development of both video and film, we immediately
notice a profound difference: as film has evolved basically out of
photography (a film is a succession of discrete photographs), video has
emerged from audio technology. A video camera is closer to a micro
phone in operation than it is to a film camera; video images are
recorded on magnetic tape in a tape recorder. Thus we find that video
is closer in relationship to sound, or music, than it is to the visual media
of film and photography. (This will be the topic of another essay.)
One of the most fascinating aspects of video’s technical evolution,
and the one that makes it most different from film, is that the video
image existed for many years before a way was developed to record it.
In other words, it is live, simultaneous with experience. Taping or
recording is not an integral part of the system. Film is not film unless it
is filming (recording). Video, however, is “videoing” all the time,
continually in motion, putting out 30 frames, or images, a second. (In
Europe this is 25 frames, due to differences in AC power cycles.)
Television existed, as radio did, as live broadcast for about 10 years
before the videotape recorder was developed to record it. Video’s roots
in the live, not recorded, is the underlying characteristic of the
medium. Somehow, in a way no one has really been able to explain,
time becomes more precious when dealing with video. One’s first
instinct is to tape everything, but soon this initially easy exercise gives
62 The Porcupine and the Car
way to a realization that it is a very difficult medium. The slack in
video art activity in the late 1970s is testimony to this fact.
When one makes a videotape, one is interfering with an ongoing
process, the scanning of the camera. The image one sees on the monitor
screen is not really an image at all, but the precise and extremely rapid
tracing of a glowing phosphor dot. Due to persistance of human vision,
and a slight lag in the phosphor glow, one sees a complete image which
is really nothing more than a moving point of light. Robert Arns,
writing in Arts Canada magazine seven years ago, described film and
video as illusion-producing media: both give the illusion of experience
in light and sound, but the nature of their illusions is quite different.
In film, Arns says, the basic illusion is of movement, produced by the
succession of still images flashing on the screen. In video, stillness is the
basic illusion: a still image does not exist because the video signal is in
constant motion scanning across the screen.
The subsequent evolution of video from the early days has been
aimed at increasing control over this continually moving system;
in other words, improving control over time. After videotape recorders
were invented, the next obstacle was the editing of the tape (control of
pre-recorded time), a huge problem as most new owners of home video
recorders are discovering (home units can record and play back only;
they have no editing facility). At first editing was done physically, by
splicing the tape, an unwieldy, awkward, and technically disastrous
process. Later, electronic editing was introduced where the desired
signal was recorded on another VTR (videotape recorder), posing some
new problems but still the system in use today. A remarkable fact is
that it was not until 197 4, when computer controlled editing systems
were introduced in the United States, that the video producer had
precise and accurate access to specific individual frames of video for
editing. Most filmmakers still find this hard to believe. In this light,
it is easy to see why most video artists have been slow in developing
a control and sense of time. Editing equipment remains the most
difficult and expensive to obtain, so in this area many artists simply
lack experience. Most of the early tapes of Bruce Nauman (one
of the first video artists) are 60 minutes long, the length of a reel of
half-inch tape.
The Porcupine and the Car 63
A common complaint of the super-8 home movie makers has been
that the restriction of the three-minute cartridge causes every cut to be
shortened; so that maintaining continuity becomes a problem. Many
home movies look like Sergei Eisenstein’s montage technique films.
Home video users, on the other hand, find there is a tendency just to
load a one-hour cassette and shoot away continuously. In this case, the
continuity of the long shot becomes the problem.
The mass replication aspect of video images is an important factor
for artists, because the manual skill of accurate rendering, held in the
West since the Renaissance to be a corner-stone of the artist’s craft, is
now no longer an issue. We have been witnessing its decline since the
arrival of photography in the nineteenth century. There are neverthe
less many people today who still think that an artist is someone who
draws realistically; indeed, the training given in many art schools
seems to agree with this perception. Gradually, however, more people
are realizing that the twentieth-century artist is not necessarily
someone who draws well, but someone who thinks well.
As we move faster and faster into the age of electronic communica
tion, the technology seems to be evolving increasingly realistic methods
of rendering the real world. The often-cited act of taking the image, or
representation, of the thing to be the thing itself seems to have become
a particularly contemporary phenomenon. We rely more and more on
electronic data as a surrogate for direct social interaction. No one has
ever confused a portrait painting, or even an early black-and-white
photograph, with the person it depicted. However, when telephones
were first installed and people could speak directly over long distances
but not face to face, the English slang word “phoney” came into use.
Fearful that the new device could be used to deceive, people used
“phoney” to describe someone or something that wasn’t real or true.
The genuine “hyper-realist” artists of today are not the painters of the
school of the same name, but the commercial film and television
producers; for it is they who deal with something that has become
almost more real than real: a person’s image.
Reflecting on this trend of the recording media becoming more and
more realistic, one can easily say that their ultimate goal is perhaps to
become invisible, to become completely transparent, to become
64 The Porcupine and the Car
indistinguishable from what they record (i.e., to achieve the highest
“fidelity”). Looking to the future, most people in the field would say
that film and television are steering themselves towards some kind of
life-size, three-dimensional, holographic, audio-visual projection, almost
indistinguishable from a real scene. Farther far-out futurists speak of a
medium-less medium, electrical stimulation directly to the brain to
evoke sequences of mental sensations virtually identical with perceived
external reality. Of course, this is all still a long way off, and if energy
prices keep going up we will all have to burn our home video recorders
as firewood long before.
Today, various distortions (differences between the recorded object
and the actual object caused by the physical characteristics of the
recording media) are listed by manufacturers, along with weight, size,
etc., as specifications describing their products. An important one for
tape recorders is the signal-to-noise ratio (S/N), which is basically a
measurement of the difference in level between the signal (the thing
recorded) and the level of internal noise (in audio heard as hiss)
inherent in the electronic circuits of the tape machine itself. Quality of
equipment and, therefore, price are determined by the lowest amounts
of distortion (or deviation from reality) present in the system.
One of the most interesting aspects of the recording media is how
they tell us so much about the way we perceive the world. Experimen
tal psychologists were among the first to realize that recording media
have provided us with surrogate sensory perceptual systems, in some
ways similar, in some ways different, from our own, but nonetheless
with a specific set of characteristics that we can hold up and compare
against ourselves. This has proved invaluable in laboratory experiments
on perception. One might think that the distortions described above are
the sole property of electronic systems, but this does not seem to be the
case. John Cage, the contemporary composer, often tells the story of an
experience he had inside the anechoic chamber at MIT in Boston. An
anechoic chamber is a completely soundproof room, designed so that no
sound is reflected from its walls; sound travels out from a source but
does not bounce back. Cage was let inside this soundless space and left
alone for a short time. When he emerged, he asked the engineer why,
if the room was silent, had he heard two sounds. He described them to
The Porcupine and the Car 65
the engineer, who said that the high one was his nervous system in
operation, and that the low one was his blood in circulation. Human
“signal-to-noise” ratio.
Experiences such as these give us a very different view of what we
call information. In fact, as some have suggested, information may be
to a large extent the projection of our internal structure and biophysical
order onto the external world. Dr. John Lilly, pioneer researcher in
communication with dolphins, conducted some extremely interesting
experiments on himself after his initial dolphin research. The major
breakthrough in this work was Lilly’s decision to use himself as subject,
a reversal of the dominant role of the scientist as outside observer. In
so doing, he immediately entered the domain of the subjective. Lilly’s
work involved immersing himself in a sensory deprivation environ
ment even more extreme than the one Cage found himself in. This was
a tank of salt-water heated to the same temperature as the human
bloodstream. There was no light, no sound; the buoyancy of the salt
water reduced the effects of gravity and minimized the sense of touch.
Lilly, mostly submerged with only his face above water to breathe,
found it difficult to sense the difference between his inside and outside.
(It all seems remarkably like a womb.) Floating in this state of
nothingness, he even discovered that he could relax his muscles enough
to urinate without thinking about it. The water in the tank was
constantly filtered and recirculated, so that he could remain inside for
hours without interruption.
It is hard to imagine what this experience can be like. One’s first
thought is that it must be like nothing, or similar perhaps to when one
goes to sleep, or stares at a blank wall or into a dark room. Lilly found,
however, that it was not like this at all. Instead, he saw things, he
heard things, and his experience was almost as full and cluttered as his
everyday life. Lilly believed these phenomena to be hallucinations and
for a while tried to invent ways to quell them. But then he realized a
startling thought: if there is no outside stimulation, the mind seems to
make up things to perceive that appear to come from the outside. So
perhaps he actually saw the patterns of his own mind, the projections of
his own brain in the process of thinking. He was looking at an audio
visual display of the neurological circuits at work in his brain.
66 The Porcupine and the Car
This phenomenon has been known in various forms throughout the
ages. People have always spoken of the “rabbit” or the “man” in the
moon, and cloud formations have been a popular form of image
visualization. In Western science, theories of visual perception have
proceeded from the emission theory (i.e., that the eye sends out rays or
particles which strike objects in the external world and enable percep
tion) to the current reception model (that the retina is a surface that
senses the reception of light rays as photons coming in to strike it from
the outside). The experimental psychologist Rorschach has immorta
lized his name in connection with this process by his famous ink-blot
test, in which a random ink-blot is made on a piece of paper and
subjects are asked to report what they see in its abstract shapes. Artists
have known for a long time that the most interesting connections in
things involve areas of low, or ambiguous, information, so-called “gaps”
in recognition. This is the time of involvement, of participation by the
viewer, in a work of art. The process of learning itself demands that
initially one must be confronted with something one does not under
stand. Rene Magritte wrote, “People who look for symbolic meanings
fail to grasp the inherent poetry and mystery of the image. No doubt
they sense this mystery, but they wish to get rid of it. They are afraid.
By asking ‘What does this mean?’, they express a wish that everything
be understandable. But if one does not reject the mystery, one has quite
a different response. One asks other things.”
This view is exactly opposite to the one that a student of communi
cation receives at university, yet it is the very basis of communication.
Modern masters of information, such as the CIA and many politicians,
know full well that real power lies in what is not said, in what is not
spoken, and survival depends on making statements that are as multi
faceted and ambiguous as permissible. Disclosing information, “com
munication” as most people know it, can mean sure disaster as far
as these people are concerned. Yet the broadcast media, the students
of media, and many video artists continue to operate under the old
models, creating more and more boring works.
One of the most distressing changes taking place is in the area of
children’s toys. (It has become such a big business, infected with the
same ignorant greed as everything else.) Toys are becoming more and
The Porcupine and the Car 67
more “advanced,” loaded down with gadgets, gimmicks, buzzers, flash
ing lights, and anything else manufacturers can think of to throw in.
Children are being robbed of their imaginations at a younger and
younger age. A block of wood can be anything from a boat to a
spaceship; it can change instantly into any form desired, and it does not
run on batteries. Observing how many people are being raised by this
culture, is hardly surprising when they come to a video art show they
are utterly confused and ask questions such as “What is this?” “Why
is this art?” and the familiar “What does this mean?”
Information storage and retrieval are other words for information
encoding and decoding. Humans seem to possess built-in decoders
which insist on deciphering or searching for meaning in (making sense
out of ) everything, including, as in Lilly’s case, nothing. Science has
been attempting to decode nature for thousands of years with still no
end in sight. Nature, herself the grand code, has consistently awed
scientists with her apparently intrinsic sense of purpose (teleology, as it
is called), supreme harmony, and interrelationships of parts and sys
tems. It is indeed mysterious and beautiful that nature seems fully
aware and conscious of herself. Thorns on plants seem to acknowledge
the existence of hungry vegetarians; many flowers could not live apart
from bees any more than bees could live without them. The list is
endless. If one wants to make a jigsaw puzzle, one must first start with
a complete image, and then cut it up and hand the pieces to someone
saying “Here, put this together.” The participant, working backwards
into the system, has the point of view that he or she is creating this
image bit by bit, building it up from nothing piece by piece until all
the parts fit together into one whole.
The act of encoding information is the act of arranging elements
into a pattern, putting intelligence, purpose, or intent into something.
The act of decoding (retrieval) is to extract that organization out of the
pattern, sensing the intent or intelligence behind the organization of
that pattern. People are essentially doing this when they are watching
films and videotapes. Even for artists who claim that they are not at
all interested in content or information, this phenomenon still occurs.
Unfortunately, for many video artists, this skill of building intelligence
into their pieces is not really advanced in comparison with some of the
68 The Porcupine and the Car
natural systems, or even with the work of great artists and directors in
other media. So much of video art is simply an underestimation of the
level of visual literacy, or decoding ability, of the audience.
One of the most exciting, and frustrating, aspects of video tech
nology is that it is changing all the time. The hardware is in a contsant
state of transformation and so-called improvement. Two important
recent developments are greatly affecting the area of work that has
come to be called video art. First is video games; in this current craze
we find an interesting phenomenon which concerns the information
encoding and decoding processes just described. Video games represent
the first widespread implementation of those amazing interactive
computer graphic display devices we were told about ten years ago. In
function, at least superficially, they fulfill a dream of interactive visual
art envisioned originally by the pioneering artists/ engineers who
developed the first video synthesizers. Quite a few of these individuals,
Stephen Beck and Bill Etra among them, are currently designing video
games and interactive devices for large Californian electronics firms. As
personal users gain more experience with these interactive machines,
we can see a new group of champions emerging. Watching one of these
video games “champions” in action, it becomes apparent that they are
decoding the computer program that someone has designed for the
machine. They approach the program from the opposite direction,
reconstructing it bit by bit until they have memorized most of the
patterns and branches (possible patterns) encoded into the machine.
They know, for example, that if they shoot the last man in the top row
right, a certain sequence will be triggered and appear on the screen, or
that after exactly 14 shots a bonus spaceship will appear and travel
across from left to right. Then, when they have finally deciphered most
of it, the play becomes mechanical and boring, so they simply move
on to a different game. It would be entertaining to arrange a meeting
between the users and the game’s original programmer. If asked, some
of these expert players could perhaps write out most of the original
program, although not exactly in the same technical language in which
it was written.
The second recent arrival on the video scene, the home video
recorder, has enabled far more artists to work in the medium by
The Porcupine and the Car 69
spreading low-cost equipment around. It has also eliminated a belief
that plagued the early days of video as it did early photography: that
someone could be considered a “video artist” simply because they had
got hold of the equipment at a stage when it was still scarce. Certainly
the initial energy and excitement of the video scene 10 years ago could
support a lot of this “just tape everything” kind of work, but it carried
on far longer than necessary. The medium is becoming more pedestrian
and less mystical and glamorous, striking a blow to the power-point of
many so-called artists. With this development, however, the potential
for individual creative expression is becoming greater.
These two recent developments represent the first shift in con
sciousness for the average person away from considering their television
as something that brings them news, sports, and entertainment pro
grams. This is just the beginning. Experimental systems are already in
operation where the TV screen becomes a data terminal, bringing not
only news, sports, and entertainment programs, but also teletype news
wire services, stock-market reports, all the information in the public
library stored frame by frame, information monitoring of home heating
and electrical systems, and even bank account statements. This is all
“video,” and all vastly different from “I Love Lucy” or “Bonanza,” and
the addition of a personal microprocessor and video disc to this system
quickly multiplies the possibilities. John Baldessari, one of the early
video artists from California, once said that video is “like a pencil. Art
is just one of the things you can do with it.” Today video seems closer
in analogy to paper, a huge blank sheet upon which any number of
vastly different things can take place. Art is just one of the things you
can do with it.
Video as a pencil. Video as paper. The tools and our metaphors for
them are continually changing, but one thing remains more or less the
same: the person using these tools. This will probably never change.
Most people today do not know the creative possibilities of a pencil and
paper any more than a person 100 years from now will know what to
do with a digital color video camera. Attending the countless confer
ences, demonstrations, and video expos can only convince one that the
technology is far ahead of the people using it. The limits are more in
the user than in the tools. If technology were frozen right now, it would
70 The Porcupine and the Car
take years for us to catch up with and use the technology at our
disposal and to realize its fullest potential. The manufacturers, avidly
promoting fashion, consumerism, and market competition, subvert our
desire to understand by releasing a steady stream of new models, new
designs, and generally orchestrating obsolescence. For some reason,
many video artists have also fallen prey to this propaganda of high
fashion and mystique in advanced technology: “If only I had this new
camera, this latest VTR, then I would really make good video art.”
Technology always seems to lead us away from ourselves. Rumi,
the Persian Sufi poet and mystic, wrote in 1273, “New organs of per
ception come into being as a result of necessity-therefore, increase your
necessity so that you may increase your perception.” The real work
of the contemporary video artist, then, after acquiring the necessary
technical skills, is in the development and understanding of the self.
This is where the really hard work is. The level of use of the tools is
a direct reflection of the level of the user. Chopsticks can either be a
simple eating utensil or a deadly weapon, depending on who uses them.
Last summer, while shooting video on Mt. Rainier in Washington
State, I had a very instructive experience. We were coming down a
winding mountain road late one night, when we encountered a
large porcupine crossing the road. Fortunately, I spotted him in
enough time to stop the car a short distance from where he was
standing. We watched him in the bright lights of the car, standing
there petrified at this terrifying “close encounter of the third kind.”
Then, he started to do a strange thing. He began to turn around
and around in his place, his sharp quills rising off his body, and
emitting a kind of hissing sound. He didn’t run away. I realized this
dance was actually a move of self-defense. I cut the high-beam
headlights of the car to normal, but he continued to move around
more furiously. I then cut the lights further to the parking beams,
and when he still continued turning around I finally had to kill the
lights completely and turn off the engine so as not to give him a
heart attack. We watched him in the dim moonlight as he stopped
his dance and finally moved off the road. I realized at that time
that he was probably walking proudly away thinking how he really
The Porcupine and the Car 71
gave it to that big, blinding, noisy thing that came lumbering after
him out of the night. I’m sure he was inflated with confidence, so
pleased with himself that he had won, and certainly would have
quite a story to tell when he got home.
72 The Porcupine and the Car
We provide professional writing services to help you score straight A’s by submitting custom written assignments that mirror your guidelines.
Get result-oriented writing and never worry about grades anymore. We follow the highest quality standards to make sure that you get perfect assignments.
Our writers have experience in dealing with papers of every educational level. You can surely rely on the expertise of our qualified professionals.
Your deadline is our threshold for success and we take it very seriously. We make sure you receive your papers before your predefined time.
Someone from our customer support team is always here to respond to your questions. So, hit us up if you have got any ambiguity or concern.
Sit back and relax while we help you out with writing your papers. We have an ultimate policy for keeping your personal and order-related details a secret.
We assure you that your document will be thoroughly checked for plagiarism and grammatical errors as we use highly authentic and licit sources.
Still reluctant about placing an order? Our 100% Moneyback Guarantee backs you up on rare occasions where you aren’t satisfied with the writing.
You don’t have to wait for an update for hours; you can track the progress of your order any time you want. We share the status after each step.
Although you can leverage our expertise for any writing task, we have a knack for creating flawless papers for the following document types.
Although you can leverage our expertise for any writing task, we have a knack for creating flawless papers for the following document types.
From brainstorming your paper's outline to perfecting its grammar, we perform every step carefully to make your paper worthy of A grade.
Hire your preferred writer anytime. Simply specify if you want your preferred expert to write your paper and we’ll make that happen.
Get an elaborate and authentic grammar check report with your work to have the grammar goodness sealed in your document.
You can purchase this feature if you want our writers to sum up your paper in the form of a concise and well-articulated summary.
You don’t have to worry about plagiarism anymore. Get a plagiarism report to certify the uniqueness of your work.
Join us for the best experience while seeking writing assistance in your college life. A good grade is all you need to boost up your academic excellence and we are all about it.
We create perfect papers according to the guidelines.
We seamlessly edit out errors from your papers.
We thoroughly read your final draft to identify errors.
Work with ultimate peace of mind because we ensure that your academic work is our responsibility and your grades are a top concern for us!
Dedication. Quality. Commitment. Punctuality
Here is what we have achieved so far. These numbers are evidence that we go the extra mile to make your college journey successful.
We have the most intuitive and minimalistic process so that you can easily place an order. Just follow a few steps to unlock success.
We understand your guidelines first before delivering any writing service. You can discuss your writing needs and we will have them evaluated by our dedicated team.
We write your papers in a standardized way. We complete your work in such a way that it turns out to be a perfect description of your guidelines.
We promise you excellent grades and academic excellence that you always longed for. Our writers stay in touch with you via email.