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Plowing the Dark by Richard Powers

 

Recently, some friends and I travelled to Beirut for a few days and took the road to Damascus; the same road along which Brian Keenan was driven to safety from his abduction. It was an eerie experience, trying to imagine how Keenan must have felt during his captivity, and realising that no amount of speculation could possibly ever come close to capturing the reality of that ordeal. One would imagine, then, that only a supremely confident author might attempt to convey such an experience as a fiction, yet in his new novel - Plowing the Dark - this is exactly the risk that Richard Powers takes. Such a risk is a calculated gamble, because the stake he will forfeit is the power of his own imagination to do justice to his material. Moreover, he has calibrated his tale of solitary confinement with the story of a graphic artist who also occupies an empty space; that of a virtual-reality cavern, where virtual worlds were reportedly being constructed in the late nineteen-eighties. Indeed, in the techno-graph of the last twenty years, VR was reputedly only a matter of time, set to enchant and enthrall the general public by century's end. The story goes that it failed to live up to the hype and disappeared, but, conspicuously, the world of virtually real entertainment has failed to materialise in the public domain in any form except arcade games, and this in part constitutes a key element in Powers' book.
Plowing the Dark is composed of two parallel narratives. One documents the psychological apocalypse incurred by kidnapping, and yet manages to use such a story to underpin the second narrative, which questions the relations between art, technology and finally, politics. In the first of these twin narratives, Adie Klarpol is an ex-art school student with technophobia, who is co-opted by an old fellow student into a think-tank of computer wizards attempting to perfect the world's first virtual-reality environment on the shores of Puget Sound. This idealistic and self-conscious woman learns how to construct her favourite paintings on the walls of an empty space known as the Cavern. At first ignorant of "the code for cat and apple and bucket and tree and abandoned doll" she shares "no mother tongue" with any of the other operatives. However, as she begins to learn the mechanics, her initial preference for the authenticity of paint and canvas - and the concomitant necessity for Romantic suffering in art - are set to one side. Beginning with a wonderfully informal treatment of the art-versus-technology debate, the novel then lends its subject matter proper complexity by setting it off against historical context in the collapse of communism, the spread of global capitalism and the ethical dilemma of unwittingly developing potential warfare tools through VR experimentation. Certainly, the disappearance of VR-related news 'bytes' is downright disturbing in this latter regard.
In the cavern, early in the book, VR is accurately identified as painting without the paint when one of the engineers states that
art explodes at exactly the same moment as tool based culture. That cave pictures prepared the leap, after a million and a half years of static existence. That pictures were the tool that enabled human liftoff, the Ur-tech that planted the idea of a separate symbolic existence in the mind.
Her reservations thus challenged, Adie begins to explore all of the possibilities that VR affords and becomes captivated by its representational possibilities. Soon she is thrilled by "the cheer of software engineers down the hall, delighted in some hard won extension of their dominion deeper into the kingdom of comprehension," for it is the sound that might lead to a new breakthrough in her virtual Van Gogh painting with its creaking floorboards and audible breeze.
In the course of this narrative, Powers masterfully alleviates any frustrations that the readers might develop as a result of their own computer illiteracy. One of the difficulties in documenting such a world is in satisfying a reader's desire to fully understand it, without log-jamming the story. Here the author finds a balance by giving just enough technical information to authenticate the environment without frightening the technophobe reader, and just enough information to assure the inquisitive kind that "You can't possibly understand. There are too many layers now, between you and the artifact. Assemblers, compilers, interpreters, code generators, reusable libraries, visual programming tools."
In the second narrative, Adie's employment coincides with the kidnapping of Taimur Martin by Islamic fundamentalists in Beirut. This English teacher then finds himself chained to a radiator in what amounts to a dilapidated empty room where he must survive the years by the power of his imagination alone. Both individuals imagine, both fill an empty space with images drawn from experience in the real world. In this regard, structurally, the two main narratives are punctured by frequent descriptions of rooms - the warm room, the therapy room, the imagination room - but all rooms are "never anything o'clock" as they represent a meditation on time in a simulated universe. Tellingly, Powers describes the imagination room as a "paradise of detachment. The room of no consequence in the least. Of making no difference in the whole known world" when it actually represents the space where imagination and technology meet, a room as easily made in the cavern as in Taimur's isolated mind. It is also in these rooms that Powers touches the reader's imaginative capacity. The result is at once disorientating and pleasant, not knowing where you are going or 'who' you are reading in the narrative, finally becoming aware that you are reading yourself, or reading your own imaginative potential, spurred on by Powers' convincing descriptions. Essentially, all of these rooms are Powers' stake in the game of imagination. Using his rhetorical abilities to command the readers' attention for what appears to be nothing more than description's sake, the walls of these imagined rooms, of real rooms, political walls and geographic borders all shift in a final and unexpected plot twist. Indeed, the shifting walls of imagination's room lead to one of the most moving final paragraphs ever read by this reviewer.
Consequently, the novel's twin narratives ply the same terrain: human imagination. Both represent imagination in a world so rapidly changing that by the end of the novel the potential uses of VR return us to the same art-versus-war paradigm that Brecht wrestled with in his plays. But if for Brecht, war was a necessary adjunct to a thriving economic environment, for Klarpol it is the realisation that, à la Baudrillard, the Gulf War is essentially a virtual one. With technology beaming bytes of destruction all around the globe, she slowly begins to realise that the very technology she works with may prove instrumental in advancing the manner of that war. As well as watching the Gulf War from the Cavern, the computer kids also witness the resistance in Tiananmen Square and the fall of the Berlin Wall. This sequence of historical events that mark the collapse of communism and the rise of global capitalism, take on a sense of inevitability after the fact. This is conveyed by the manner in which global communication is effected through the mass media while "a dozen stunned lives, huddled in a picture pitched tent, trapped in the rising information flood" look on helplessly. However, images of grief for "the lost Imam" swiftly supersede these specters of Marx and replace them with the rise of a new, previously 'unseen' adversary, Islam and the East. All the while Taimur Martin plays out his solitary torment in an empty Beirut room, on one occasion reciting what he can remember of A Midsummer Night's Dream while the plaster of his imprisoning walls remains steadfastly unmoved.
Juggling with the implications of this historical process, Powers delicately paints many of its tributaries without crystallising technology as the inevitable tool of capital and military tyranny. Straddling a fine balance between the positive possibilities of VR and its potential misuse, Powers articulates the parameters of the global scenario and intimates the uses to which VR could be put, yet without proselytising or offering socio-political judgement. Speaking of the virtual-reality environment, one of his characters maintains that "You are inside a building. You are inside a book. Inside a story that knows you're in there, a tale ready to advance in any direction you send it." This is Powers' position in relation to his own book: he can shape the action but can only send it in directions that cannot be foreclosed. Given that the experiences are not his own, all he can do is represent the twin worlds of his narrative by employing language to do justice to both topics. If he were to fail, then the world's hostages would be forever slighted, and the nebulous relations between art, virtual reality and capital would elude their delicate elucidation.
Moreover, like one of his characters, he recognises seismic possibilities for the future of VR. The jaded and acerbic Ulsterman Ronan O'Reilly uses Yeats to illustrate the aesthetic appeal of the technological in art by pointing out that in Yeats' vision of Byzantium, this neo-Romantic poet settled finally for the symmetry and crystal clarity that a mechanical bird would allow for.
Further, Yeats is also significant regarding prediction, the other aspect of technology that could change our world forever. Yeats' idea of cyclicality - à la Vico - has influenced O'Reilly - a mathematician - into attempting to predict the future by programming and processing historical variables. O'Reilly believes that "the mind is the first virtual reality. It gets to say what the world isn't yet" and so he examines the principle of reversibility in historical terms while Adie "recapitulates the Quattrocento assault on plastic realism" as she mixes and matches art styles and movements trying to find new binary codes of virtual painting. As O'Reilly tries to confirm that "the world is a numbers racket all the way down," Adie's imagination generates a new reality as art; Platonic mimesis in reverse. This stroke of cleverness on Powers' part adds some weight to O'Reilly's belief that "the computer changes the tasks. Other inventions alter the conditions of human existence. The computer alters the human." Ultimately, he believes that they are working on time travel: "the matter transporter. Embodied art; a life-size poem that we can live inside...The defeat of time and space. The final victory of the imagination." Similarly, the author recognises the importance of a "life-size poem that we can live inside" when a character surmises that
art is not capable of teaching. It contains no formal knowledge about the world. No predictions. Nothing falsifiable. Nothing repeatable. It's not about anything except itself. Other art. And even about that, it's at best equivocal.
So Powers litters his text with intertextual references - paraphrased painting titles, novel titles, embedded lines from poetry, particularly Yeats, philosophic texts - all interwoven in the fabric of his story and producing a rich web of artistic resonance. The point here is, that those who control technological experiment ignore the history of artistic achievement at their peril. Without the artistic talent of an Adie Klarpol, virtual reality will never approximate the real, but without her moral imperative it could turn the virtual into a real nightmare. Further, he proves his own competence to pass judgement in this regard by interweaving one discourse with another. Thus, in the best traditions of Blake, he articulates two contrary states of the human soul. His philosophical discourse on the ethical dimension of technological advancement - articulated in the language of technology - is counterpointed with the language of human suffering. Indeed, there is a microcosm of what the book does in macrocosm when he describes both the programming and realisation of Van Gogh's Room at Arles. This virtual room is created through
a library of interactive definitions animating the rooms' moving parts. Through the staked pains of software's sieve - check lower bound X; check lower bound Y; check lower bound Z; check upper . . ., set StepRate . . ., fix ShadeOffset. . ., for RotItem from -180 to 180.
Then his figurative description of Van Gogh's painting, which is meant to signify the virtual room that has been created, stresses the fundamental importance of aesthetic appreciation on the development of the creative human spirit:
The tenant has bent this apartment with his breathing. He proves, before the scientists, that space is curved. The chairs, the bed, the tilted table: each stick of furniture passes its own law of gravity. Each would-be solid lays down its own perspective, its various vanishing points scattered like buckshot in the hinted distance. Walls and ceiling amble together by the art of compromise. The shutters give up on accommodating their casement, by turns closing inward and throwing themselves open to the Provençal breeze.
However, in the manner of his description he has also indicated the alteration of perspective that computer-generated design introduces. Ultimately, he does justice to Van Gogh's painting as a work of beauty, but in the process he distinguishes how the computer is altering the humanist dominant in aesthetic theory, irreversibly.
In Plowing the Dark, Richard Powers succeeds on twin fronts in restating the positive and negative capacity of human imagination in emphatic terms. Primarily, in narrating the worst of human experience, he has staked his own ability to transmit that horror to readers as a positive statement about the vivifying powers of imagination and human empathy. By imagining a world of virtually unimaginable suffering, and by using his imagination to make that world palpable for readers, Powers has written a fitting testament to those who have been held hostage. Additionally, his novel makes clear that it is a twenty-first-century imperative for the computer to make imagination real, but - lest we are all held hostage to its impending possibilities - the imagination which is to be virtualised must be both ethical and integral. To paraphrase Yeats, once out of nature, can we leave the worst of it behind?
Dr. Rodney Sharkey teaches literature and humanities at Eastern Mediterranean University

Plowing the Dark by Richard Powers (New York: Farrar, Straus and Giroux, 2000: Published in Europe by Heinemann, July 2001)

Article reproduced from CIRCA 101, Autumn 2002, pp. 95-96.

 

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