Digital Cinema and the History of a Moving Image
by Lev Manovich
It
is useful to think about the relations between cinema and new media
in terms of two main vectors. The first vector goes from cinema to
new media, and it constitutes the backbone of this book. Chapters
I - V used history and theory of cinema to map out the logic which
drives the technical and stylistic development of new media. I also
traced the key role which cinematic language is placing in new media
interfaces - both traditional HCI (interface of the operating system
and software applications) and what I called "cultural interfaces"
- the interfaces between the human user and cultural data.
The
second vector goes in the opposite direction: from computers to cinema.
How does computerization affects our very concept of a moving images?
Does if offer new possibilities for film language? Did it led to the
development of totally new forms of cinema? This last chapter is devoted
to these questions. In part I already started dealing them in "Compositing"
section and in "Illusion" chapter. Since the main part of this chapter
focused on the new identity of a still computer generated image, it
is logical that we now extend our inquiry to include moving images.
Before
proceeding I would like to offer two lists. My first list of the summary
of how (at the time of writing - 1999) I think about the effects of
computerization on cinema proper:
1. Use of computer techniques in traditional filmmaking:
1.
1.1. 3D computer animation / digital composing. Example:
1."Titanic"
(James Cameron, 1997); ""The City of Lost Children" (Marc
Caro and J.P. Jeunet, 1995).
1.2. Digital
painting. Example: "Forest Gump" (Robert Zemeckis, 1994).
1.3. Virtual
Sets. Example: "Ada" (Lynn Hershman,1997).
1.4. Virtual
Actors / Motion capture. Example: "Titanic."
2.1. Motion rides / location-based entertainment.
Example: rides produced by
Douglas Trumball.
2.2. "Typographic cinema": film + graphic
design + typography. Examples: film title sequences.
2.3. Net.cinema: films designed exclusively
for Internet distribution. Example: New Venue, one of the first onlines
sites devoted to showcasing short digital films. In 1998 it accepted
only QuickTime files under 5 MG.
2.4. Hypermedia
interfaces to a film which allows non-linear access at different scales.
Examples: "WaxWeb" (David Blair, 1994-1999); Stephen Mamber's
database interface to Hitchock's "Psycho" (Mamber, 1996-).
2.5. Interactive movies and games which are structured
around film-like sequences. These sequences can be created using traditional
film techniques (example: "Jonny Mnemonic" game) or computer animation
(example: "Blade Runner" game). (The pioneer of interactive cinema
is experimental filmmaker Graham Weinbren whose laserdisks Sonata
and The Erl King are the true classics of this new form.) Note
that it is hard to draw a strict line between such interactive movies
and many other games which may not use traditional film sequences
yet follow many other conventions of film language in their structure.
From this perspective, the majority of 1990s computer games can be
actually considered interactive movies.
2.6. Animated, filmed, simulated or hybrid sequences
which follow film language, and appear in HCI, Web sites, computer
games and other areas of new media. Examples: transitions and QuickTime
movies in Myst; FMV (full motion video) opening in Tomb
Rider and many other games.
The first section of
this chapter, "Digital Cinema and the History of a Moving Image,"
will focus on 1.1 - 1.3. The second section, "New Language of Cinema,"
will use examples drawn from 2.3 - 2.6.[i][i]
Note
that this list does not include such new production technologies as
DV (digital video) or new distribution technologies such as digital
film projection or network film distribution which by 1999 was already
used in Hollywood on a experimental basis; nor do I mention growing
number of Web sites devoted to distribution of films.[ii][ii] Although all these developments will undoubtedly
have important effect on the economics of film production and distribution,
they do not appear to have a direct effect of film language, which
is my main concern here.
My
second, and a highly tentative list, summarizes some of the distinct
qualities of a computer-based image. This list pulls together arguments
presented throughout the book so far. As I already noted in Chapter
1, I feel that it is important to pay attention not only to the new
properties of a computer image which can be logically deduced from
its new "material" status, but also to how images are actually used
in computer culture. Therefore the number of properties on this list
reflect the typical usage of images, rather some "essential" properties
it may have because of its digital status. It is also legitimate to
think of some of these qualities as particular consequences of the
oppositions which define a concept of representation, summarized in
the Introduction:
1.
Computer-based image is discrete, since it is
broken into pixels. This makes it more like a human language (but
not in the semiotic sense of having distinct units of meaning).
2.
Computer-based image is modular, since it typically
consists from a number of layers whose contents often correspond to
meaningful parts of the image.
3.
Computer-based image consists from two levels,
a surface appearance and the underlying code (which may be the pixel
values, a mathematical function or HTML code). In terms of its "surface,"
an image participates in the dialog with other cultural objects. In
terms of its code, an image exist on the same conceptual plane as
other computer objects. (The surface-code pain can be related to signifier
- signified, base - superstructure, unconscious - conscious pairs.
So, just as a signifier exists in a structure with other signifiers
of a language, a "surface" of an image, i.e. its "contents" enters
in dialog with all other images in a culture.)
4.
Computer-based images are typically compressed
using lossy compression techniques, such as JPEG. Therefore, presence
of noise (in a sense of undesirable artifacts and loss of original
information) is its essential, rather than accidental, quality.
5.
An image acquires the new role of an interface
(for instance, imagemaps on the Web, or the image of a desktop as
a whole in GUI ). Thus image becomes image-interface. In this role
it functions as a portal into another world, like an icon in Middle
Ages or a mirror in modern literature and cinema. Rather than staying
on its surface, we expect to go "into" the image. In effect, every
computer user becomes Carrol's Alice. Image can function as an interface
because it can be "wired" to programming code; thus clicking on the
image activates a computer program (or its part).
6.
The new role of an image as image-interface competes
with is older role as representation. Therefore, conceptually, a computer
image is situated between two opposing poles: an illusionistic window
into a fictional universe and a tool for computer control. The task
of new media design and art is learn how to combine these two competing
roles of an image.
7.
Visually, this conceptual opposition translates
into the opposition between a depth and surface, between a window
into a fictional universe and a control panel.
8.
Along with functioning as image-interfaces, computer
images also functions as image-instruments. If image-interface controls
a computer, an image-instrument allows the user to remotely affect
physical reality in real time. This ability not just to act but to
"teleact" distinguishes new computer-based image-instrument from old
image-instruments. Additionally, if before image-instruments such
as maps were clearly distinguished from illusionistic images, such
as paintings (although recall Alpers's argument that classical Dutch
painting combines both concepts), computer images often combine both
functions.
9.
A computer image is frequently hyperlinked to
other images, texts, and other media elements. Rather than being a
self-enclosed entity it points, leads to, directs the user outside
of itself towards something else. A moving image may also include
hyperlinks (for instance, in QuickTime format.) We can say that a
hyperlinked image, and hypermedia in general, "externalizes" Pierce's
idea of infinite semiosis and Derrida's concept of infinite deferral
of meaning - although this does not mean that this "externalization"
automatically legitimizes these concepts. Rather than celebrating
"the convergence of technology and critical theory," we should use
new media technology as an opportunity to question our accepted critical
concepts and models.
10.
Variability and automation, these general principles
of new media, also apply to images. For example, using a computer
program a designer can automatically generate infinite versions of
the same image which can vary in size, resolution, colors, composition
and so on.
11.
From a single image which represented the "cultural
unit" of a previous period we move to a database of images. Thus if
the hero of Antonioni's Blow-up (1966) was looking for truth
within a single photographic image, the equivalent of this operation
in a computer age is to work with a whole database of many images,
searching and comparing them with each other. (Although many contemporary
films include scenes of image search, none of them makes it a subject
of a film the way Blow-up focuses on zooming into a photograph.
From this perspective, it is interesting that fifteen years later
Blade Runner still applies "old" cinematic logic in relation
to a computer-based image. In a well-known scene the hero uses voice
commands to direct a futuristic computer device to pan and zoom into
an image. In reality already since the 1950s military used different
computer techniques for image analysis to automatically identify objects
represented in an image, detect changes in images over time, etc.
which relied on databases of images.[iii][iii]) Any unique image you may desire probably already
exists on the Internet or in some database. As I already noted, today
the problem is no longer how to create the right image, but how to
find already existing one.
Since
a computer-based moving image, just as its analog predecessor, is
simply a sequence of still images, all these properties apply to it
as well. To delineate the new qualities of a computer-based still
image I compared it with other types of modern images commonly used
before it - drawing, a map, a painting and most importantly, a still
photograph. It would be logical to begin discussion of the computer-based
moving image by also relating it to two most common types of moving
images it replaces in its turn - the film image and an animated image.
The first section, "Digital Cinema and the History of a Moving Image"
does precisely this. It asks how the shift to computer-based representation
and production processes redefines the identity of a moving image
and the relationship between cinema and animation. This section also
invokes the question of computer-based illusionism, considering it
in relation to animation, analog cinema and digital cinema. The following
section "The New Language of Cinema" presents the examples of some
of the new directions for film language - or, more generally, the
language of moving images - opened up by computerization. My examples
come from different areas where computer-based moving image are used:
digital films, net.films, self-contained hypermedia, and Web sites.
Cinema, the Art of the Index
Most
discussions of cinema in the computer age have focused on the possibilities
of interactive narrative. It is not hard to understand why: since
the majority of viewers and critics equate cinema with storytelling,
computer media is understood as something which will let cinema tell
its stories in a new way. Yet as exciting as the ideas of a viewer
participating in a story, choosing different paths through the narrative
space and interacting with characters may be, they only address one
aspect of cinema which is neither unique nor, as many will argue,
essential to it: narrative.
The challenge which computer media poses to cinema extends far beyond
the issue of narrative. Computer media redefines the very identity
of cinema. In a symposium which took place in Hollywood in the Spring
of 1996, one of the participants provocatively referred to movies
as "flatties" and to human actors as "organics"
and "soft fuzzies."[iv][iv] As these terms accurately suggest, what used to
be cinema's defining characteristics have become just the default
options, with many others available. When one can "enter"
a virtual three-dimensional space, to view flat images projected on
the screen is hardly the only option. When, given enough time and
money, almost everything can be simulated in a computer, to film physical
reality is just one possibility.
This "crisis" of cinema's identity also affects the terms
and the categories used to theorize cinema's past. French film theorist
Christian Metz wrote in the 1970s that "Most films shot today,
good or bad, original or not, 'commercial' or not, have as a common
characteristic that they tell a story; in this measure they all belong
to one and the same genre, which is, rather, a sort of 'super-genre'
['sur-genre']."[v][v] In identifying fictional films as a "super-genre'
of twentieth century cinema, Metz did not bother to mention another
characteristic of this genre because at that time it was too obvious:
fictional films are live action films, i.e. they largely consist
of unmodified photographic recordings of real events which took place
in real physical space. Today, in the age of photorealistic 3D computer
animation and digital compositing, invoking this characteristic becomes
crucial in defining the specificity of twentieth century cinema. From
the perspective of a future historian of visual culture, the differences
between classical Hollywood films, European art films and avant-garde
films (apart from abstract ones) may appear less significance than
this common feature: that they relied on lens-based recordings of
reality. This section is concerned with the effect of computerization
on cinema as defined by its "super genre" as fictional live
action film.[vi][vi]
During cinema's history, a whole repertoire of techniques (lighting,
art direction, the use of different film stocks and lens, etc.) was
developed to modify the basic record obtained by a film apparatus.
And yet behind even the most stylized cinematic images we can discern
the bluntness, the sterility, the banality of early nineteenth century
photographs. No matter how complex its stylistic innovations, the
cinema has found its base in these deposits of reality, these samples
obtained by a methodical and prosaic process. Cinema emerged out of
the same impulse which engendered naturalism, court stenography and
wax museums. Cinema is the art of the index; it is an attempt to make
art out of a footprint.
Even for director Andrey Tarkovsky, film-painter par excellence, cinema's
identity lay in its ability to record reality. Once, during a public
discussion in Moscow sometime in the 1970s he was asked the question
as to whether he was interested in making abstract films. He replied
that there can be no such thing. Cinema's most basic gesture is to
open the shutter and to start the film rolling, recording whatever
happens to be in front of the lens. For Tarkovsky, an abstract cinema
is thus impossible.
But what happens to cinema's indexical identity if it is now possible
to generate photorealistic scenes entirely in a computer using 3D
computer animation; to modify individual frames or whole scenes with
the help a digital paint program; to cut, bend, stretch and stitch
digitized film images into something which has perfect photographic
credibility, although it was never actually filmed?
This section will address the meaning of these changes in the filmmaking
process from the point of view of the larger cultural history of the
moving image. Seen in this context, the manual construction of images
in digital cinema represents a return to nineteenth century pre-cinematic
practices, when images were hand-painted and hand-animated. At the
turn of the twentieth century, cinema was to delegate these manual
techniques to animation and define itself as a recording medium. As
cinema enters the digital age, these techniques are again becoming
the commonplace in the filmmaking process. Consequently, cinema can
no longer be clearly distinguished from animation. It is no longer
an indexical media technology but, rather, a sub-genre of painting.
This argument will be developed in two stages. I will first follow
a historical trajectory from nineteenth century techniques for creating
moving images to twentieth-century cinema and animation. Next I will
arrive at a definition of digital cinema by abstracting the common
features and interface metaphors of a variety of computer software
and hardware which are currently replacing traditional film technology.
Seen together, these features and metaphors suggest a distinct logic
of a digital moving image. This logic subordinates the photographic
and the cinematic to the painterly and the graphic, destroying cinema's
identity as a media art. In the beginning of the next section "New
Language of Cinema" I will examine different production contexts which
already use digital moving images - Hollywood films, music videos,
CD-ROM-based games and other stand-alone hypermedia - in order to
see if and how this logic has begun to manifest itself.
A Brief Archeology of Moving Pictures
As
testified by its original names (kinetoscope, cinematograph, moving
pictures), cinema was understood, from its birth, as the art of motion,
the art which finally succeeded in creating a convincing illusion
of dynamic reality. If we approach cinema in this way (rather than
the art of audio-visual narrative, or the art of a projected image,
or the art of collective spectatorship, etc.), we can see it superseding
previous techniques for creating and displaying moving images.
These earlier techniques shared a number of common characteristics.
First, they all relied on hand-painted or hand-drawn images. The magic
lantern slides were painted at least until the 1850s; so were the
images used in the Phenakistiscope, the Thaumatrope, the Zootrope,
the Praxinoscope, the Choreutoscope and numerous other nineteenth
century pro-cinematic devices. Even Muybridge's celebrated Zoopraxiscope
lectures of the 1880s featured not actual photographs but colored
drawings painted after the photographs.[vii][vii]
Not only were the images created manually, they were also manually
animated. In Robertson's Phantasmagoria, which premiered in 1799,
magic lantern operators moved behind the screen in order to make projected
images appear to advance and withdraw.[viii][viii] More often, an exhibitor used only his hands, rather
than his whole body, to put the images into motion. One animation
technique involved using mechanical slides consisting of a number
of layers. An exhibitor would slide the layers to animate the image.[ix][ix] Another technique was to slowly move a long slide
containing separate images in front of a magic lantern lens. Nineteenth
century optical toys enjoyed in private homes also required manual
action to create movement - twirling the strings of the Thaumatrope,
rotating the Zootrope's cylinder, turning the Viviscope's handle.
It was not until the last decade of the nineteenth century that the
automatic generation of images and their automatic projection were
finally combined. A mechanical eye became coupled with a mechanical
heart; photography met the motor. As a result, cinema - a very particular
regime of the visible - was born. Irregularity, non-uniformity, the
accident and other traces of the human body, which previously inevitably
accompanied moving image exhibitions, were replaced by the uniformity
of machine vision.[x][x] A machine, which like a conveyer belt, was now
spitting out images, all sharing the same appearance, all the same
size, all moving at the same speed, like a line of marching soldiers.
Cinema also eliminated the discrete character of both space and movement
in moving images. Before cinema, the moving element was visually separated
from the static background as with a mechanical slide show or Reynaud's
Praxinoscope Theater (1892).[xi][xi] The movement itself was limited in range and affected
only a clearly defined figure rather than the whole image. Thus, typical
actions would include a bouncing ball, a raised hand or eyes, a butterfly
moving back and forth over the heads of fascinated children - simple
vectors charted across still fields.
Cinema's most immediate predecessors share something else. As the
nineteenth-century obsession with movement intensified, devices which
could animate more than just a few images became increasingly popular.
All of them - the Zootrope, the Phonoscope, the Tachyscope, the Kinetoscope
- were based on loops, sequences of images featuring complete actions
which can be played repeatedly. The Thaumatrope (1825), in which a
disk with two different images painted on each face was rapidly rotated
by twirling a strings attached to it, was in its essence a loop in
its most minimal form: two elements replacing one another in succession.
In the Zootrope (1867) and its numerous variations, approximately
a dozen images were arranged around the perimeter of a circle.[xii][xii] The Mutoscope, popular in America throughout the
1890s, increased the duration of the loop by placing a larger number
of images radially on an axle.[xiii][xiii] Even Edison's Kinetoscope (1892-1896), the first
modern cinematic machine to employ film, continued to arrange images
in a loop.[xiv][xiv] 50 feet of film translated to an approximately
20 second long presentation - a genre whose potential development
was cut short when cinema adopted a much longer narrative form.
From Animation to Cinema
Once
the cinema was stabilized as a technology, it cut all references to
its origins in artifice. Everything which characterized moving pictures
before the twentieth century - the manual construction of images,
loop actions, the discrete nature of space and movement - all of this
was delegated to cinema's bastard relative, its supplement, its shadow
- animation. Twentieth century animation became a depository for nineteenth
century moving image techniques left behind by cinema.
The opposition between the styles of animation and cinema defined
the culture of the moving image in the twentieth century. Animation
foregrounds its artificial character, openly admitting that its images
are mere representations. Its visual language is more aligned to the
graphic than to the photographic. It is discrete and self-consciously
discontinuous: crudely rendered characters moving against a stationary
and detailed background; sparsely and irregularly sampled motion (in
contrast to the uniform sampling of motion by a film camera - recall
Jean-Luc Godard's definition of cinema as "truth 24 frames per
second"), and finally space constructed from separate image layers.
In contrast, cinema works hard to erase any traces of its own production
process, including any indication that the images which we see could
have been constructed rather than recorded. It denies that the reality
it shows often does not exist outside of the film image, the image
which was arrived at by photographing an already impossible space,
itself put together with the use of models, mirrors, and matte paintings,
and which was then combined with other images through optical printing.
It pretends to be a simple recording of an already existing reality
- both to a viewer and to itself.[xv][xv] Cinema's public image stressed the aura of reality
"captured" on film, thus implying that cinema was about
photographing what existed before the camera, rather than "creating
the 'never-was'" of special effects.[xvi][xvi] Rear projection and blue screen photography, matte
paintings and glass shots, mirrors and miniatures, push development,
optical effects and other techniques which allowed filmmakers to construct
and alter the moving images, and thus could reveal that cinema was
not really different from animation, were pushed to cinema's periphery
by its practitioners, historians and critics.[xvii][xvii]
In the 1990s, with the shift to computer media, these marginalized
techniques moved to the center.
Cinema Redefined
A
visible sign of this shift is the new role which computer generated
special effects have come to play in Hollywood industry in the 1990s.
Many blockbusters have been driven by special effects; feeding on
their popularity. Hollywood has even created a new-mini genre of "The
Making of..." videos and books which reveal how special effects
are created.
I will use special effects from 1990s Hollywood films for illustrations
of some of the possibilities of digital filmmaking. Until recently,
Hollywood studios were the only ones who had the money to pay for
digital tools and for the labor involved in producing digital effects.
However, the shift to digital media affects not just Hollywood, but
filmmaking as a whole. As traditional film technology is universally
being replaced by digital technology, the logic of the filmmaking
process is being redefined. What I describe below are the new principles
of digital filmmaking which are equally valid for individual or collective
film productions, regardless of whether they are using the most expensive
professional hardware and software or its amateur equivalents.
Consider, then, the following principles of digital filmmaking:
1.
Rather than filming physical reality it is now
possible to generate film-like scenes directly in a computer with
the help of 3D computer animation. Therefore, live action footage
is displaced from its role as the only possible material from which
the finished film is constructed.
2.
Once live action footage is digitized (or directly
recorded in a digital format), it loses its privileged indexical relationship
to pro-filmic reality. The computer does not distinguish between an
image obtained through the photographic lens, an image created in
a paint program or an image synthesized in a 3D graphics package,
since they are made from the same material - pixels. And pixels, regardless
of their origin, can be easily altered, substituted one for another,
and so on. Live action footage is reduced to be just another graphic,
no different than images which were created manually.[xviii][xviii]
3.
If live action footage was left intact in traditional
filmmaking, now it functions as raw material for further compositing,
animating and morphing. As a result, while retaining visual realism
unique to the photographic process, film obtains the plasticity which
was previously only possible in painting or animation. To use the
suggestive title of a popular morphing software, digital filmmakers
work with "elastic reality." For example, the opening shot
of Forest Gump (Robert Zemeckis, Paramount Pictures, 1994;
special effects by Industrial Light and Magic) tracks an unusually
long and extremely intricate flight of a feather. To create the shot,
the real feather was filmed against a blue background in different
positions; this material was then animated and composited against
shots of a landscape.[xix][xix] The result: a new kind of realism, which can be
described as "something which looks is intended to look exactly
as if it could have happened, although it really could not."
4.
Previously, editing and special effects were strictly
separate activities. An editor worked on ordering sequences of images
together; any intervention within an image was handled by special
effects specialists. The computer collapses this distinction. The
manipulation of individual images via a paint program or algorithmic
image processing becomes as easy as arranging sequences of images
in time. Both simply involve "cut and paste." As this basic
computer command exemplifies, modification of digital images (or other
digitized data) is not sensitive to distinctions of time and space
or of differences of scale. So, re-ordering sequences of images in
time, compositing them together in space, modifying parts of an individual
image, and changing individual pixels become the same operation, conceptually
and practically.
Given
the preceding principles, we can define digital film in this way:
digital
film = live action material + painting + image processing +
compositing
+ 2D computer animation + 3D computer animation
Live
action material can either be recorded on film or video or directly
in a digital format.[xx][xx] Painting, image processing and computer animation
refer to the processes of modifying already existent images as well
as creating new ones. In fact, the very distinction between creation
and modification, so clear in film-based media (shooting versus darkroom
processes in photography, production versus post-production in cinema)
no longer applies to digital cinema, since each image, regardless
of its origin, goes through a number of programs before making it
to the final film.[xxi][xxi]
Let us summarize these principles. Live action footage is now only
raw material to be manipulated by hand: animated, combined with 3D
computer generated scenes and painted over. The final images are constructed
manually from different elements; and all the elements are either
created entirely from scratch or modified by hand. Now we can finally
answer the question "what is digital cinema?" Digital
cinema is a particular case of animation which uses live action footage
as one of its many elements.
This can be re-read in view of the history of the moving image sketched
earlier. Manual construction and animation of images gave birth to
cinema and slipped into the margins...only to re-appear as the foundation
of digital cinema. The history of the moving image thus makes a full
circle. Born from animation, cinema pushed animation to its boundary,
only to become one particular case of animation in the end.
The relationship between "normal" filmmaking and special
effects is similarly reversed. Special effects, which involved human
intervention into machine recorded footage and which were therefore
delegated to cinema's periphery throughout its history, become the
norm of digital filmmaking.
The same logic applies for the relationship between production and
post-production. Cinema traditionally involved arranging physical
reality to be filmed though the use of sets, models, art direction,
cinematography, etc. Occasional manipulation of recorded film (for
instance, through optical printing) was negligible compared to the
extensive manipulation of reality in front of a camera. In digital
filmmaking, shot footage is no longer the final point but just raw
material to be manipulated in a computer where the real construction
of a scene will take place. In short, the production becomes just
the first stage of post-production.
The following example illustrates this new relationship between different
stages of the filmmaking process . Traditional on-set filming for
Stars Wars: Episode 1 - The Phantom Menace (George Lucas, 1999)
was done in just 65 days. The post-production, however, stretched
over two years, since ninety-five percent of the film (approximately
2,000 shots out of the total 2,200) was constructed on a computer.[xxii][xxii]
Here are two more examples to further illustrate the shift from re-arranging
reality to re-arranging its images. From the analog era: for a scene
in Zabriskie Point (1970), Michaelangelo Antonioni, trying
to achieve a particularly saturated color, ordered a field of grass
to be painted. From the digital era: to create the launch sequence
in Apollo 13 (Universal Studious, 1995; special effects by
Digital Domain), the crew shot footage at the original location of
the launch at Cape Canaveral. The artists at Digital Domain scanned
the film and altered it on computer workstations, removing recent
building construction, adding grass to the launch pad and painting
the skies to make them more dramatic. This altered film was then mapped
onto 3D planes to create a virtual set which was animated to match
a 180-degree dolly movement of a camera following a rising rocket.[xxiii][xxiii]
The last example brings us to another conceptualization of digital
cinema - as painting. In his book-length study of digital photography,
William J. Mitchell focuses our attention on what he calls the inherent
mutability of a digital image: "The essential characteristic
of digital information is that it can be manipulated easily and very
rapidly by computer. It is simply a matter of substituting new digits
for old... Computational tools for transforming, combining, altering,
and analyzing images are as essential to the digital artist as brushes
and pigments to a painter."[xxiv][xxiv] As Mitchell points out, this inherent mutability
erases the difference between a photograph and a painting. Since a
film is a series of photographs, it is appropriate to extend Mitchell's
argument to digital film. With an artist being able to easily manipulate
digitized footage either as a whole or frame by frame, a film in a
general sense becomes a series of paintings.[xxv][xxv]
Hand-painting digitized film frames, made possible by a computer,
is probably the most dramatic example of the new status of cinema.
No longer strictly locked in the photographic, it opens itself towards
the painterly. It is also the most obvious example of the return of
cinema to its nineteenth century origins - in this case, to hand-crafted
images of magic lantern slides, the Phenakistiscope, the Zootrope.
We usually think of computerization as automation, but here the result
is the reverse: what was previously automatically recorded by a camera
now has to be painted one frame at a time. But not just a dozen images,
as in the nineteenth century, but thousands and thousands. We can
draw another parallel with the practice, common in the early days
of silent cinema, of manually tinting film frames in different colors
according to a scene's mood.[xxvi][xxvi] Today, some of the most visually sophisticated
digital effects are often achieved using the same simple method: painstakingly
altering by hand thousands of frames. The frames are painted over
either to create mattes ("hand drawn matte extraction")
or to directly change the images, as, for instance, in Forest Gump,
where President Kennedy was made to speak new sentences by altering
the shape of his lips, one frame at a time.[xxvii][xxvii] In principle, given enough time and money, one
can create what will be the ultimate digital film: 90 minutes, i.e.,
129600 frames completely painted by hand from scratch, but indistinguishable
in appearance from live photography.
The concept of digital cinema as painting can be
also developed in a different way. I would like to compare the shift
from analog to digital filmmaking to the shift from fresco and tempera
to oil painting in early Renaissance. A painter making fresco has
limited time before the paint dries; and once it is dried, no further
changes to the image are possible. Similarly, a traditional filmmaker
has limited means to modify images once they are recorded on film.
In the case of Medieval tempera painting, this can be compared to
the practice of special effects during the analog period of cinema.
A painter working with tempera could modify and re-work the image,
but the process was quite painstaking and slow. Medieval and early
Renaissance masters would spend up to six months on a painting a few
inches tall. The switch to oils greatly liberated painters by allowing
them to quickly create much larger compositions (think, for instance,
of the works by Veronese and Tician) as well as to modify them as
long as necessary. This change in painting technology led the Renaissance
painters to create new kinds of compositions, new pictorial space
and even narratives. Similarly, by allowing a filmmaker to treat a
film image as an oil painting, digital technology redefines what can
be done with cinema.
If digital compositing and digital painting can be thought of as an
extension of the cell animation techniques (since composited images
are stacked in depth parallel to each other, as cells on a animation
stand), the newer method of computer-based post-production, makes
filmmaking a subset of animation in a different way. In this method
the live action, photographic stills and/or graphic elements are positioned
in a 3D virtual space. This gives the director the ability to freely
move the virtual camera through this space, dolling and panning. Thus
cinematography is subordinated to 3D computer animation. We may think
of this method as an extension of multiplane animation camera. However,
if the camera mounted over a multiplane stand could only move perpendicular
to the images, now it can move in a arbitrary trajectory. The example
of a commercial film which rely on this newer method which one day
may become the standard of filmmaking (because it gives the director
most flexibility) is Disney's Alladin; the example of an independent
work which fully explores the new aesthetic possibilities of this
method without subordinating it to the traditional cinematic realism
is The Forest by Tamas Waliczky (1994).
In
discussing digital compositing in "Compositing" section I pointed
out that it can be thought off as an intermediary step from 2D images
to 3D computer representation. The newer post-production method represents
the next logical step towards %100 3D computer generated scenes. Instead
of 2D space of "traditional" composite, we now have the layers of
moving images positioned in a virtual 3D space.
The reader who followed my analysis of the new possibilities of digital
cinema may wonder why I have stressed the parallels between digital
cinema and the pre-cinematic techniques of the nineteenth century
but did not mention twentieth century avant-garde filmmaking. Did
not the avant-garde filmmakers already explore many of these new possibilities?
To take the notion of cinema as painting, Len Lye, one of the pioneers
of abstract animation, was painting directly on film as early as 1935;
he was followed by Norman McLaren and Stan Brackage, the later extensively
covering shot footage with dots, scratches, splattered paint, smears
and lines in an attempt to turn his films into equivalents of Abstract
Expressionst painting. More generally, one of the major impulses in
all of avant-garde filmmaking, from Leger to Godard, was to combine
the cinematic, the painterly and the graphic - by using live action
footage and animation within one film or even a single frame, by altering
this footage in a variety of ways, or by juxtaposing printed texts
and filmed images.
When the avant-garde filmmakers collaged multiple images within a
single frame, or painted and scratched film, or revolted against the
indexical identity of cinema in other ways, they were working against
"normal" filmmaking procedures and the intended uses of
film technology. (Film stock was not be designed to be painted on).
Thus they operated on the periphery of commercial cinema not only
aesthetically but also technically.
One general effect of the digital revolution is that avant-garde aesthetic
strategies became embedded in the commands and interface metaphors
of computer software.[xxviii][xxviii] In short, the avant-garde became materialized
in a computer. Digital cinema technology is a case in point. The
avant-garde strategy of collage reemerged as a "cut and paste"
command, the most basic operation one can perform on digital data.
The idea of painting on film became embedded in paint functions of
film editing software. The avant-garde move to combine animation,
printed texts and live action footage is repeated in the convergence
of animation, title generation, paint, compositing and editing systems
into single all-in-one packages. Finally,
another move to combine a number of film images together within one
frame (for instance, in Leger's 1924 Ballet Mechanique or in
A Man with a Movie Camera) also become legitimized by technology,
since all editing software, including Photoshop, Premiere, After Effects,
Flame, and Cineon, by default assumes that a digital image consists
of a number of separate image layers. All in all, what used to be
exceptions for traditional cinema became the normal, intended techniques
of digital filmmaking, embedded in technology design itself.[xxix][xxix]
From Kino-Eye to Kino-Brush
In
the twentieth century, cinema has played two roles at once. As a media
technology, cinema's role was to capture and to store visible reality.
The difficulty of modifying images once they were recorded was exactly
what gave cinema its value as a document, assuring its authenticity.
The same rigidity of the film image has defined the limits of cinema
as I defined it earlier, i.e. the super-genre of live action narrative.
Although it includes within itself a variety of styles - the result
of the efforts of many directors, designers and cinematographers -
these styles share a strong family resemblance. They are all children
of the recording process which uses lens, regular sampling of time
and photographic media. They are all children of a machine vision.
The mutability of digital data impairs the value of cinema recordings
as a documents of reality. In retrospect, we can see that twentieth
century cinema's regime of visual realism, the result of automatically
recording visual reality, was only an exception, an isolated accident
in the history of visual representation which has always involved,
and now again involves the manual construction of images. Cinema becomes
a particular branch of painting - painting in time. No longer a kino-eye,
but a kino-brush.[xxx][xxx]
The privileged role played by the manual construction of images in
digital cinema is one example of a larger trend: the return of pre-cinematic
moving images techniques. Marginalized by the twentieth century institution
of live action narrative cinema which relegated them to the realms
of animation and special effects, these techniques reemerge as the
foundation of digital filmmaking. What was supplemental to cinema
becomes its norm; what was at its boundaries comes into the center.
Computer media returns to us the repressed of the cinema.
As the examples discussed in this section suggest, the directions
which were closed off at the turn of the century when cinema came
to dominate the modern moving image culture are now again beginning
to be explored. Moving image culture is being redefined once again;
the cinematic realism is being displaced from being its dominant mode
to become only one option among many.
New Language of Cinema
Cinematic and Graphic: Cinegratography
3D
animation, compositing, mapping, paint retouching: in commercial cinema,
these radical new techniques are mostly used to solve technical problems
while traditional cinematic language is preserved unchanged. Frames
are hand-painted to remove wires which supported an actor during shooting;
a flock of birds is added to a landscape; a city street is filled
with crowds of simulated extras. Although most Hollywood releases
now involve digitally manipulated scenes, the use of computers is
always carefully hidden.[xxxi][xxxi]
Appropriately,
in Hollywood the practice of simulating traditional film language
received a name "invisible effects," defined as "computer-enchanced
scenes that fool the audience into believing the sots were produced
with live actors on location, but are really composed of a mélange
of digital and live action footage."[xxxii][xxxii]
Commercial
narrative cinema still continues to hold on to the classical realist
style where images function as un-retouched photographic records of
some events which took place in front of the camera. So when Hollywood
cinema uses computers to create fantastic, impossible reality, this
is done through the introduction of various non-human characters such
as aliens, mutants and robots. We never notice the pure arbitrariness
of their colorful and mutating bodies, of the beams of energy emulating
from their eyes, of the whirlpools of particles emulating from their
wings, because they are made perceptually consistent with the set,
i.e. they look like something which could have existed in a three-dimensional
space and therefore could have been photographed.
But
how do filmmakers motivate turning familiar reality such as a human
body or a landscape into something phsically impossible in our world?
Such transformations are motivated by the movie's narrative. The shiny
metallic body of Terminator in Terminator 2 is possible because
the Terminator is a cyborg send from the future; the rubber-like body
of Jim Carrey in The Mask (Russell, 1994) is possible because
his character wears a mask with magical powers. Similarly, in What
Dreams May Come (PolyGram Filmed Entertainment, Ward, special
effects by Mass.Illusions and others, 1998) the fantastic landscape
made of swirling brushstrokes where the main hero is transported after
his death is motivated by the unique status of this location.
While
embracing computers as a productivity tool, cinema refuses to give
up its unique cinema-effect, an effect which, according to film theorist
Christian Metz's penetrating analysis made in the 1970s, depends upon
narrative form, the reality effect and cinema's architectural arrangement
all working together.[xxxiii][xxxiii] Towards the end of his essay, Metz wonders whether
in the future non-narrative films may become more numerous; if this
happens, he suggests that cinema will no longer need to manufacture
its reality effect. Electronic and digital media have already brought
about this transformation. Beginning in the 1980s, new cinematic forms
have emerged which are not linear narratives, which are exhibited
on a television or a computer screen, rather than in a movie theater
- and which simultaneously give up cinematic realism.
What are these forms? First of all, there is the music video. Probably
not by accident, the genre of music video came into existence exactly
at the time when electronic video effects devices were entering editing
studios. Importantly, just as music videos often incorporate narratives
within them, but are not linear narratives from start to finish, they
rely on film (or video) images, but change them beyond the norms of
traditional cinematic realism. The manipulation of images through
hand-painting and image processing, hidden in Hollywood cinema, is
brought into the open on a television screen. Similarly, the construction
of an image from heterogeneous sources is not subordinated to the
goal of photorealism but functions as a aesthetic strategy. The genre
of music video has been a laboratory for exploring numerous new possibilities
of manipulating photographic images made possible by computers - the
numerous points which exist in the space between the 2D and the 3D,
cinematography and painting, photographic realism and collage. In
short, it is a living and constantly expanding textbook for digital
cinema.
A detailed analysis of the evolution of music video imagery (or,
more generally, broadcast graphics in the electronic age) deserves
a separate treatment and I will not try to take it up here. Instead,
I will discuss another new cinematic non-narrative form, CD-ROM-based
games, which, in contrast to music video, relied on the computer for
storage and distribution from the very beginning. And, unlike music
video designers who were consciously pushing traditional film or video
images into something new, the designers of CD-ROMs arrived at a new
visual language unintentionally while attempting to emulate traditional
cinema.
In the late 1980s, Apple began to promote the concept of computer
multimedia; and in 1991 it released QuickTime software to enable an
ordinary personal computer to play movies. However, for the next few
years the computer did not perform its new role very well. First,
CD-ROMs could not hold anything close to the length of a standard
theatrical film. Secondly, the computer would not smoothly play a
movie larger than the size of a stamp. Finally, the movies had to
be compressed, degrading their visual appearance. Only in the case
of still images was the computer able to display photographic-like
detail at full screen size.
Because of these particular hardware limitations, the designers of
CD-ROMs had to invent a different kind of cinematic language in which
a range of strategies, such as discrete motion, loops, and superimposition,
previously used in nineteenth century moving image presentations,
in twentieth century animation, and in the avant-garde tradition of
graphic cinema, were applied to photographic or synthetic images.
This language synthesized cinematic illusionism and the aesthetics
of graphic collage, with its characteristic heterogeneity and discontinuity.
The photographic and the graphic, divorced when cinema and animation
went their separate ways, met again on a computer screen.
The graphic also met the cinematic. The designers of CD-ROMs were
aware of the techniques of twentieth century cinematography and film
editing, but they had to adopt these techniques both to an interactive
format and to hardware limitations. As a result, the techniques of
modern cinema and of nineteenth century moving image have merged in
a new hybrid language which can be called "cinegratography.".
We can trace the development of this language by analyzing a few well-known
CD-ROM titles. The best selling game Myst (Broderbund, 1993)
unfolds its narrative strictly through still images, a practice which
takes us back to magic lantern shows (and to Chris Marker's La
Jetée).[xxxiv][xxxiv] But in other ways Myst relies on the techniques
of twentieth century cinema. For instance, the CD-ROM uses simulated
camera turns to switch from one image to the next. It also employs
the basic technique of film editing to subjectively speed up or slow
down time. In the course of the game, the user moves around a fictional
island by clicking on a mouse. Each click advances a virtual camera
forward, revealing a new view of a 3D environment. When the user begins
to descend into the underground chambers, the spatial distance between
the points of view of each two consecutive views sharply decreases.
If before the user was able to cross a whole island with just a few
clicks, now it takes a dozen clicks to get to the bottom of the stairs!
In other words, just as in traditional cinema, Myst slows down
time to create suspense and tension.
In Myst, miniature animations are sometimes embedded within
the still images. In the next best-selling CD-ROM 7th Guest
(Virgin Games, 1993), the user is presented with video clips of live
actors superimposed over static backgrounds created with 3D computer
graphics. The clips are looped, and the moving human figures clearly
stand out against the backgrounds. Both of these features connect
the visual language of 7th Guest to nineteenth century pro-cinematic
devices and twentieth century cartoons rather than to cinematic verisimilitude.
But like Myst, 7th Guest also evokes distinctly modern
cinematic codes. The environment where all action takes place (an
interior of a house) is rendered using a wide angle lens; to move
from one view to the next a camera follows a complex curve, as though
mounted on a virtual dolly.
Next, consider the CD-ROM Johnny Mnemonic (Sony Imagesoft,
1995). Produced to complement the fiction film of the same title,
marketed not as a "game" but as an "interactive movie,"
and featuring full screen video throughout, it comes closer to cinematic
realism than the previous CD-ROMs - yet it is still quite distinct
from it. With all action shot against a green screen and then composited
with graphic backgrounds, its visual style exists within a space between
cinema and collage.
It would be not entirely inappropriate to read this short history
of the digital moving image as a teleological development which replays
the emergence of cinema a hundred years earlier. Indeed, as computers'
speed keeps increasing, the CD-ROM designers have been able to go
from a slide show format to the superimposition of small moving elements
over static backgrounds and finally to full-frame moving images. This
evolution repeats the nineteenth century progression: from sequences
of still images (magic lantern slides presentations) to moving characters
over static backgrounds (for instance, in Reynaud's Praxinoscope Theater)
to full motion (the Lumieres' cinematograph). Moreover, the introduction
of QuickTime in 1991 can be compared to the introduction of the Kinetoscope
in 1892: both were used to present short loops, both featured the
images approximately two by three inches in size, both called for
private viewing rather than collective exhibition. The two technologies
appear to play the similar cultural role. If in the early 1890s the
public patronized Kinetoscope parlors where peep-hole machines presented
them with the latest marvel - tiny moving photographs arranged in
short loops; exactly a hundred years later, computer users were equally
fascinated with tiny QuickTime Movies which turned a computer in a
film projector, however imperfect.[xxxv][xxxv] Finally, the Lumieres' first film screenings of
1895 which shocked their audiences with huge moving images found their
parallel in 1995 CD-ROM titles where the moving image finally fills
the entire computer screen (for instance, in Jonny Mnemonic.)
Thus, exactly a hundred years after cinema was officially "born,"
it was reinvented on a computer screen.
But this is only one reading. We no longer think of the history of
cinema as a linear march towards only one possible language, or as
a progression towards more and more accurate verisimilitude. Rather,
we have come to see its history as a succession of distinct and equally
expressive languages, each with its own aesthetic variables, each
new language closing off some of the possibilities of the previous
one - a cultural logic not dissimilar to Kuhn's analysis of scientific
paradigms.[xxxvi][xxxvi] Similarly, instead of dismissing visual strategies
of early multimedia titles as a result of technological limitations,
we may want to think of them as an alternative to traditional cinematic
illusionism, as a beginning of digital cinema's new language.
For the computer / entertainment industries, these strategies represent
only a temporary limitation, an annoying drawback that needs to be
overcome. This is one important difference between the situation at
the end of the nineteenth and the end of the twentieth centuries:
if cinema was developing towards the still open horizon of many possibilities,
the development of commercial multimedia, and of corresponding computer
hardware (compression boards, storage formats such as DVD), is driven
by a clearly defined goal: the exact duplication of cinematic realism.
So if a computer screen, more and more, emulates cinema's screen,
this not an accident but a result of conscious planning by the computer
and entertainment industry. But this drive to turn new media into
a simulation of classical film language, which paralles the encoding
of cinema's techniques in software interfaces and hardare itself,
described in "Cultural Interfaces" section, is just one direction
for new media dvelopment among numerous others. I will next examine
a number of new media and old media objects which point towards other
possible trajectories.
New Temporality: Loop as a Narrative Engine
One
of the underlying assumptions of this book is that by looking at the
history of visual culture and media, and in particular cinema, we
can find many strategies and techniques relevant to new media design.
Put differently, in order to develop new aesthetics of new media we
should pay as much attention to the cultural history as to computer's
new unique possibilities to generate, organize, manipulate and distribute
data.
As we scan through cultural history (which includes the history of
new media up until the time of research), three kinds of situations
will be particularly relevant for us:
·
when an earlier interesting strategy or technique
was abandoned or forced into "underground" without fully developing
its potential;
·
when an earlier strategy can be understood as
a response to the technological constrains (I am using this
more technical term on purpose instead of more ideologically loaded
"limitations") similar to the constrains of new media;
·
when an earlier strategy was used in
a situation similar to a particular situation faced by new
media designers. For instance, montage was a strategy to deal with
modularity of a film (how do you join separate shots?) as well as
with a problem of coordinating diffirent media types such as images
and sound. Both of these simutaions are being faced once again today
by new media designers.
I
already used these principles in discussing the parallels between
nineteenth century pro-cinematic techniques and the language of new
media; they also guided me in thinking about animation (the "underground"
of 20th century cinema) as the basis for digital cinema
new language. I will now use a particular parallel between early cinematic
and new media technology to highlight another older technique useful
to new media: a loop. Characterically, many new media products, be
it cultural objects (such as games) or software (various media players
such as QuickTime Player) use loops in their design while treating
them as temporary technological limitations. I, however, want to think
about it as a source of new possibilities for new media.[xxxvii][xxxvii]
As already mentioned in the previous section, all nineteenth century
pro-cinematic devices, up to Edison's Kinetoscope, were based on short
loops. As "the seventh art" began to mature, it banished
the loop to the low-art realms of the instructional film, the pornographic
peep-show and the animated cartoon. In contrast, narrative cinema
has avoided repetitions; as modern Western fictional forms in general,
it put forward a notion of human existence as a linear progression
through numerous unique events.
Cinema's birth from a loop form was reenacted at least once during its history. In one of the sequences of A Man with a Movie Camera, Vertov shows us a cameraman standing in the back of a moving automobile. As he is being carried forward by an automobile, he cranks the handle of his camera. A loop, a repetition, created by the circular movement of the handle, gives birth to a progression of events - a very basic narrative which is also quintessentially modern: a camera moving through space recording whatever is in its way. In what seems to be a reference to cinema's primal scene, these shots are intercut with the shots of a moving train. Vertov even re-stages the terror which Lumieres's film supposedly provoked in its audience; he positions his camera right along the train track so the train runs over our point of view a number of times, crushing us again and again[LM1][LM1].
Early digital movies shared the same limitations of storage as nineteenth
century pro-cinematic devices. This is probably why the loop playback
function was built into QuickTime interface, thus giving it the same
weight as the VCR-style "play forward" function. So, in
contrast to films and videotapes, QuickTime movies were supposed to
be played forward, backward or looped. Computer games also heavily
relied on loops. Since it was not possible to animate in real time
every character, the designers stored short loops of character's motion
- for instance, an enemy soldier or a monster walking back and forth
- which would be recalled at the appropriate times in the game. Internet
pornography also heavily relied on loops. Many sites featured numerous
"channels" which were supposed to stream either feature length feature
films or "live feeds"; in reality they would usually play short loops
(a minute or so) over and over. Sometimes a few films will be cut
into a number of short loops which would become the content of 100,
500 or 1000 channels.[xxxviii][xxxviii]
The
history of new media tells us that the hardware limitations never
go away: they disappear in one area only to come back in another.
One example of this which I already noted is the hardware limitations
of the 1980s in the area of 3D computer animation. In the 1990s they
returned in the new area: Internet-based real-time virtual worlds.
What used to be the slow speed of CPUs became the slow bandwidth.
As a result the 1990s VRML worlds look like the pre-rendered animations
done ten years earlier.
The
similar logic applies to loops. Earlier QuickTime movies and computer
games heavily relied on loops. As the CPU speed increased and larger
storage media such as CD-ROM and DVD became available, the use of
loops in stand-alone hypermedia declined. However, online virtual
worlds such as Active Worlds came to use loops extensively, as it
provides a cheap (in terms of bandwidth and computation) way of adding
some signs of "life" to their geometric-looking environments.[xxxix][xxxix] Similarly, we may expect that when digital videos
will appear on small displays in our cellular phones, personal managers
such as Palm Pilot or other wireless communication devices, they will
once again will be arranged in short loops because of bandwidth, storage,
or CPU limitations.
Can the loop be a new narrative form appropriate for the computer
age?[xl][xl] It is relevant to recall that the loop gave birth
not only to cinema but also to computer programming. Programming involves
altering the linear flow of data through control structures, such
as "if/then" and "repeat/while"; the loop is the
most elementary of these control structures. Most computer programs
are based on repetitions of a set number of steps; this repetition
is controlled by the program's main loop. So if we strip the computer
from its usual interface and follow the execution of a typical computer
program, the computer will reveal itself to be another version of
Ford's factory, with a loop as its conveyer belt.
As the practice of computer programming illustrates,
the loop and the sequential progression do not have to be thought
as being mutually exclusive. A computer program progresses from start
to end by executing a series of loops. Another illustration of how these two temporal
forms can work together is Möbius House by Dutch team UN Studio/Van
Berkel & Bos.[xli][xli] In this house a number of functionally different
areas are arranged one after another in the form of a Möbius strip,
thus forming a loop. As the narrative of the day progresses from one
activity to the next, the inhabitants move from area to area.
Traditional cell animation similarly combines a
narrative and a loop. In order to save labor, animators arrange many
actions, such as movements of characters' legs, eyes and arms, into
short loops and repeat them over and over. Thus, as already discussed
in the previous section, in a typical twentieth century cartoon a
large proportion of motions involves loops. This principle is taken
to the extreme in Rybczynski's Tango. Subjecting live action
footage to the logic of animation, Rybczynski arranges the trajectory
of every character through space as a loop. These loops are further
composited together resulting in a complex and intricate time-based
structure. At the same time, the overall "shape" of this structure
is governed by a number of narratives. The film begins in an empty
room; next the loops of character's trajectories through this room
are added, one by one. The end of the film mirrors its beginning as
the loops are "deleted" in a reverse order, also one by one. This
metaphor for a progression of a human life (we are born alone, gradually
forms relations with other humans, and eventually die alone) is also
supported by another narrative: the first character to appear in the
room is a young boy, the last one is an old woman.
The concept of a loop
as an "engine" which puts the narrative in motion becomes a foundation
of a brilliant interactive TV program Akvaario (aquarium) by
a number of graduate students at Helsinki's University of Art and
Design (Professor and Media Lab coordinator: Minna Tarrka).[xlii][xlii]
In contrast to many new media objects which combine the conventions
of cinema, print and HCI, Akvaario aims to preserve the continuos
flow of traditional cinema, while adding interactivity to it. Along
with an earlier game Jonny Mnemonic (SONY, 1995), as well as
the pioneering interactive laserdisk computer installations by Graham
Weinbren done in the 1980s, this project is a rare example of a new
media narrative which does not rely on the oscillation between non-interactive
and interactive segments (see "Illusion, Narrative and Interactivity"
section for the analysis of this temporal ossicilation.)
Using the already familiar
convention of such games such as Tamagotchi (1996-), the program asks
TV viewers to "take charge" of a fictional human character.[xliii][xliii]
Most shots which we see show this character engaged in different activities
in his apartment: eating dinner, reading a book, starring into space.
The shots replace each other following standard conventions of film
and TV editing. The result is something which looks at first like
a conventional, although very long, movie (the program was projected
to run for three hours every day over the course of a few months),
even though the shots are selected in real time by a computer porgram
from a database of a few hundreds diffirent shots.
By choosing one of
the four buttons which are always present on the bottom of the screen,
the viewers control character's motivation. When a button is pressed,
a computer program selects a sequence of particular shots to follow
the shot which plays currently. Because of visual, spatial and referential
discontinuity between shots typical of standard editing, the result
is something which the viewer interprets as a conventional narrative.
A film or television viewer viewer does not expect that any two shots
which follow one another have to display the same space or subsequent
moments of time. Therefore in Akvaario a computer program can
"weave" an endless narrative by choosing from a database of different
shots. What gives the resulting "narrative: a suficient continuity
is that almost all shots show the same character.
Akvaario is one of the first examples of what in previous
chapter I called a "database narrative." It is, in other words, a
narrative which fully utilizes many features of database organization
of data. It relies on our abilities to classify database records according
to different dimensions, to sort through records, to quickly retrieve
any record, as well as to "stream" a number of different records continuously
one after another.
In
Akvaario the loop becomes the way to bridge linear narrative
and interactive control. When the program begins, a few shots keep
following each other in a loop. After users choose character's motivation
by pressing a button, this loop becomes a narrative. Shots stop repeating
and a sequence of new shots is displayed. If no button pressed again,
the narrative turns back into a loop, i.e. a few shots start repeating
over and over. In Akvaario a narrative is born from a loop
and it returns back to a loop. The historical birth of modern fictional
cinema out of the loop returns as a condition of cinema's rebirth
as an interactive form. Rather than being an archaic leftover, a reject
from cinema's evolution, the use of loop in Akvaario suggests
a new temporal aesthetics for computer-based cinema.
Jean-Louis Boissier's Flora petrinsularis realizes some of
the possibilities contained in the loop form in a diffirent way.[xliv][xliv] This CD-ROM is based on Rousseau's Confessions.
It opens with a white screen, containing a numbered list. Clicking
on each item leads us to a screen containing two windows, positioned
side by side. Both windows show the same video loop made from a few
diffirent shots. The two loops are offset from each other in time.
Thus, the images appearing in the left window reappear in a moment
on the right and vice versa, as though an invisible wave is running
through the screen. This wave soon becomes materialized: when we click
inside the windows we are taken to a new screen which also contains
two windows, each showing loop of a rhythmically vibrating water surface.
The loops of water surfaces can be thought of as two sign waves offset
in phase. This structure, then, functions as a "meta-text" of a structure
in the first screen. In other words, the loops of water surface act
as a diagram of the loop structure which controls the correlations
between shots in the first screen, similar to how Marey and the Gibsons
diagrammed human motion in their film studies in the beginning of
the twentieth century.
As
each mouse click reveals another loop, the viewer becomes an editor,
but not in a traditional sense. Rather than constructing a singular
narrative sequence and discarding material which is not used, here
the viewer brings to the forefront, one by one, numerous layers of
looped actions which seem to be taking place all at once, a multitude
of separate but co-existing temporalities. The viewer is not cutting
but re-shuffling. In a reversal of Vertov's sequence where a loop
generated a narrative, viewer's attempt to create a story in Flora
petrinsularis leads to a loop.
It
is useful to analyze the loop structure of Flora petrinsularis
using montage theory. From this perspective, the repetition of images
in two adjoint windows can be interpreted as an example of what Eisenstein
called rhythmical montage. At the same time, Boissier takes montage
apart, so to speak. The shots which in traditional temporal montage
would follow each in time here appear next to each other in space.
In addition, rather than being "hard-wired" by an editor in only one
possible structure, here the shots can appear in different combinations
since they are activated by a user moving a mouse across the windows.
At the same time, it is possible to find more traditional temporal
montage in this work as well - for instance, the move from first screen
which shows close-up of a woman to a second screen which shows water
surfaces and back to the first screen. This move can be interpreted
as a traditional parallel editing. In cinema parallel editing involves
alternating between two subjects. For instance, a chase sequence may
go back and forth between the images of two cars, one pursuing another.
However in our case the water images are always present "underneath"
the first set of images. So the logic here is again one of co-existence
rather than that of replacement, typical of cinema (see my discussion
of spatial montage below).
The loop which structures Flora petrinsularis on a number of
levels becomes a metaphor for human desire which can never achieve
resolution. It can be also read as a comment on cinematic realism.
What are the minimal conditions necessary to create the impression
of reality? As Boissier demonstrates, in the case of a field of grass,
a close-up of a plant or a stream, just a few looped frames become
sufficient to produce the illusion of life and of linear time.
Steven Neale describes how early film demonstrated its authenticity
by representing moving nature: "What was lacking [in photographs]
was the wind, the very index of real, natural movement. Hence the
obsessive contemporary fascination, not just with movement, not just
with scale, but also with waves and sea spray, with smoke and spray."[xlv][xlv] What for early cinema was its biggest pride and
achievement - a faithful documentation of nature's movement - becomes
for Boissier a subject of ironic and melancholic simulation. As the
few frames are looped over and over, we see blades of grades shifting
slightly back and forth, rhythmically responding to the blow of non-existent
wind which is almost approximated by the noise of a computer reading
data from a CD-ROM.
Something else is being simulated here as well, perhaps unintentionally.
As you watch the CD-ROM, the computer periodically staggers, unable
to maintain consistent data rate. As a result, the images on the screen
move in uneven bursts, slowing and speeding up with human-like irregularity.
It is as though they are brought to life not by a digital machine
but by a human operator, cranking the handle of the Zootrope a century
and a half ago...
Spatial Montage
Along
with taking on a loop, Flora petrinsularis can also be seen
as a step towards what I will call a spatial montage. Instead
of a traditional singular frame of cinema, Boissier uses two images
at once, positioned side by side. This can be thought of a simplest
case of a spatial montage. In general, spatial montage would involve
a number of images, potentially of different sizes and proportions,
appearing on the screen at the same time. This by itself of course
does not result in montage; it up to the filmmaker to construct a
logic which drives which images appear together, when they appear
and what kind of relationships they enter with each other.
Spatial montage represents an
alternative to traditional cinematic temporal montage, replacing its
traditional sequential mode with a spatial one. Ford's assembly line
relied on the separation of the production process into a set of repetitive,
sequential, and simple activities. The same principle made computer
programming possible: a computer program breaks a tasks into a series
of elemental operations to be executed one at a time. Cinema followed
this logic of industrial production as well. It replaced all other
modes of narration with a sequential narrative, an assembly line of
shots which appear on the screen one at a time. A sequential narrative
turned out to be particularly incompatible with a spatial narrative
which played a prominent role in European visual culture for centuries.
From Giotto's fresco cycle at Capella degli Scrovegni in Padua to
Courbet's A Burial at Ornans, artists presented a multitude
of separate events within a single space, be it the fictional space
of a painting or the physical space which can be taken by the viewer
all in once. In the case of Giotto's fresco cycle and many other fresco
and icon cycles, each narrative event is framed separately but all
of them can be viewed together in a single glance. In other cases,
different events are represented as taking place within a single pictorial
space. Sometimes, events which formed one narrative but they separated
by time were depicted within a single painting. More often, the painting's
subject became an excuse to show a number of separate "micro-narratives"
(for instance, works by Hiëronymous Bosch and Peter Bruegel). All
in all, in contrast to cinema's sequential narrative, in spatial narrative
all the "shots" were accessible to a viewer at one. Like
nineteenth century animation, spatial narrative did not disappear
completely in the 20th century; but just as animation,
it came to be delegated to a minor form of Western culture - comics.
It
is not accidental that the marginalization of spatial narrative and
the privileging of sequential mode of narration coincided with the
rise of historical paradigm in human sciences. Cultural geographer
Edward Soja has argued that the rise of history in the second half
of the nineteenth century coincided with the decline in spatial imagination
and the spatial mode of social analysis.[xlvi][xlvi] According to Soja, it is only in the last decades
of the twentieth century that this mode made a powerful comeback,
as exemplified by the growing importance of such concepts as "geopolitics"
and "globalisation" as well as by the key role analysis of space played
in theories of post-modernism. Indeed, although some of the best thinkers
of the twentieth century such as Freud, Panofsky and Foucault were
able to combine historical and spatial mode of analysis in their theories,
they probably represent an exemption rather than the norm. The same
holds for film theory, which, from Eisenstein in the 1920s to Deleuse
in the 1980s, focused on temporal rather than spatial structures of
film.
Twentieth century film practice has elaborated complex techniques
of montage between different images replacing each other in time;
but the possibility of what can be called "spatial montage"
between simultaneously co-exiting images was not explored as systematically.
(Thus cinema also given to historical imagination at the expense of
spatial one.) The notable exemptions include the use of split screen
by Hans Abel in Napoléon in the 1920s and also by the American
experimental filmmaker Stan Van der Beek in the 1960s; also some other
works, or rather, events, of the 1960s "expanded cinema" movement,
and, last but not least, the legendary multi-image multimedia presentation
shown in the Chech Pavilion at the1967 World Expo. Emil Radok's Diaolyektan
consisted from 112 separate cubes. One hundred and sixty different
images could be projected onto each cube. Radok was able to "direct"
each cube separately. To the best of my knowledge, since this project
nobody tried again to create a spatial montage of this complexity
in any technology.
Traditional
film and video technology were designed to completely fill a screen
with a single image;
thus to explore spatial montage a filmmaker had to work "against"
the technology. This in part explains why so few tried to do this.
But when, in the 1970s, the screen became a bit-mapped computer display,
with individual pixels corresponding to memory locations which can
be dynamically updated by a computer program, one image/ one screen
logic was broken. Since the Xerox Park Alto workstation, GUI used
multiple windows. It would be logical to expect that cultural forms
based on moving images will eventually adopt similar conventions.
In the 1990s some computer games such as Golden Eye (Nintendo/Rare,
1997) already used multiple windows to present the same action simultaneously
from different viewpoints. We may expect that computer-based cinema
will eventually have to follow the same direction - especially when
the limitations of communication bandwidth will disappear, while the
resolution of displays will significantly increase, from the typical
1-2K in 2000 to 4K, 8K or beyond. I believe that the next generation
of cinema - broadband cinema - will add multiple windows to
its language. When this happen, the tradition of spatial narrative
which twentieth century cinema suppressed will re-emerge one again.
Looking
back at visual culture and art of the previous centuries gives many
ideas for how spatial narrative can be further developed in a computer;
but what about spatial montage? In other words, what will happen if
we combine two different cultural traditions: informationally dense
visual narratives of Renaissance and Baroque painters with "attention
demanding" shot juxtapositions of twentieth century film directors?
"My boyfriend came back from war!," a Web-based work by
the young Moscow artist Olga Lialina, can be read as an exploration
of this direction.[xlvii][xlvii] Using the capability of HTML to create frames within
frames, Lialina leads us through a narrative which begins with an
single screen. This screen becomes progressively divided into more
and more frames as we follow different links. Throughout, an image
of a human couple and of a constantly blinking window remain on the
left part of screen. These two images enter into new combinations
with texts and images on the right part which keep changing as the
user interacts with the work. As the narrative activates different
parts of the screen, montage in time gives way to montage in space.
Put differently, we can say that montage acquires a new spatial dimension.
In addition to montage dimensions already explored by cinema (differences
in images' content, composition, movement) we now have a new dimension:
the position of the images in space in relation to each other. In
addition, as images do not replace each other (as in cinema) but remain
on the screen throughout the movie, each new image is juxtaposed not
just with one image which preceded it, but with all the other images
present on the screen.
The logic of replacement, characteristic of cinema, gives way to the
logic of addition and co-existence. Time becomes spatialized, distributed
over the surface of the screen. In spatial montage, nothing is potentially
forgotten, nothing is erased. Just as we use computers to accumulate
endless texts, messages, notes and data, and just as a person, going
through life, accumulates more and more memories, with the past slowly
acquiring more weight than the future, spatial montage can accumulate
events and images as it progresses through its narrative. In contrast
to cinema's screen, which primarily functioned as a record of perception,
here computer screen functions as a record of memory.
As I already noted, spatial montage can also be seen as an aesthetics
appropriate for the user experience of muli-tasking and multiple windows
of GUI. In the text of his lecture "Of other spaces" Michel Foucault
writes: "We are now in the epoch of simultaneity: we are in epoch
of juxtaposition, the epoch of near and far, of the side-by-side,
of the dispersed.our experience of the world is less of a long life
developing through time that that of a network that connects points
and intersects with its own skein."[xlviii][xlviii] Writing this in the early 1970s, Foucault appears
to prefigure not only the network society, exemplified by the Internet
("a network which connects points") but also GUI ("epoch of simultaneity.of
the side-by-side). GUI allows the users to run a number of software
applications at the same time; and it uses the convention of multiple
overlapping windows to present both data and controls. The construct
of the desktop with presents the user with multiple icons which are
all simultaneously and continuously "active" (since they all can be
clicked at any time) follows the same logic of "simultaneity" and
of "side-by-side." On the level of computer programming, this logic
corresponds to object-oriented programming. Instead of a single program
which, like Ford's assembly line, is executed one statement at a time,
in object-oriented paradigm a number of objects send messages to each
other. These objects are all active simultaneously. Object-oriented
paradigm and multiple windows of GUI work together; object-oriented
approach was in fact used to program the original Macintosh GUI which
substituted the "one command at a time" logic of DOS with the logic
of simultaneity of multiple windows and icons.
The
spatial montage of "My boyfriend came back from war!" follows
this logic of simultaneity of modern GUI. Multiple and simultaneously
active icons and windows of GUI become the multiple and simultaneously
active frames and hyperlinks of this Web artwork. Just as the GUI
user can click on any icon at any time, changing the overall "state"
of the computer environment, the user of Lialina's site can activate
different hyperlinks which are all simultaneously present. Each action
either changes the contents of a single frame or creates new frame(s).
In either case, the "state" of the screen as a whole is affected.
The result is a new cinema where syncronic dimension is no longer
privileged to the diacronic dimension, space is no longer privileged
to time, the simultaneity is no longer privileged to sequence, montage
within a shot is no longer privileged to montage in time.
Cinema as an Information Space
As
we saw in "Cultural Interfaces" section, cinema language which originally
was an interface to narrative taking place in 3D space is now becoming
an interface to all types of computer data and media. I discussed
how such elements of this language as rectangular framing, mobile
camera, image transitions, montage in time and montage within an image
reappear in general purpose HCI, in interfaces of software applications
and in cultural interfaces.
Yet another way to think about new media interfaces in relation to
cinema is to interpret the later as information space. If
HCI is an interface to computer data, and a book is interface to
text, cinema can be thought of an interface to events taking place
in 3D space. Just as painting before it, cinema presented us with
familiar images of visible reality - interiors, landscapes, human
characters - arranged within a rectangular frame. The aesthetics of
these arrangements ranges from extreme scarcity to extreme density.
The examples of the former are paintings by Morandi and shots in Late
Spring (Yasujiro Ozu, 1949); the examples of the later are paintings
by Bosch and Bruegel (and much of Northern Renaissance painting in
general), and many shots in A Man with a Movie Camera.[xlix][xlix] It would be only a small leap to relate this density
of "pictorial displays" to the density of contemporary information
displays such as Web portals which may contain a few dozen hyperlinked
elements; or the interfaces of popular software packages which similarly
present the user with dozens commands at once. Can the contemporary
information designers learn from information displays of the past
- particular films, paintings and other visual forms which follow
the aesthetics of density[LM2][LM2]?
In making such a connection I rely on work of art historian Svetlana
Alpers who claimed that in contrast to Italian Renaissance painting
primarily concerned with narration, Dutch painting of the Seventeenth
century is focused on description.[l][l] While the Italians subordinated details to the
narrative action, creating clear hierarchy of viewer's attention,
in Dutch paintings particular details and, consequently, viewer's
attention, are more evenly distributed throughout the whole image.
While functioning as a window into an illusionary space, the Dutch
painting also is a loving catalog of numerous objects, different material
surfaces and light effects painted in minute detail (works by Vermeer,
for instance.) The dense surfaces of these paintings can be easily
related to contemporary interfaces; in addition, they can be also
related to the future aesthetics of a moving image, when the digital
displays will move much beyond the resolution of analog television
and film.
The trilogy
of computer films by Paris-based filmmaker Christian Boustani, develops
such an aesthetics of density. Taking his inspiration from Renaissance
Dutch painting as well as from classical Japanese art, Boustani uses
digital compositing to achieve unprecedented. for film, information
density. While this density was typical for old art he draws on, it
was never before achieved in cinema. In Brugge (1995) Boustani
recreates the images typical of winter landscape scenes in Dutch seventeenth
century painting. His next film A Viagem (The Voyage, 1998)
achieves even higher information density; some shots of the film use
as many as 1600 separate layers.
This new cinematic aesthetics of density seems to
be highly appropriate for out age. If, from a city street to a Web
page, we are surrounded by highly dense information surfaces, it is
appropriate to expect from cinema similar logic. (In a same fashion,
we may think of spatial montage as reflecting another contemporary
daily experience: working with a number of different applications
at once on a computer. If we are now used to distribute and rapidly
switch our attention from one program to another, from one set of
windows and command to another set, we may find multiple streams of
audio-visual information presented simultaneously more satisfying
than a single stream of traditional cinema.)
It is appropriate that some of the most dense shots
of A Viagem recreates a Renaissance marketplace, this symbol
of emerging capitalism which was probably responsible for the new
density of Renaissance painting (think, for instance, of Dutch still-lives
which function as a kind of store display window aiming to overwhelm
the viewer and seduce her into making a purchase). In the same way,
in the 1990s the commercialization of the Internet was responsible
for the new density of Web pages. By the end of the decade all home
pages of big companies and Internet portals became indexes containing
dozens of entries in a small type. If every small area of the screen
can potentially contain a lucrative add or a link to a page with one,
this leaves no place for the aesthetics of emptiness and minimalism.
Thus it is not surprising that commercialized Web joined the same
aesthetics of information density and competing signs and images which
characterizes visual culture in a capitalist society in general.
If Lialina's
spatial montage relies on HTML frames and actions of the user to activate
images appearing in these frames, Boustani's spatial montage is more
purely cinematic and painterly. He combines mobility of camera and
movement of objects characteristic of cinema which the "hyper-realism"
of old Dutch painting which presented everything "in focus." In analog
cinema, the inevitable "depth of field" artifact acted as a limit
to the information density of an image. The achievement of Boustani
is to create images where every detail is in focus and yet the overall
image is easily readable. This could only be done through digital
compositing. By reducing visible reality to numbers the computer makes
possible for us to literally see in a new way. If, according to Benjamin,
early twentieth century cinema used close-up "to bring things
'closer' spatially and humanly," "to get hold of an object
at very close range," and, as a result, destroyed their aura, digital
composites of Boustani can be said to bring objects close to a viewer
without "extracting" them away from their places in the word. (Of
course also an opposite interpretation is possible: we can say that
Boustani's digital eye is super-human. Similar to the argument in
"Synthetic Image and its subject" section, his vision can be interpreted
as the gaze of a cyborg or computer vison system which can see things
equally well at any distance.)
Scrutinizing the prototypical perceptual spaces of modernity - the
factory, the movie theater, the shopping arcade - Walter Benjamin
insisted on the contiguity between the perceptual experiences in the
workplace and outside of it:
Whereas
Poe's passers-by cast glances in all directions which still appeared
to be aimless, today's pedestrians are obliged to do so in order to
keep abreast of traffic signals. Thus technology has subjected the
human sensorium to a complex kind of training. There came a day when
a new and urgent need for stimuli was met by the film. In a film,
perception in the form of shocks was established as a formal principle.
That which determines the rhythm of production on a conveyer belt
is the basis of the rhythm of reception in the film.[li][li]
For
Benjamin, the modern regime of perceptual labor, where the eye is
constantly asked to process stimuli, equally manifests itself in work
and leisure. The eye is trained to keep pace with the rhythm of industrial
production at the factory and to navigate through the complex visual
semiosphere beyond the factory gates. It is appropriate to expect
that the computer age will follow the same logic, presenting the users
with similarly structured perceptual experiences at work and at home,
on a computer screen and outside of it. Indeed, as I already noted,
we now use the same interfaces for work and for leisure, the condition
exemplified most dramatically by Web browsers. Another example is
the use of the same interfaces in flight and military simulators,
in computer games modeled after these simulators, and in the actual
controls of planes and other vehicles (recall the popular perception
of Gulf War as "video game war.") But if Benjamin appears to regret
that the subjects of an industrial lost pre-modern freedom of perception,
now regimented by factory, modern city and film, we may instead think
of information density of our own workspaces as a new aesthetic challenge,
something to explore rather than to condemn. Similarly, we should
explore the aesthetic possibilities of all aspects of user's experience
with a computer, this key experience of modern life: dynamic windows
of GUI, multi-tasking, search engines, databases, navigable space,
and others.
Cinema as a Code
When
radically new cultural forms appropriate for the age of wireless telecommunication,
multitasking operating systems and information appliances will arrive,
what will they look like? How would we even know they are here? Would
future films look like a "data shower" from the movie "Matrix"?
Is the famous fountain at Xerox Park in which the strength of the
water stream reflects the behavior of the stock market, with stock
data arriving in real time over Internet, represents the future of
public sculpture?
We
don't yet know the answers to these questions. However, what artists
and critics can do is point out the radically new nature of new media
by staging - as opposed to hiding - its new properties. As my last
example, I will discuss Vuk Cosic's ASCII films, which effectively
stage one characteristic of computer-based moving images - their identity
as a computer code.[lii][lii]
It
is worthwhile to relate Cosic's films to both Zuse's "found footage
movies" from the 1930s, which I invoke in the beginning of this
book, and to the first all-digital feature length movie made sixty
years later - Lucas's Stars Wars: Episode 1, The Phantom Menace.[liii][liii] Zuse superimposes digital code over the film images.
Lucas follows the opposite logic: in his film, digital code "lies
under" his images. That is, given that most images in the film were
put together on computer workstations, during the post-production
process they were pure digital data. The frames were made up from
numbers rather than bodies, faces, and landscapes. The Phantom
Menace is, therefore, can be called the first feature-length commercial
abstract film: two hours worth of frames made up from matrix of numbers.
But this is hidden from the audience.
What Lucas hides, Cosic
reveals. His ASCII films "perform" the new status of media
as digital data. The ASCII code that results when an image is digitized
is displayed on the screen. The result is as satisfying poetically
as it is conceptually - for what we get is a double image: a recognizable
film image and an abstract code together. Both are visible at once.
Thus, rather than erasing the image in favor of the code as in Zuse's
film, or hiding the code from us as in Lucas's film, in ASCII films
the code and the image coexist.
Like
VinylVideo project by Gebhard Sengmüller which records TV programs
and films on old vinyl disks,[liv][liv] Cosic's ASCII initiative[lv][lv] is a systematic program of translating media content
from one obsolete format into another. These projects remind us that
since at least the 1960s the operation of media translation has
been at the core of our culture. Films transferred to video; video
transferred from one video format to another; video transferred to
digital data; digital data transferred from one format to another:
from floppy disks to Jaz drives, from CD-ROMs to DVDs; and so on,
indefinitely. The artists noticed this new logic of culture early
on: in the 1960s, Roy Lichtenstein and Andy Warhol already made media
translation the basis of their art. Sengmuller and Cosic understand
that the only way to deal with built-in media obsolescence of a modern
society is by ironically resurrecting dead media. Sengmuller translates
old TV programs into vinyl disks; Cosic translates old films into
ASCII images.[lvi][lvi]
Why
do I call ASCII images an obsolete media format? Before the printers
capable of outputting raster digital images became widely available
toward the end of the 1980s, it was commonplace to make printouts
of images on dot matrix printers by converting the images into ASCII
code. I was surprised that in 1999 I still was able to find the appropriate
program on my UNIX system. Called simply "toascii," the
command, according to the UNIX system manual page for the program,
"prints textual characters that represent the black and white
image used as input."
The
reference to early days of computing is not unique to Cosic but shared
by other net.artists. Jodi.org, the famous net.art project created
by the artistic team of Joan Heemskerk and Dirk Paesmans, often evokes
DOS commands and the characteristic green color of computer terminals
from the 1980s[lvii][lvii]; a Russian net.artist Alexei Shulgin has performed
music in the late 1990s using old 386PC.[lviii][lviii] But in the case of ASCII code, its use evokes
not only a peculiar episode in the history of computer culture but
a number of earlier forms of media and communication technologies
as well. ASCII is an abbreviation of American Standard Code for Information
Interchange. The code was originally developed for teleprinters and
was only later adopted for computers in the 1960s. A teleprinter was
a twentieth-century telegraph system that translated the input from
a typewriter keyboard into a series of coded electric impulses, which
were then transmitted over communications lines to a receiving system,
which decoded the pulses and printed the message onto a paper tape
or other medium. Teleprinters were introduced in the 1920s and were
widely used until the 1980s (Telex being the most popular system),
when they were gradually replaced by fax and computer networks.[lix][lix]
ASCII
code was itself an extension of an earlier code invented by Jean-Maurice-Emile
Baudot in 1874. In Baudot code, each letter of an alphabet is represented
by a five-unit combination of current-on or current-off signals of
equal duration. ASCII code extends Baudot code by using eight-unit
combinations (that is, eight "bits" or one "byte")
to represent 256 different symbols. Baudot code itself was an improvement
over the Morse code invented for early electric telegraph systems
in the 1830s. And so on.
The history of ASCII
code compresses a number of technological and conceptual developments
which lead to (but I am sure will not stop at) a modern digital computers:
cryptography, real-time communication, communication network technology,
coding systems. By juxtaposing ASCII code with the history of cinema,
Cosic accomplishes what can be called an artistic compression. That
is, along with staging the new status of moving images as a computer
code, he also "encodes" in these images many key issues of computer
culture and new media art.
As this book has argued, in computer age, cinema, along with other established cultural forms, indeed becomes precisely a code. It is now used to communicate all types of data and experiences; and its language is encoded in interfaces and defaults of software programs and hardware itself. Yet, while on the one hand new media strengthens existing cultural forms and languages, including the language of cinema, it simultaneously "opens" them up for redefinition. The elements of their interfaces become separated from the types of data they were traditionally connected to. Further, what was previously in the background, on the margins, comes into the center. For instance, animation comes to challenge live cinema; spatial montage comes to challenge temporal montage, database comes to challenge narrative; search engine comes to challenge encyclopedia; and, last but not least, online distribution of culture challenges traditional "off-line" formats. To use a metaphor from computer culture, new media turns all culture and cultural theory into "open source." This "opening up" of all cultural techniques, conventions, forms and concepts is ultimately the most positive cultural effect of computerization - the opportunity to see the world and the human being anew, in ways which were not available to A Man with a Movie Camera.