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WhatIs DigitalGinema?
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age of computer simulation and digital compositing, invoking this liveaction characteristicbecomescrucial in defrning the specificity oftwentiethcentury cinema, From the perspectiveofa future historian ofvisual culture.
the diferencesbetween classicalHollywood films, Europeanart films, and
avant-gardefilms (apart from abstractones)may appearto be lesssignificant
than this common feature: thev relied on lens-basedrecordings of reality.
, ll 2
, t *
I l3
most basic gesture is to open the shutter and to start the frlm rolling,
recording whatever happens to be in front of the lens. For Tarkovsky, an
abstractcinema was thus impossible.
But what happensto cinema'sindexical identitv if it is now possible to-ggEgje-lhqqgIgellliieqes
entlrelvinasqtrpuqrh!'usiIgl-P.!g-!qpr!e'r
scenesvr*rh'ltr3-trjlg-qf g
into,roo=sh-ing"
^rEdib,ility,,?-i!lto_y.gb:!-y.,e
rhar-has-p-erf-e-t-ph-,r-ographic
'
n9YglqlqqllY*flesdl
VirtualMarilyn,the digitalsynthespian.
of ScottBillups.
Courtesy
geug-gf.Eingnc.
This argument will be developed in three stages.I will first follow a
historical trajectoryfrom nineteenth-centrrytechniquesfor creatingmov-
modifi the basic record obtained by a film apparatus.And yet behind even
the most stylizedcinematicimageswe can discernthe bluntness,the sterility, the banality of early nineteenth-centuryphotographs-No matter how
ine different production contexts that alreadyusedigital moving imagesHollywood films, music videos,CD-ROM gamesand agsv/61ks-in edg1
to seeif and how this logic has begun to manifest itself.
of MovingPictures
A BriefArchaeology
cinematograph,moving picAs testifiedby its original names(kinetoscope,
from
its
birth,
tures), cinema was understood,
@
that finally succeededin creati
rl
FromAnimation
to Cinema
once the cinema was stabilized as a technologv, it cut all referencesto ics
origins in artifice. Everything rhat characrerizedmoving pictures beforethe
twentieth century-6hs manual construction of images, loop actions, the
discretenature of spaceand movement-was delegatedto cinema'sbastard
relative, its supplement, its shadow:animation. wentieth-century animation becamea depository for nineteenth-century moving-image techniques
left behind bv cinema.
r)+
j$egularlysampryp-Jhg
sparselyand
jgf:t-
jl!L-
Godut{t d.fi.ilto! qf
pli"g of -qrio" by u frl^ .
cinema as "truth 24 ftamesper second");and spaceconstructed from separate imaqe lavers.
In contrast, cinema works hard to eraseany tracesof its own production
process,including any indication that the images we seecould have been
consrructed rather than recorded. It denies that the reality it shows often
does not exist outside of the lm image, the image that was arrived at by
photographing an already impossible space,which itself was put together
through the use of models,mirrors, and matte paintings, and which was
then combinedwith other imagesthrough optical printing. It pretendsto
be a simple recording of an aheadyexisting reality-both to a viewer and
to itself.r2Cinema'spublic image stressedthe aura of reality "captured"
on film, thus implying that cinema was about photographing what existed
'never-was"' of special
before the camea,rather than about "creating the
effects.tr Rear projection and blue screen photography, matte paintings
and glass shots,mirrors and miniatures, push development, oPtical effects,
and orher techniques that allowed filmmakers to constfuct and alter the
moving images, and thus could reveal that cinema was not really different
from animation, wefe pushedto cinema'speriphery by its practitioners, historians,and critics.ta
T-oday,wit!.-th"cblfi-Lqd-rgiga*l-pd-ia'tr!--psrcigc-lizA-rechniques
move to the center.
WhatIs DigitalGinema?
visible sign of this shift is the new role that compurer-generatedspecial
effectshavecome to play in Hollywood industry in the last few years'Many
recent blockbusters have been driven by special effecrs; feeding on rheir
popularity. Hollywood has even created a new ninigenre- "fbg-Iguki"g
are created.
.of. . ." videos and books that revealhow specialeffects
To illustrate someof the possibilitiesof digital filmmaking, I will make
referenceto the use of specialeffects in a few recent, key Hollywood films'
Until recently, Hollywood studios were the only placesthat 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 iust Hollywood but
frlmmaking as a whole. As traditional film technology is universally being
replacedby digital technology,the logic of the frlmmaking processis being
redefined.\(hat I describebelow are the new principles of digital filmmaking that are equally valid for individual or collective film productiQns, regardlessof whether they areusing the most expensiveprofessionalhardware/
softwarepackagesor their consumerequivalents.
Consider,then, the following principles of digital filmmaking:
l. Rather than filming physical reality, it is now possibleto generatelmlike scenesdirectly in a computer with the help of 3D compurer animation.
Therefore, live-action foorageis displacedfiom its role as the only possible
materialfrom which the finishedfilm is constructed.
2. orce live-action footage is digitized (or directly recorded in a cligital
format), it loses its privileged indexical relationship to pro-filmic reality.
il.-i-ig-'-o.agtlctlusccl'
Th' lgrPgl",l,-d9:'
"o-:-*'l-lg"l'"I-b--ly9:l.h: p,b-gjger-p-I-l*i-,
9 3lJgere
*l i-*lg:--'i:i:-',+
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sequencesof images in time. Both simply involve "cut and paste.,'As this
basic corrrputer command exemplifies, modification of digital images (or
other digitized data) is not sensitiveto disrincrionsoftime and spaceor of
differencesofscale.Thus, reorderingsequencesof imagesin rime, compositing them together in space,modifring parts of an individual image, and
changing individual pixels become rhe same operarion, conceptually and
practically
J. Given the preceding principles, we can define digital film in rhis way:
digital film = live-actionmaterial* painting * imageprocessing* compositing
. * 2D computeranimation* 3D computeranimarion.
rearranging its images. From the analog en'. fot a scenein ZabriskiePoint
Q970), Michelangelo Antonioni, trying to achievea particulady saturated
coloE ordered a freld of gnss to be painted. From the digital era: to create
the launch sequeoce Apollt ti (Universal, 199); specialeffectsby Digital
Domain), the crew shot footageat the original location of the launch at Cape
Canaveral.The artists at Digital Domain scannedthe film and altered it
on computer workstations, removing recent buildings, adding grassto 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 that
was animated to match a 1SO-degreedolly movement of a camerafollowing a rising rocket.te
The last example brings us to yet another conceptualization of digital
insma-4s painting. In his book-length study of digital photography
Tilliam J. Mitchell focusesour attention on what he calls the inherent
mutability of a digital image:
characteristic
ofdigital informationis that it canbemanipulatedeasily
Theessential
and very rapidly by computer.It is simply a matterof substitutingnewdigits for
old. . . . Computationaltoolsfor transforming,combining,altering,andanalyzing
zimages
to the digital artist asbrushesandpigmentsto a painter.2n
areasessential
As Mitchell points out, this inherent mutability erasesthe difference bea photograph ald__e-p4lnnC.Sincea film is a seriesof photographs,
t_y,reen
it is appropriate to extend Mitchell s argument to digital film. \7ith an
-
t{L
as "Primitive"DigitalGinema
Multimedia
3D animation,compositing,mapping,paint retouching:in commercialcinema, these radical new techniquesare mostly used to solve technical problems while traditional cinematic languageis preservedunchanged.Frames
from Apollo73.
faunchsequence
Composited
Studios.
Publicityphotofrom Universal
j3
ing analysismade in the 1970s, depends upon narrarive form, the reality
effect, and cinemai architectural arrangemenrall working rogerher.2T
Toward the end of his essay,Metz wonderswherher in the future nonnarrative films may becomemore numerous; if rhis happens,he suggeststhat
cinema will no longer need to manufacrureits reality effect. Electronic and
digital media have aheady brought about this rransformation. Since the
1980s, new cinematic forms have emerged thar are not linear narratives,
puter did not perform its new role very well. First, CD-ROMs could not
hold anything close to the length of a standard theatrical film. Second,the
computer would not smoothly play a movie larger than the size of a stamp.
Finally, the movies had to be compressed,which degradedtheir visual appearaoce.Only in the caseo still imageswas the computer able to display
photographic-type detail at full screensize.
Becauseof these particular hardware limitations, the designersof CDROMs had to invent a differt kind of cinematic languagein which a targe
YT_!"9._g$q_fq:sr?EigfslLhq_r$b_e_lqqqqyiqgg.Probablynor
by accident,the qenre of music video came into exisrenceat exactlv the
-.
..
-1
.tT. *h." .I..tqoni
yi,9were ellellg =9-dit1g.studio1.
Importantly, just as music videos ofren incorporate narrativeswithin rhem,
but are not linear narrarivesfrom start to finish, so they rely on film (or
video) images,but changethem beyond rhe norms of traditional cinematic
realism.The manipulation of imagesthrough hand-painting and image processing,hidden in Hollywood cinema,is brought into the open on a televi-
cba'Tj1ilt'.:--l.I':g:lg',y ^4 dilgg!,ir"it
jg[ays,
graphic,
divorced when cine@qrat
---:..- -.-.-*.g9-3ggq 9q qgTlgryI$
The graphic also met the cinematic. The designersof CD-ROMs were
aesthetic
stratesy.
r!gSgl9._9f!g*Igd:f !:tFTl ilglg14gqryfor-e4plsing ntllelo*u!.new-possibilities-_oj-manipulatjn&phograshicimaermadc
possibleby eoolpu-@:!*t
slilr_rgjhe-lpes_beqwee-gghe_2_Daadrhe{D_.c1191t!ggf
qptry1tCpelsulc,pheraerapb!.Lrel-
rjlry$gUgg:_In
ing, but they had to adapt these techniques both to an interactive format
and of nineteenth-century moving image have merged in a {rgf.byb;:id
languagg.
'W'e
can trace the developmentof this languageby analyzing a few wellknown CD-ROM titles. The best-selling gameMyst (Broderbund, 1993)
unfolds its narrative strictly through still images, a practice that takes us
back to magic lantern shows(and to Chris Wtatker's!:algt_.28But in other
ways Myst relies on the techniques of twentieth-century cinema. For instance,the CD-ROM usessimulated cameraturns to switch from one image
ro the next. It also mploys the basic technique of film editing to subjectively speedup or slow down time. In the courseof the game, the user
movesaround a fictional island by clicking on a mouse.Eachclick advances
pushing traditional film or video images into something new, the designers
of CD-ROMs arrived at a new visual language unintenrionally, while at-
lEs-
finally6llstheentirecomputerscfeeo.Th'',.@
But this is only one reading. r7.e
no ronger think of the history of cinema
as a linear march roward only one possible language, or as a progression
toward more and more accurateverisimilitude. Rather, we havecome ro see
its history as a successionofdistinct and equally expressivelanguages,each
with its own aesrheticvariables,eachnew languageclosing off some of rhe
possibilities of the previous one-a cultural logic not dissimilar to Thomas
Kuhni analysis of scientific paradigms.2eSimilarly, instead of dismissing
visual strategiesofearly mulrimedia ritles asa result of technological limitations, we may want ro think of them as an alternative ro traditional cinematic illusionism, asa beginning of digital cinema'snew language.
For the computer/entertainment industry, thesesrrategiesrepresentonly
a temporary limitation, an annoying drawback that needsto be overcome.
This is one imporrant difference between rhe siruation at the end of rhe
nineteenrhand the end of the twentieth centuries:if cinema was developing
toward the still open horizon of many possibilities, the developmenrof
commercial multimedia, and of correspondingcompurer hardware(compression
boards,storageformats such as Digital video Disc), is driven bv a clearlv
defined goal: the exact duplication of cinemaric realism. So
de+qAqpgl{
an accident
TheLoop
A number of artists, however,haveapproachedthesesrrategiesnot aslimirations but as a sourceof new cinematicpossibiliries.s an example,I will
discussthe use of the loop in Jean-LouisBoissier'sFrorapetrinsutaris(L993)
and Natalie Bookchin's TlteDatabankof tbeEaeryday(1996).ro
As already mentioned, all nineteenth-cenruryprocinematic devices,up
to Edison'sKinetoscope, were basedon shorr loops. As ,,the sevenrh art"
began to marure, it banishedthe loop to the low-art realms of the ins*uctional film, the pornographic peepshow,and the animated carroon. In
contrast, narrarive cinema has avoided repetitions; like modern \(/esrern
fictional forms in general, it put forward a notion of human exisrence
as a
linear progressionthrough numerousunique evenrs.
cinema's birth from a loop form was reenactedat leasr once during its
history. In one of the sequencesof the revorutionary sovier monrage film,
/ 8t-
Man witlt a MoueCanaa (I929),DzlgaYertov shoqlsus a cameramanstanding in the back of a moving automobile. s he is being carried forward by
the automobile, he cranks the handle of his camera.A loop, a repetirion
createdby the circular movemenr of the handle, gives birth to a progression
ef svsnl5-4 ysry basicnarrative that is alsoquintessenriallymodern:.a cam-
shots of a moving train. Vertov even restagesthe terror that the Lumires'
film supposedly provoked in its audience; he positions his camera right
wind, the very index of rcaI, natural movement. Hence the obsessivecontemporary ascination,not just with movement, not just with scale,but also
along the train track so the rrain runs over our point of view a number of
times, crushing us again and again.
Early digital movies sharethe samelimitations of storageas nineteenthcentury procinematic devices.This is probably why rhe loop playback func-
ture's movemsnl-[ssrnss
tion was built into the QuickTime inrerface,thus giving it the sameweight
asthe VCR-style "play forward" function. So, in conrrastto films and video-
As digital mediareplaces
it is only logicalthat the com[ricJfilm andphotography,
linearnarrative.TheDatabankchampions
theloopasa newformofdigital storytell-
tfl
'!1
The computer program's loop makes its first "screenclebut" in one particularly effective image from The Databank of tbe Eueryday.The screenis
I.
divided into two frames,one showing a video loop of a woman shaving her
leg, the other a loop ofa compurer program in execution. Program statements repeating over and over mirror the woman's arm methodically
moving back and fonh. This image represenrsone of the first attempts in
computer art to apply a Brechtian strategy; rhat is, to show rhe mechanisms
by which the computer produces its illusions as a parr of the artwork.
Stripped of its usual inrerface,the computer turns our to be another version
of Ford's factory,with a loop as its conveyerbelt.
Like Boissier,Bookchin exploresalternativesro cinemaric montage,in
her casereplacing its traditional sequential mode with a spatial one. Ford's
assemblyline relied on rhe separarionof the production processinto a set
tnmbercier
Mademniselle
' :' "
,1?33
the repetitiveimage.
Flora petrnsulas:
andthe ZKM.
Boissier
Jean-Louis
The Databankof the Everyday:the loopas actionandas code.
of NatalieBookchin.
Courtesy
!L
to Kino'Brush
FromKino-Eye
Gonclusion:
a media
In the twentieth century, cinema has played two roles at once. s
dif6culty
The
reality'
visible
technology,its role was ro caprureand to store
gavecinema
of modifring imagesoncethey were recordedwas exactly what
of the 6lm
rigidity
The
its value as a document, assuring its authenticity.
is to
image has deflned the limirs of cinema as I defined it earlier-that
within
includes
it
say, rhe super-genreof live-action narrative. lthough
designitself a variety of styles-the result of the efforts of many directors,
resemblance'
family
a
strong
ers, and cinematographsl5-ths5s styles share
samThey are all children of the recording processthat useslenses,regular
machine
a
of
all
children
are
pling of time, and photographic media' They
vision.
Themutabilityofdigitaldataimpairsthevalueofcinemarecordingsas
cinedocuments of reality. In retrospect,we can seethat twentieth-century
rel
vis
recording
automarically
ma's regime of visual realism, the result of
visual
rcality,was only an exception, an isolated accident in the history of
the
involves'
again
now
representation, which has always involved, and
of
manual construction of images. Cinema becomesa particular branch
kino-brush'r3
a
but
painting-painting in time' No longer a kino-eye,
cinThe privileged role of the manual construction of images in digital
movingpre-cinematic
ema is one example of a Largertrend: the return of
of
images techniques. Marginalized by the twentieth-century institution
animation
of
realms
the
live-action narrative cinema that relegatedthem to
and special effects, these techniques reemerSeas the foundadon ofdigital
'w'hat
was supplemenral to cinema becomesits norm; what
filmmaking.
us the
was at its boundariescomesinto the center. Digital media return to
of the cinema.
repressed
A, th. examplesdiscussedin this essaysuggest,the directions that were
closed off at the turn of the century when cinema came to dominate
the modern moving-image culture, ate agait beginning to be explored'
is
Moving-image culture is being redefined once more; cinematic realism
option
being displaced from its dominant mode to become only one
among many.ta
l-t z
tion to occur in our century" (84). And ro move one srep farther back, I have to
thank my daughter Shoshana for having given me the Foster volume to read some
the following
years ago. lthough I had briefly touched upon collage and montage as an analogy
ic
Galaxy: TheMaking of TYPograPb
and
OralitY
Ong,
Ialter J.
uen, 1982).
that
prompted me to produce the rwo webs from which this es./ay derives. I7ithout
LettertO SamwlJohnTechnology,
Marshall Mcluhan, T heG uenbetg
to: UniversityofTorontoPress,1962);
The Tecbnologizixgof the lYorl (London: Meth-
\illiam
H. !7. Janson'
Janson(New York:
t.
David
developers of Storyspace,
6.
the opportunity
Lanestedt
to have
Shelley
tems, I
2.
's
above' Those by
Main St., W'atertown, M, as are othe webs discussed
(1995)' also
Marsh and JoshuaRappaport appear n Vriting at the Edge
Eastgate.
Is Digital Cinema?
and criticisms ofNatalie BookThis essayhas geatly benefrted from the suggestions
Chapter 9: Vhat
chin'PeterLuneneld,NormanKlein,andVivianSobchack.Ialsowouldliketo
on the connections between
acknowledge the pioneering work of Erkki Huhtamo
my own interest in this topic'
early cinema and digital media, which stimulated
baum, 1991); and Nicole Yankelovih, Norman Meyrowitz, and Andries van Dam,
'Reading
and $riting the E
Book," IEEE Comp*ter18 (Ocrober 1981):
Lr-30.
(December 199
Maebine, James M.
ic Press,1991);TheodorH. Nelson,
{.
Those interested in the
pill want to consult Bolter's
ference Harpold,
:ext," in Hypet'media and
Cambridge,M: MIT
I PhilsopbicalStady of
IyperlText/Tbnry,
)ress,1994);and Ri
be Artt (Chicago:
ocontemporary
1.
142-l4i'
202-2lo'
2...Super-genre',isatranslationoftheFtench'']r-genre.ChristianMetz,..The
Apparatas' Theresa
Fiction Film and Its Spectator: Metapsychological Study"'in
Hak Kyung Cha, ed. (New York: Tnam Press,1980): )7)409'
Notesto Pages
151-155
.,Cinema,asdefioedbyits.'super-genre''offictionallive-action6Im,belongsto
recordings ofreality as their
media arts, which, in contmst to traditional arts, rely on
"media arts," but Perhaps is more
basis. nother rerm rhar is not as popular as
seeJames Monaco' Hou to Read
term'
this
of
use
the
For
arts."
"recording
precise, is
1981)' p' 7'
Press,
University
(New
Oxford
York:
a Flm, rev.ed.
155-174
Notesto Pages
4.
Chatles{usser,TbeEmergence
of Cinana:TheAmericanScreen
to 1907 (Berkeley:
Universicyof CaliforniaPress,1990),pp.49-)0.
,.
I b i d . ,p . 2 ) .
6. C. !. Ceram,Archeology
of tbeCinema(New York: Harcourt, Brace& Iodd,
1965),pp.444J.
7.
Robinson,FromPeep
Shouto Palace,p. 12.
Notesto Pages
176-178
Notesto Pages178-180
18. Here is another,evenmoreradicaldefinition:digiral film = f(x,y,t).This de6nition would begreetedwith joy by the proponentsofabstractanimation.Sincethe
computer breaksdown everyframe into pixels, a complete6lm can be deGnedasa
fi:nctionthat, giventhe horizontal,vertical,and time locationofeachpixel,returns
its color.This is actuallyhow a computer representsa 6lm, a representationthat has
a surprising affinity with certain well-known practicesin the avant-gardevision of
cinema! For a computer, a lm is an abstract rrangementof colors and sounds
changingin time, ratherthansomethingstructuedby "shots,""narrative,""actors,"
and soon.
Voily'v.
19. SeeBarbaraRobertson,"Digital Magic:Apollo l)," ConputerGralbct
18,no.8 (Augustl)95):2;0.
20. Villiam J. Mitchell, Tbe ReconfgurdEye:Visual Trath in tbePost-photograpbic
Era(Cambdge,MA: MIT Press,1992),p. 7.
21. The full advantage
of mappingtime into 2D space,alreadypresentin Edison's
first cinema apparatus,is now realized:one can modifr eventsin time by literally
painting on a sequence
offrames,treatingthem asa singleimage.
combine a number of 6lm images within one frame (for instance, in r*ger's L924
Balht Mitbaniqre or in Vertov's 1929 A Man uith a Mwie Camaa) also become
legitimized by technology, since all editing software, including photoshop, pre-
miere, Ater Effects, Flame, and cineon, by default assumesthat a digitat image
consists of a number of separate image layers. ll in all, what used to be exceptions
for traditional cinema became the normal, intended techniques of digital 6lmmak-
1995.
24. The readerwho followedmy analysisof the new possibilitiesof digital cinema
the parallelsbetweendigital cinemaand the premay wonderwhy I havestressed
cinematicrechniquesof the nineteenthcentury but did not mention twentiethcentury avant-gatde6lmmaking. Did not the avant-garde6lmmakersexplotemany
ofthesenewpossibilities?
To takethe notion ofcinemaaspainting,Len Lye,oneof
the pioneersofabstractanimation,waspaintingdirectlyon frlm asearlyas1915;he
was followed by Norman Mclaren and Stan Brackage, the latter extensively
For the experiments in painting on film by Lye, Mclaren, and Brackage, see
Robert Russett and cecile starc, Expdmental Aninurion (New york: van Nostrand
Reinhold, 1976), pp. 6t-71, tt7-t28;
and p. Adams SitneS Visionary Filn, 2nd
ed. (Oxford: Oxford Universiry Press),pp. 130, 136-227.
25. Paula Parisi reported: " decade ago, only an intrepid few, led by George Lucas'sIndustrial Light and Magic, were doing high-quality digital work. Now computer imaging is consideredan indispensableproduction rool for all films, from the
smallest drama to the largesr visual extravaganza." parisi, ,,The Neq, Hollvwood
Silicon Stars,"p. 144.
26. Thereore, one way in which the fantastic is justified in contemporary Hollywood cinema is through the.introduction of var.iousnonhuman characterssuch as
aliens, mutants, and robots. \7e never notice the pure arbitrariness oftheir colorful
images.
and mutating bodies, the beamsof energy emanating from their eyes,the whirlpools
Notesto Pages180-183
Notesto Page1 8 3
Eil
ofpatticles spinning from theit wings, becausethey are madeperceptuallyconsistent with the set,that is, they look like somerhingthat could haveexistedin a threedimensionalspaceand thereforecould havebeenphotographed.
27. Metz, "The Fiction Film and Its Spectator."
28. This twenty-eight-minute 6lm, madein 1962, is composedof still framesnarrativized in time, with one very brief live-action sequence.For documentarion,see
Chris Market, I^aJetz: Cn-roman(New York: Zone Books, 1992).
29. ThomasS. Kuhn,Tbe Strxctttre
ofSciextifuRewlations,2nd ed.(Chicago:University ofChicagoPress,1970).
30. Florapetrinstlarjr is included in the compilation CD-ROM, ftintac, 1 (K^ilsrune, Germany:ZKMlCenter for Art and Media, 1994).
31. StevenNeile, Cinemaand Tubnolop (Bloomington: Indiana University Press,
1981),p.)2.
artist'sstatement(1996), pub32. Natalie Bookchin, TheDatabankof theEaeryday,
lished by the author. Although I was the videographeron this project, I feet that
Bookchin'spiece is so fully esonantwith the aguments I make here that I am
willing to acceptthe risk of commentingon it at length.
33. It wasDziga Vertovwho coinedthe term "kino-eye"in the lp20s to describe
the cinematicapparatus'sability "to recordand organizethe individual characteristics of life's phenomenainto a whole, an essence,a conclusion."For Vertov, it was
the presentationof 6lm "facts," basedas they were on materialist evidence,rhat
defined the very nature of the cinema. SeeKno-Eye:Tbe'Vrtng of Dziga Vertn,
nnette Michelson,ed., Kevin O'Brien, trans.(Berkeley:Universityof California
Press,1984).The quotationis from "rtistic DramaandKino-Eye"(originallypubr
lishedin 1924),p.47.
34. This is the third in a series of essayson digital cinema. See "Cinema and Digital
Media," in Pa:pektiaen der MedienznstlPerspatiaa of Mdia
Hans Peter Schwarz, eds. (Cantz Verlag Ostfildern,1996);
Vorld. Ars Elutmnica 95, by Ka Gebel and Peter W'eibel, eds. (Venna:
Springler-Verlag,
Huhtamo,
"Encapsulated
Bodies in Motion: Simulators and the Quest for Total Immersion," in Critical lssues
in Ehctronc Media, Simon Penny, ed. (Albany: STINY Press, 1991), pp. lt9-186.
Notesto Pages183-192