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.














