Cinema and Digital Media
Cinema and Digital Media
Cinema and Digital Media
Lev Manovich
PUBLISHED IN:
PERSPECTIVES OF MEDIA ART, JEFFREY SHAW AND HANS PETER SCHWARZ
(eds). Cantz Verlag, Ostfildern, Germany, 1996.
Cinema not only plays a special role in the history of the computer.
Since the late nineteenth century, cinema was also preparing us for
digital media in a more direct way. It worked to make familiar such
digital concepts as sampling, random access, or a database -- in order
to allow us to swallow the digital revolution as painlessly as possible.
Gradually, cinema taught us to accept the manipulation of time and
space, the arbitrary coding of the visible, the mechanization of vision,
and the reduction of reality to a moving image as a given. As a result,
today the conceptual shock of the digital revolution is not experienced
as a real shock -- because we were ready for it for a long time.
2.1. Sampling
Any digital representation consists from a limited number of
samples, a fact which is usually illustrated by a grid of pixels -- a
sampling of two-dimensional space. Cinema prepares us for digital
media because it is already based on sampling -- the sampling of time.
Cinema samples time twenty four times per second. All that remains is
to take this already discrete representation and to quantify it. But this is
simply a mechanical step; what cinema accomplished is a much more
difficult conceptual break from the continuous to the discrete.
Cinema is not the only media technology which, emerging
towards the end of the nineteenth century, is dependent on a discrete
representation. If cinema samples time, fax transmission of images,
starting in 1907, samples two-dimensional space; even earlier, first
television experiments (Carey, 1875; Nipkow, 1884) already involve
sampling of both. [3] However, reaching mass popularity much earlier
than these other technologies, cinema is the first to make the principle
of a discreet representation of the iconic public knowledge.
3. Simulation
is more manageable, and so on. Because of this our society will try to
use digital simulations whenever possible.
Cinema, which was the key method to represent the world
throughout the twentieth century, is destined to be replaced by digital
media: the numeric, the computable, the simulated. This was the
historical role played by cinema: to prepare us to live comfortably in the
world of two-dimensional moving simulations. Having played this role
well, cinema exits the stage. Enters the computer.
NOTES
2. Eames, 120.