example is the use of perspective in painting. Artists developed the technique of the vanishing point and with it the ability to paint three-dimensional representations on two-dimensional surfaces. The character of this innovation is subtle but distinct. It is not a technique for working in three dimensions; it is not that artists moved from working on canvas to working with clay. Rather, perspective painting allows an artist to relate between dimensions: representing three-dimensional objects on a two-dimensional plane.
Another example is calculus, another key renaissance invention. Calculus is a mathematical system that allows us to derive one dimension from another. It is a way of describing curves with the language of lines, and spheres with the language of curves. The leap from arithmetic to calculus was not just a leap in our ability to work with higher dimensional objects, but a leap in our ability to relate the objects of one dimension to the objects of another. It was a shift in perspective that allowed us to orient ourselves to mathematical objects from beyond the context of their own dimensionality.
The other main features of the Renaissance permitted similar shifts in perspective. Circumnavigation of the globe changed our relationship between the planet we live on and the maps we used to describe it. The maps still worked, they just described a globe instead of a plane. Anyone hoping to navigate a course had to be able to relate a two-dimensional map to the new reality of a three-dimensional planet.
Similarly, the invention of moveable type and the printing press changed the relationship of author and audience to text. The creation of a manuscript was no longer a one-pointed affair. The creation of the first manuscript still was, but now it could be replicated and distributed to everyone. It was still one story, but now was subject to a multiplicity of individual perspectives. This innovation alone changed the landscape of religion in the Western World. Individual interpretation of the Bible led to the collapse of Church authority and the unilateral nature of its decrees. Everyone demanded his or her own relationship to the story.
Our electronic renaissance
In all these cases, people experienced a very particular shift in their relationship to, and understanding of, dimensions. Understood this way, a renaissance is a moment of reframing. We step out of the frame as it is currently defined and see the whole picture in a new context. We can then play by new rules.
It is akin to the experience of a computer game player. At first, a gamer will play a video or computer game by the rules. He'll read the manual, if necessary, then move through the various levels of the game. Mastery of the game, at this stage, means getting to the end: making it to the last level, surviving, becoming the most powerful character or, in the case of a simulation game, designing and maintaining a thriving family, city or civilisation. For many gamers, this is as far as it goes.
Some gamers, though - usually after they've mastered this level of play - will venture out onto the internet in search of other fans or user groups. There, they will gather the cheat codes that can be used to acquire special abilities within the game, such as invisibility or an infinite supply of ammunition. When the gamer returns to the game with his secret codes, is he still playing the game or is he cheating? From a renaissance perspective he is still playing the game, albeit a different one. His playing field has grown from the CD on which the game was shipped to the entire universe of computers where these secret codes and abilities can be discussed and shared. He is no longer playing the game, but a meta-game. The inner game world is still fun, but it is distanced by the gamer's new perspective, much in the way we are distanced from the play-within-a-play in one of Shakespeare's comedies or dramas. And the meta-theatrical convention gives us new perspective on the greater story as well. Gaming, as a metaphor but also as a lived experience, invites a renaissance perspective on the world in which we live. Perhaps gamers and their game culture have been as responsible as anyone for the rise in expressly self-similar forms of television like Beavis and Butt-head, The Simpsons and Southpark. The joy of such programs is not the relief of reaching the climax of the linear narrative, but rather the momentary thrill of making connections. The satisfaction is in recognising which bits of media are being satirised at any given moment. It is an entirely new perspective on television, where programs exist more in the form of Talmudic commentary: perspectives on perspectives on perspectives. We watch screens within screens, constantly reminded, almost as in a Brecht play, of
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