Wednesday, February 10, 2010

UNDERSTANDING COMICS: More about closure

In my last post, I criticized Scott McCloud's assumption that, in reading comics, we supply our own mental imagery to fill in the gutters between panels. Sometimes we do, but not always, certainly not necessarily, and as I argued, not in one specific case he uses to illustrate the point.

The reason I think that argument is worth making, and the reason I'm going to push it a little further in this post, is that I think many creators, critics, and audiences alike tend to regard the human imagination as unlimited, almost magical. Well, it's not. The brain is a material organ with an evolutionary history, metabolic demands, and finite computational resources. Cognitive research into mental imagery has isolated a number of surprising constraints and limitations. Some effects can only be achieved in imagination imperfectly and indirectly, as for example the imagery considered in the last post that could only apparently be animated through a succession of "blink transformations" which substituted one static mental image with another. Just to underline the twists and turns our evolutionary development has built into our brains, not all forms of animating mental imagery are constrained like that; rotation is remarkably easy to imagine as smooth, continuous motion, probably because rotating mental images figures so crucially in so many forms of problem-solving.

In "closure," McCloud does point to a very real phenomenon, and for the most part it's as important to understanding comics (and life in general) as he asserts. The problem is, he doesn't do much to suggest this wondrous capacity has any bounds or limits. Worse, some readers try to extend his points in ways that aren't warranted, as I'd argue Dr. K does here:
I think it's easy to see Final Crisis as a disconnected series of events that don't really cohere. (Even the more negative critics agree that there are some awesome individual moments in the series.) However, this view is only true if you expect the passive reading experience of a narrative that lays out the connections for you. This is not necessarily a bad expectation--most Western forms of entertainment train us for a passive viewing or reading experience. But another valid view allows for the reader to make the connections him- or herself--to fill in the gaps with the story that Morrison trusts us to make--and to participate in its creation. . . .

With Final Crisis, Morrison has kicked that participatory tradition up to another level, proving, like Mister Miracle's letter from the New God's alphabet, that comics can be a medium "free from restrictions," much in the way artists from other media did throughout the 20th century. It’s also the ne plus ultra of Scott McCloud’s concept of “closure” that he describes in Understand Comics [sic], where the gap in the gutter between comic panels is filled in by the reader, who is trained by the narrative form to make certain decisions regarding that transition from panel to panel. Closure, for McCloud, is what separates comics from other artforms, and Morrison is combining that concept with the reader’s knowledge of DC Universe continuity to create a new kind of closure.
No, I haven't forgotten Final Crisis; I just have a few more things on the front-burner before I can get back to it. To be clear, the following won't have any direct bearing on Dr. K's assertions above, but I do see it as a baby step or two toward reining in this almost magical understanding of closure, and bringing it down to earth in our finite material brains.

At the beginning and ending of his chapter on closure, McCloud touches on the old philosophical chestnut about the space behind our heads:

He doesn't go so far as to say, and might not even go so far as to suggest, that we fill this space in with mental imagery. Really, he just sort of playfully tosses the conundrum out there for us to think about. Well, there's no need to speculate; this is actually a settled matter in neuroscience and cognitive psychology. According to V. S. Ramachandran:
Of course, ordinarily you don't walk around experiencing a huge gap behind your head, and therefore you might be tempted to jump to the conclusion that you are in some sense filling in the gap in the same way that you fill in the blind spot [of the optic disc]. But you don't. You can't. There is no visual neural representation in the brain corresponding to this area behind your head. You fill it in only in the trivial sense that if you are standing in a bathroom with wallpaper in front of you, you assume that the wallpaper continues behind your head. But even though you assume that there is wallpaper behind your head, you don't literally see it. In other words, this sort of "filling in" is purely metaphorical. (emphasis added)
Ramachandran is not denying that we can imagine or visualize what's behind our heads if we so choose. He's only denying that we walk around with an ongoing, updating mental image of what's behind us. Such mental imagery might be feasible if closure were a magic paintbrush the brain could wave in all directions, but it would be a pointless and outrageous waste of resources for the finite, material, nonmagical organ we actually have. It's a luxury our brains simply can't afford--far more economical just to turn around and look, any time we want to know what's behind us. If that sounds like I'm being a smartass, this principle of just looking at the world rather than building up an internal representation of it is one that AI researchers and roboticists had to learn the hard way, after countless man hours and grant dollars thrown at the problem of trying to get computers to generate navigable, ongoing, updating models of the surrounding environment. Andy Clark explains:
The visual brain is thus opportunistic, always ready to make do and mend, to get the most from what the world already presents rather than building whole inner cognitive routines from neural cloth. Instead of attempting to create, maintain, and update a rich inner representation (inner image or model) of the scene, it deploys a strategy that robiticist Rodney Brooks describes as "letting the world serve as its own best model." Brooks's idea is that instead of attacking the alarmingly difficult problem of using input from a robot's sensors to build up a highly detailed, complex inner model of its local surroundings, a good robot should use sensing frugally in order to select and monitor just a few critical aspects of a situation, relying largely upon the persistent physical surroundings themselves to act as a kind of enduring, external data-store: an external "memory" available for sampling as needs dictate.

Our brains, like those of the mobile robots, try whenever possible to let the world serve as its own best model.
Here, by the way, is Brooks's paper outlining these ideas.

This need Clark mentions for the brain to be frugal and opportunistic in order to function optimally within its limited means should serve as a corrective to the notion that the brain lavishly generates vivid imagery to fill in any gaps whatsoever. As we've seen, it doesn't fill in where it doesn't need to, either the space behind our heads in real life, or the gutters between panels showing simple, linear action in comics, to reiterate the two examples already considered. And Ramachandran notes that lots of the filling-in our brain actually does is not so much a solution to the problem of incomplete information, but a shortcut to avoid dealing with information overload:
The answer lies in a Darwinian explanation of how the visual system evolved. One of the most important principles in vision is that it tries to get away with as little processing as it can to get the job done. To economize on visual processing, the brain takes advantage of statistical regularities in the world--such as the fact that contours are generally continuous or that table surfaces are uniform--and these regularities are captured and wired into the machinery of the visual pathways early in visual processing. When you look at your desk, for instance, it seems likely that the visual system extracts information about its edges and creates a mental representation that resembles a cartoon sketch of the table (again, this initial extraction of edges occurs because your brain is mainly interested in regions of change, of abrupt discontinuity, at the edge of desk, which is where the information is). The visual system might then apply surface interpolation to "fill in" the color and texture of the table, saying in effect, "Well, there's this grainy stuff here; it must be the same grainy stuff all over." This act of interpolation saves an enormous amount of computation; your brain can avoid the burden of scrutinizing every little section of the desk and can simply employ loose guesswork instead.
Out of overwhelming amounts of information, the poor harried brain snatches what looks important, says "Fuck the rest of it," and does a good enough job of filling in what it doesn't consider worth the trouble of actually processing. That's how filling-in functions in a real, working brain. Creators who expect the brain to spontaneously fill in whatever gaps they leave in their movies, comics, novels, or whatever, with maximally vivid, animated 3d Technicolor imagery simply don't understand what filling-in actually does or how it works.

That's not to say creators can't craft gaps in a way that primes the brain to fill them in with extraordinary results, but the information around those gaps matters crucially to the filling-in. Stephen Kosslyn describes experimental findings about how differences in the quality of information provided influence the quality and success of filling in:

Biederman and Blickle (1985) and Biederman et al. (1985) describe a series of experiments in which subjects were asked to name pictures, some of which were degraded in specific ways. In a typical experiment, Biederman and Blickle (1985) asked subjects to name drawings like those illustrated in figure 5.3. The left column shows the intact versions of the objects, and the interesting comparison is between the middle and right columns. Although the same amount of contour has been deleted in both cases, the locations of the deleted contours are different. In the middle column, all of the nonaccidental properties have been left intact; indeed, the fragments line up along smoothly fitting functions. In contrast, in the right column, the nonaccidental properties themselves have been deleted. Not only do the deletions disrupt collinearity but they also obscure intersections and symmetries. In addition, one is led to complete fragments improperly, forming misleading "virtual" lines.

The results were dramatic. The subjects had an extremely difficult time naming the objects when the nonaccidental properties were disrupted. Furthermore, presenting the names of the drawings before the naming task did not help; the subjects simply could not use this input to access the appropriate stored representations. In contrast to this abysmal performance, subjects could identify drawings like those in the middle column relatively easily. The subjects were increasingly accurate with longer exposures, and were virtually perfect when the pictures were presented for five seconds. When the pictures were presented briefly, however, performance degraded--but never got as bad as performance when the nonaccidental properties were deleted.
Some creators scorn to produce, and most critics scorn to appreciate, anything that might correspond to the left column of the illustration. That's "spoon feeding" the audience. I strongly disagree with that point of view, but I don't mind if a creator, aspiring to Art, structures the gaps in an artwork in such a way as to correspond to the middle column. Where I take issue is when a creator turns out the kind of mess that belongs in the right column, as I think (to put the criticism in a nutshell) Morrison did in Final Crisis, and then critics rush to praise it as "challenging" or whatever. It's not challenging in any way that redounds to its credit; the creator simply did a poor job of crafting and structuring the gaps.

And that's why I think all this stuff matters. I wish more creators and critics had a better grasp on the limits of imagination, and went about their work accordingly.

12 comments:

Doruk said...

And since now we are discussing what sort of parts the brain can use to make sense of a partially-seen object, I will do some shameless self-promotion and plug in my own paper related to the subject here:

http://www.jneurosci.org/cgi/content/full/29/43/13621

Sean T. Collins said...

I feel like by saying "critics rush to praise something as 'challenging,'" complete with sneer quotes around challenging, you're impugning the integrity of those critics. As one such critic, in Final Crisis's case at least, I'm kind of disappointed.

I also don't see any direct connection between the science of sight, or what McCloud is talking about in terms of panel transitions, and Morrison's supercompressed scripting. The first two are visual, the third isn't.

Curt Purcell said...

Doruk--I'd love to read it, but $15 for a single day's access?

Sean--what I see as the bridge between the science of sight and Morrison's supercompressed scripting is basically what McCloud is talking about in terms of panel transitions, which isn't only visual in a strict, narrow sense, but ranges from there up through narrative all the way up to even higher levels of abstraction. There's a homology between all those levels, in the sense that at every level, in every mode and medium, there's essential information that can be extracted or presented to facilitate completion, and there's nonessential information--not noise, but it doesn't facilitate completion either. It's not hard for me to imagine three versions of a prose narrative that would correspond to the three columns on that illustration--one that's complete, one that presents the essential information in digest form, and one that omits the essential information that would normally be extracted for a digest version. So that's the connection I see--a homology between levels. If that's not helpful or convincing, let me know.

Now, about Final Crisis. You like it and I don't, and there's no real way around that disagreement, but I apologize for giving offense. Let's see if we can clarify the disagreement this way. Do we disagree about which column it should go in? You praise it for "the simple experience of reading and enjoying a crazy-ass superhero story in which I almost never had any clue what was going to happen next!" Did it resolve into that for you in something like the way the stuff in the middle column resolves into the stuff in the left column? Because it absolutely didn't for me. I really felt it crossed a threshold in omitting too many essential narrative features. This, we could actually chalk up to the fact that it was probably written more for seasoned readers like you than newbie readers like me. Maybe your middle column is my right column, as far as current superhero comics are concerned.

Or, do you think it really belongs in the right column, but you see that as praiseworthy? There, we may have a more fundamental disagreement. I see no virtue in deliberately composing something that would fall into the right column, and I've never heard an account of such virtue that didn't strike me as mere critical prejudice. You know I've come around on stuff we've disagreed about. I'm persuadable, so if you have an argument, I'm certainly willing to consider it.

Anonymous said...

I'm surprised noones made the connection between comics storytelling and filmic montage theory.

Image of a guy firing a gun + image of another guy falling= "one guy shot the other".

Its a conceptual phenomenon, not a visual one.

Curt Purcell said...

McCloud discusses all kinds of transitions between panels, and most are actually more conceptual than perceptual.

readrant said...

When FC was first coming out, there were a lot of complaints out there that it was intended only for those with a PhD in DC Comics History. I dismissed these claims - I had only been reading comics for about 3 years at that point, and for that first year, I'd read almost exclusively Marvel. I thought Morrison did a fine job introducing characters and letting us know who they were without clogging the pages with exposition - read a few pages with Turpin, you pick up that his name is Turpin, he is not a superhero, he is a detective, he used to be with the police, he is familiar with superhuman crimes. And that's all you need to know to start, something many long-time comics fans often forget.

As I had other friends read it, however, something became clear to me. FINAL CRISIS does require a degree, not in DC, but in the conventions of the modern superhero.

Big Events all do this - characters come in and out of the narrative. Plots that are unresolved in #1 will never come back in the remainder of the Event... because it is dealt with in a tie-in. Therefore, when you wonder in SECRET INVASION who 'He' is and why that whole religious angle gets the short shrift, you can easily go online and see that, oh, in INCREDIBLE HERCULES: SACRED INVASION, Hercules and co. fought the Skrull gods. Sort of.

The point is, FINAL CRISIS did the exact same thing every event does, from BLACKEST NIGHT to CRISIS ON INFINITE EARTHS, but with one crucial difference: the tie-ins he was referencing didn't exist.

If you've read a few events, understand the conventions and are an active reader, then, FINAL CRISIS will come out in the middle column for you - rather than question Kyle and Guy showing up to reveal who the real traitor is, you merely accept that they had their own adventure. You know the start point - Hal is framed, Kyle and Guy don't believe it - and the end point - Kyle and Guy find the technology that is used to wipe Hal's memory - and you know a bunch of the middle bits - the nature of event tie-ins, etc... - and so, you fill in the little missing bits.

To the experienced, active reader of event comics, this is a perfectly intuitive leap. But to someone who hasn't been reading mainstream superhero comics lately, the effect might be quite jarring.

Soupy said...

So the point is: "Don't expect the audience to be able to visually or conceptually make leaps (or "fill-ins") that are beyond the capacity of the human brain"? When does Scott McCloud advocate that writers should leave huge gaps in their visual or narrative story telling that are so vague as to be incomprehensible?

Seems like you were just bringing him into it in order to boost readership. But hey, it worked.

Curt Purcell said...

Interesting points, readrant (btw--which readranter are you?). My impression is that FC has some narrative problems that can't just be chalked up to current superhero comics conventions, but that argument will have to wait. For now, you make a fair argument, and I'll keep it in mind when I come back to FC.

Soupy--I'm sorry if this wasn't clear. I do shift pretty abruptly between specific points McCloud makes and more general points that I take to be more widespread assumptions (not necessarily shared by McCloud). I don't think I actually said McCloud advocates "that writers should leave huge gaps in their visual or narrative story telling that are so vague as to be incomprehensible." To be perfectly clear, he doesn't. What I said was, "Creators who expect the brain to spontaneously fill in whatever gaps they leave in their movies, comics, novels, or whatever, with maximally vivid, animated 3d Technicolor imagery simply don't understand what filling-in actually does or how it works." A lot of creators very pointedly try to leave a lot of things to their audiences' imaginations, and in doing so are often guilty of assuming an unlimited, almost magical capacity on the part of the human imagination to fill in what they leave out.

Matt Williams said...

"I'm going to push it a little further in this post, is that I think many creators, critics, and audiences alike tend to regard the human imagination as unlimited, almost magical. Well, it's not. The brain is a material organ with an evolutionary history, metabolic demands, and finite computational resources."

After reading the whole essay, I was curious if you could speak further to this point. I recognize that you illustrate some points related to the finite computational power of the brain, but I don't feel that you really speak to the "human imagination."

Admittedly, I may be mystifying the imagination as I understand it, but it seems like you're equating imagination with perceptual processing (e.g. Imagination being the device used to fill in the blank spaces of columns 2 and 3), and I would argue that they aren't the same thing.

Can you speak more to the defined limits of the human imagination? And can you define what you mean by imagination? I'm interested to hear your views.

Curt Purcell said...

Matt--I will certainly speak to the questions you raise in a forthcoming post!

Matt Williams said...

I look forward to it!

readrant said...

It's Cal Cleary, the overly-prolific one.