Online Magazine of the Visual Narrative - ISSN 1780-678X |
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Issue 23. Time and Photography / La Photographie et le temps |
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Some Thoughts on Dream Aesthetics |
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Author: Mikita Brottman Abstract (E): As Freud acknowledged, the same narrative capacity that helps us make sense of reality Abstract (F): Nous savons depuis Freud que les facultés narratives qui nous aident à donner un sens au réel, aident aussi à donner un sens au rêve. Toutefois, et en dépit du fait que la fiction passe souvent pour l’équivalent éveillé du rêve, il est rare, pour ne pas dire exclu, que les rêves soient d’abord des constructions verbales. Mais dans quelle langue est-ce que les rêves nous parlent ? En mots, en illustrations, en images ? En analysant les rêves de quelques jeunes artistes, j’essaie d’apporter quelques nouveaux éléments de réflexion à l’analyse des rêves. keywords: Dreams, Freud, Narrative, Language, Images, Memories, Media. To cite this article: Brottman, M., Some Thoughts on Dream Aesthetics. Image [&] Narrative [e-journal], 23 (2008). |
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Making Sense of Our Dreams
In The Interpretation of Dreams (1900), Sigmund Freud made the case that the dream experience was all primary process; the umwelt of dreams, he claimed, was not something that could be put into language. Hartmann (1996) concurs, reminding us that, “though we are often forced to work with verbal dream reports, we need to keep in mind that these are only attempts to render the dream experience in a preservable and reproducible form.” When we talk about a person’s dream, then, what we really mean is the account of their dream given after the fact, translated into the secondary process of language, space, and time.
In his thorough and thought-provoking work on the notion of authorship in dreams, Bert O. States (1994) makes the argument that the virtual world of the dream usually takes the form of fragmented, broken episodes created from current memories (Freud’s “day residue”) combined, as in the waking creative process, with elements evoked by associational memory. As Freud acknowledged (1900), the same narrative capacity that helps us to make sense of waking experience also operates when we try to make sense of the dream. In order to understand the data it encounters during the night, the mind needs to orient itself in terms of space, time, social context and ongoing events. This is why, Chafe argues (1990), most people recount their dreams in narrative terms.
Dream and Narrative
Most of the work that has been carried out on the form and style of dreams considers how they relate to narrative, perhaps because the dream’s waking analogue is usually considered to be fiction. The narrativity of dreams is an interesting subject that has been written about at some length as a way of inquiring into cognitive aspects of narrative structure. Briefly, according to States (1994), dreams work according to the same basic system as conscious storytelling, and rely on the same fundamental skills, which include so-called “double-mindedness” (that is, the ability to split the mind into the writing/dream, and the reader/dreamer). States explains that, while creating a narrative, the writer is, essentially, dreaming under different circumstances. In other words, while the dream is an original creation, its invention is made possible by the extrinsic structures (scripts, characters, plot elements and so on) that we borrow from waking life.
Dreams, even when retold, do not always have causal connections between events. They may contain episodes that are randomly linked, or not linked at all. They may consist of sudden moments in time, or broken, non-linear fragments. Their point-of-view may be displaced and sporadic; there may be no protagonist, no consistent viewer perspective. Yet while the logic connecting these episodes may not be obvious to the waking mind, the dreaming brain has a special kind of associational power; it has the capacity, as Kahn and Hobson put it, “to jump from one class of images/thoughts to another” (1993). So while the waking mind, looking back on a dream, may see no causal connections, only incongruity and discontinuity, the logic may be that of condensation or overdetermination; the episodes may be connected according to the principle of resemblance; they may constitute a series of variations on a theme, or some other process whose logic remains unknown to the waking mind.
Image and Language
While narrative is generally considered to be language based, dreams, for the most part, are formed from images, with language as a secondary consideration. Whether the creation of narrative is a linguistic process or a cognitive process independent of language is a matter of long debate (see, for example, Kilroe); I’d like to suggest, however, that at least in the realm of dreams, word and image are not necessarily as distinct as they are generally considered to be in waking life.
George Lakoff (1993) has argued convincingly that language develops as a reflection of conventional ways of thinking within a culture. Over time, Lakoff suggests, the metaphoric properties of words become unconscious, so a word like “understand” no longer has the obvious correlate of “standing under”— that is, supporting or bearing by dint of one’s own power. Lakoff suggests that most metaphors are grounded in bodily experience that is then projected on to the outside world in the form of a cognitive map. He writes: “correspondences in real existence form the basis for correspondences in the metaphorical cases, which go beyond real experience”, adding that conceptual metaphors have the capacity to impose themselves on real life “through the creation of new correspondences in appearance” (43). Much language, then, functions as a code, whose individual elements, if isolated and made conscious, would be the equivalent of a unit of thought. These units of thought form the language of dreams, just as their shorthand equivalents form verbal language in waking life. Hobson (1998) argues that dreams are less like the language-based narratives of fiction than films and “multimedia events.” More recently, Colin McGinn (2006) has suggested that our immersion in dreams and films are similar experiences, in that both offer us a transformed reality in which the body is stripped of its material bonds and becomes united with “our essential nature” as centers of consciousness. When we are watching a film, explains McGinn, the images on the screen lose all bodily mooring and become sheer figments of our imagination, indistinguishable from the images we dream. Some may argue that, unlike dreams, films seem real, but McGinn points out that dreams seem real too, while we are dreaming them, if not in retrospect.
The Dreams of Young Artists
With these ideas in mind, I worked with a class of twenty-five young visual artists, primarily image-driven (so-called “right-brained”) thinkers, who often had trouble expressing themselves in words (both written and spoken). Our dream workshop ran for the 2007 fall semester (sixteen weeks), meeting for three hours each week. In between classes, the artists were asked to record and discuss their dreams in an online forum. The students in this workshop were all aged between 20 and 22, and all said they remembered their dreams most nights, or every night. They averaged 6-8 hours sleep each night, and spent 6-8 hours each day working on their art, which included time-based forms like video and digital media, as well as abstract, non-narrative forms like sculpture, printmaking, illustration, fibers, and drawing. The participants, according to their own calculations, spent an average of two hours each day watching movies and/or television, another two hours surfing the web, and two hours reading. In considering the dreams of those for whom narrative, in the sense we normally use the term, is not the most obvious form of engagement, I wanted to understand more about the role of aesthetic form and perception in the dreaming process. Dreams are normally more vivid than memories, since, as Walsh (2008) explains, “any inhibiting awareness of our actual somatic sensory environment is radically attenuated during sleep.” However, these dreamers often described their dreams as not only more vivid than memories, but as more vivid even than waking life. They were often vibrant, colorful and rich in detail; their general affect was described as variously “frightening,” “engaging,” “exciting,” “unsettling,” “anxious,” “strange,” and “surreal.” They were often difficult to describe because they eluded the ordinary expectations of narrative. For example, although they were mostly experienced directly (although some featured films or other forms of media within the dream itself), they did not always involve the dreamer, and when they did, the dreamer did not always take his or her waking-life form. Some dreamers became different people in their dreams; sometimes they were a different gender, or spoke a different language. Sometimes they were animals or even objects (in one case, for example, a sock). The dreams as they were retold generally took the form of personal narratives, short dramatic incidents, or fantasies, sometimes epic in length and tone. Everyone in the class reported the regular use of dreams as inspiration in their artwork, and all felt that dreams were meaningful, whether simply as a way of “playing out feelings, wishes and anxieties you were unaware of” or, at the other extreme, actually “telling you what will happen in the future.” The class often presented dreams in which metaphors were literalized, which is not unusual in dreams: we may dream of someone letting a cat out of a bag, or of someone being banished to a doghouse. Most often, however, the associations of this group were slightly more oblique. For example, Alison had a dream in which she and her boyfriend were in a van by the edge of a lake, and, trying to get back to the road, her boyfriend accidentally put the van into reverse, forcing them back into the lake, from which there was no escape. Discussing the dream, it was clear to Alison was not “going forward” in her relationship, and that she had got herself “into deep water”. Kate had a dream in which she and her roommate got into an angry fight over two violins—a plain one, which neither of them wanted, and a yellow one, which they both preferred. Kate herself quickly traced the association between “violins” and “violence,” and between “yellow” and “cello” (the instrument her roommate really played in waking life).
Multi-Media DreamsNot unsurprisingly, the form of the dream was often closely related to the dreamer’s preferred artistic medium. A painter often had dreams of paintings (“they are only one scene and I feel I know every part of the scene”). A sculptor dreamed of “amazing sculptures that I could never feasibly make.” Most obviously, however, those working in video and digital media had dreams that took the form of vignettes of movies, including all the familiar structural possibilities of such forms: flashbacks, 3D sequences, switches of perspective from one character to another, close-ups, long shots, zooms, and, in one case, even a “dream sequence”.
Some interesting work is currently being done on the relationship of the mind’s narrative faculty to the representational and rhetorical capacities of new media, independent of linguistic processes (see, for example, Walsh, 2008). In a study the dreams of video game players, Jayne Gackenbach (2006) considers the implications for consciousness of regular video game play, which has, she points out, been shown to improve the various cognitive skills used in such games. In her study, Gackenbach found several potential indicators of consciousness development among frequent video game players, including an increased tendency to experience lucid dreams, observer dreams, and more vivid and memorable dreams. In my research I found this to be the case, but I also found that the aesthetic effects of video games—such as rapid editing, sudden movements, and battlefield scenarios—are often reproduced in the players’ dreams. Here is a typical dream reported by Zach, a frequent video game player whose artistic medium is interactive digital animation. While Zach’s dreams were always heavily influenced by the video games he played every day, they were not duplicates of these games, but composites:
Prior to having this dream, Zach had been spending a lot of time playing a game called Team Fortress 2 which, he said, the imagery of this dream resembled. He showed me a screen shot from the game, to give idea of the visuals, which were similar (though not identical) to the visuals of his dream.
Colors and Creatures
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Mikita Brottman is Professor of Literature, Language and Culture at Maryland Institute College of Art. |
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