PUBLISHED IN:
	PERSPECTIVES OF MEDIA ART, 
    JEFFREY SHAW AND HANS PETER SCHWARZ (eds). Cantz Verlag 
    Ostfildern, Germany, 1996.
---------------------------------------
Lev Manovich

Cinema and Digital Media



1. Cinema Gives Birth to a Computer
	
Let us reverse a well-known wisdom: that a modern digital computer is 
a typical war time technology developed for the purposes of calculation 
and real-time control and that its current use to create moving images is 
a rather specialized and recent application. Not only were computers 
used to create moving images within a few years of their "birth" but, in 
fact, the modern digital computer was born from cinema.   
	What is cinema? If we believe the word itself (cinematograph 
means "writing  movement"), its essence is recording and storing 
visible data in a material form. A film camera records data on film; a 
film projector reads it off. This cinematic apparatus is similar to a 
computer in one key respect: a computer is controlled by a program 
stored externally in some medium. Therefore, it is not acidental that a 
diagram of the Universal Turing Machine looks suspiciously like a film 
projector. In fact, the development of a suitable storage medium and a 
method for coding data represent important parts of both cinema and 
computer pre-histories. As we know, the former eventually settled on 
discrete images recorded on a strip of celluloid; the latter -- which 
needed much greater speed of access as well as the ability to quickly read 
and write data -- on storing it electronically in a binary code.     
	So why was the digital computer born from cinema? 

1.1.  Jacquard Loom
	Around 1800 J.M. Jacquard invented a loom which was 
automatically controlled by punched paper cards. The loom was used to 
weave intricate figurative images, including Jacquard's portrait. This 
specialized graphics computer inspired Charles Babbage in his work on 
the Analytical Engine, a general computer for numerical calculations. 
As Ada Augusta, the daughter of Lord Byron and the first computer 
programer, put it, "the Analytical Engine weaves algebraical patterns 
just as the Jacquard loom weaves flowers and leaves." [1]	
	Thus, a programmed machine was already synthesizing images 
even before it was put to process numbers. 

2.1. Zuse's Film
	Even more interesting is the case of Konrad Zuse. Starting in 1936 
and continuing into the Second World War, Zuse had been building a 
computer in the living room of his parents' apartment in Berlin. Zuse's 
computer pioneered some of the basic ideas of computing: binary 
arithmetic, floating decimal point and program control by punched 
tape. For the tape, he used discarded 35 mm movie film. [2] 
	 One of these surviving pieces of film shows the abstract program 
codes punched over the original frames of some interior shot. The 
iconic code of cinema is discarded in favor of the more efficient binary 
one. In a technological remake of the Oedipal complex, a son murders 
his father. But the story has a new twist -- a happy one. Zuse's film with 
its strange superimposition of the binary over iconic anticipates the 
process which gets underway half a century later: the convergence of all 
media, including film, to digital code. Cinema and computer -- the 
Jacquard loom and the Analytical Engine -- merge into one.    

2.2. Digital Media  
 	This story can summarized as follows. A modern digital 
computer is developed to perform calculations on numerical data more 
efficiently; it takes over from numerous mechanical tabulators and 
calculators already widely employed by companies and governments 
since the turn of the century.  In parallel, we witness the rise of modern 
media which allow the storage of images, image sequences, sounds and 
text in different material forms: a photographic plate, a film stock, a 
gramophone record, etc. The synthesis of these two histories? The 
translation, which is taking place today, of all existing media into 
numerical data accessible for the computers. The result: digital media -- 
graphics, moving images, sounds, shapes, spaces and text which become 
computable, i.e. simply another set of computer data. 
	If before a computer would read in a row of numbers outputting 
a statistical result or a gun trajectory, now it can read in pixel values, 
blurring the image, adjusting its contrast or checking whether it 
contains an outline of a gun. The iconic -- Barthes's famous "message 
without a code" -- finally became securely codified. (It is interesting that 
image processing and semiotic analysis of iconic signs both develop at 
the same time -- the second half of the 1950s.) And while the numeric 
coding of an image did not, of course, fulfill the semiotic desire to 
divide an image into units of meaning, it did come just at the right time 
for the enormous economic, ideological and military interests already 
dependent on the instrumental use of the visible and therefore looking 
for a more efficient way for it to be recorded, stored, manipulated, 
reproduced, transmited and displayed. The society of the Spectacle was 
destined to embrace digital media.
	

2. Cinema Prepares Digital Media

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 
ÒdigitalÓ 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. 
    
2.2. Random Access
	Another key quality of digital media is random access. For 
instance, once a film is digitized and loaded in the computer memory, 
any frame can be accessed equally fast. Therefore, if film samples time 
but still preserves its linear ordering (subsequent moments of time 
become subsequent frames), digital media abandons this "human-
centered" representation altogether in order to put time fully under our 
control. Time is mapped onto two-dimensional space, where it can be 
managed, analyzed and manipulated more easily.   
	Such mapping was already widely used in nineteenth-century 
cinema machines. The Phenakisticope, the Zootrope, the 
Zoopraxiscope, the Tachyscope, and Marey's photographic gun were all 
based on placing a number of slightly different images around the 
perimeter of a circle. Even more striking is the case of Thomas Edison's 
first cinema apparatus. In 1887 Edison and his assistant, William 
Dickson, began experiments to adopt the already proven technology of a 
phonograph record for recording and displaying of motion pictures. 
Using a special picture-recording camera, tiny pinpoint-size 
photographs were placed in spirals on a cylindrical cell similar in size to 
the phonography cylinder. A cylinder was to hold 42,000 images, each so 
small (1/32 inch wide) that a viewer would have to look at them 
through a microscope. [4] The storage capacity of this medium was 
twenty-eight minutes -- twenty-eight minutes of continuous time taken 
apart, flattened on a surface and mapped into a two-dimensional grid. 
In short, time was prepared to be recreated, manipulated and reordered. 


3. Simulation

It won't be difficult to show how cinema has been preparing other 
concepts associated with digital media, but, given the limitations of 
space, I want to focus on the most important one: simulation. 
	Digital media makes commonplace the simulation of non-
existent realistic worlds. Examples include military simulators, Virtual 
Reality, computer games, television ("virtual sets" technology), and, of 
course, special effects of Hollywood films such as "Terminator 2," 
"Jurassic Park" and "Caspar." These latter films seem to demonstrate 
that, given enough time and money, almost anything can be simulated. 
Yet, they also exemplify the triviality of what at first may appear to be an 
outstanding technical achievement -- the ability to fake visual reality. 
For what is faked, of course, is not reality but photographic reality, 
reality as seen by the camera lens. In other words, what digital 
simulation has (almost) achieved is not realism, but only photorealism 
-- the ability to fake not our perceptual and bodily experience of reality 
but only its film image. This image exists outside of our consciousness, 
on a screen -- a window of limited size which presents a still imprint of 
a small part of outer reality, filtered through the lens with its limited 
depth of field, filtered through film's grain and its limited tonal range. 
It is only this film-based image which digital technology has learned to 
simulate. And the reason we think that this technology has succeeded 
in faking reality is that cinema, over the course of the last hundred 
years, has taught us to accept its particular representational form as 
reality. 
	What is faked is only a cinematic image. Once we came to accept a 
moving photograph as reality, the way to its future simulation was 
open. Conceptually, digitally simulated worlds already appeared with 
the first films of the Lumieres and Georges Melies in the 1890s. It is they 
who invented digital simulation. 
	It is hundred years later and the simulation techniques are fully 
perfected. And it is becoming clear that it is ultimately more 
advantageous to simulate the world than to film it directly. A simulated 
image can represent non-existent reality, it can be endlessly modified, it 
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

1. Charles Eames, A COMPUTER PERSPECTIVE: BACKGROUND TO 
THE COMPUTER AGE (Cambridge, Mass.: Harvard University Press, 
1990), 18.

2. Eames, 120.

3. Albert Abramson, ELECTRONIC MOTION PICTURES. A HISTORY 
OF TELEVISION CAMERA (Berkeley: University of California Press, 
1955), 15-24.

4. Charles Musser, THE EMERGENCE OF CINEMA: THE AMERICAN 
SCREEN TO 1907 (Berkeley: University of California Press, 1994), 65.