PUBLISHED IN: 
	Kunstforum International. Germany,1995; 
	NewMediaTopia. Moscow, Soros Center for the Contemporary Art, 1995.
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Lev Manovich
An Archeology of a Computer Screen




1. A Screen

Contemporary human-computer interfaces appear to offer 
radical new possibilities for art and communication.[1] 
Virtual reality (VR) allows us to travel through non-
existent three-dimensional spaces. A computer monitor 
connected to a network becomes a window through which we 
can be present in a place thousands of miles away. 
Finally, with the help of a mouse or a video camera, a 
computer is transformed into an intelligent being 
capable of engaging us in a dialogue. 
	VR, interactivity and telepresence are made 
possible by the recent technology of a digital computer. 
However, they are made real by a much, much older 
technology -- the screen. It is by looking at a screen 
-- a flat, rectangular surface positioned at some 
distance from the eyes -- that the user experiences the 
illusion of navigating through virtual spaces, of being 
physically present somewhere else or of being hailed by 
the computer itself. If computers have become a common 
presence in our culture only in the last decade, the 
screen, on the other hand, has been used to present 
visual information for centuries -- from Renaissance 
painting to twentieth-century cinema.
	Today, coupled with a computer, the screen is 
rapidly becoming the main means of accessing any kind of 
information, be it still images, moving images or text. 
We are already using it to read the daily newspaper, to 
watch movies, to communicate with coworkers, relatives 
and friends, and, most importantly, to work (the screens 
of airline agents, data entry clerks, secretaries, 
engineers, doctors, pilots, etc.; the screens of ATM 
machines, supermarket checkouts, automobile control 
panels, and, of course, the screens of computers.) We 
may debate whether our society is a society of spectacle 
or of simulation, but, undoubtedly, it is the society of 
a screen. What are the different stages of the screen's 
history? What are the relationships between the physical 
space where the viewer is located, his/her body, and the 
screen space? What are the ways in which computer 
displays both continue and challenge the tradition of a 
screen? 


2. A Screen's Genealogy

Let us start with the definition of a screen. 
	Visual culture of the modern period, from painting 
to cinema, is characterized by an intriguing phenomenon: 
the existence of another virtual space, another three-
dimensional world enclosed by a frame and situated 
inside our normal space. The frame separates two 
absolutely different spaces that somehow coexist. This 
phenomenon is what defines the screen in the most 
general sense, or, as I will call it, the "classical 
screen."
	What are the properties of a classical screen? It 
is a flat, rectangular surface. It is intended for 
frontal viewing (as opposed to, for instance, a 
panorama). It exists in our normal space, the space of 
our body, and acts as a window into another space. This 
other space, the space of representation, typically has 
a different scale from the scale of our normal space. 
	Defined in this way, a screen describes equally 
well a Renaissance painting (recall Alberti) and a 
modern computer display. Even proportions have not 
changed in five centuries, they are similar for a 
typical fifteenth century painting, a film screen and a 
computer screen. (In this respect it is not accidental 
that the very names of the two main formats of computer 
displays point to two genres of painting: a horizontal 
format is referred to as "landscape mode" while the 
vertical format is referred to as "portrait mode.") 

* * *

A hundred years ago a new type of screen became popular, 
which I will call the "dynamic screen." This new type 
retains all the properties of a classical screen while 
adding something new: it can display an image changing 
over time. This is the screen of cinema, television, 
video. 
	The dynamic screen also brings with it a certain 
relationship between the image and the spectator -- a 
certain viewing regime, so to speak. This relationship 
is already implicit in the classical screen but now it 
fully surfaces. A screen's image strives for complete 
illusion and visual plenitude while the viewer is asked 
to suspend disbelief and to identify with the image. 
Although the screen in reality is only a window of 
limited dimensions positioned inside the physical space 
of the viewer, the latter is supposed to completely 
concentrate on what is seen in this window, focusing 
attention on the representation and disregarding the 
physical space outside. This viewing regime is made 
possible by the fact that, be it a painting, movie 
screen or television screen, the singular image 
completely fills the screen. This is why we are so 
annoyed in a movie theater when the projected image does 
not precisely coincide with the screen's boundaries: it 
disrupts the illusion, making us conscious of what 
exists outside the representation.[2] 
	Rather than being a neutral medium of presenting 
information, the screen is aggressive. It functions to 
filter, to screen out, to take over, rendering non-
existent whatever is outside its frame. And although, of 
course, the degree of this filtering varies between 
cinema viewing (where the viewer is asked to completely 
merge with the screen's space) and television viewing 
(where the screen is smaller, lights are on, 
conversation between viewers is allowed, and the act of 
viewing is often integrated with other daily 
activities), overall, this viewing regime remains stable 
-- until recently. 
	This stability has been challenged by the arrival 
of the computer screen. On the one hand, rather than 
showing a single image, a computer screen typically 
displays a number of coexisting windows. (Indeed, the 
coexistence of a number of overlapping windows has 
become a fundamental principle of modern computer 
interface since the introduction of the first Macintosh 
computer in 1984.) No single window completely dominates 
the viewer's attention. In this sense the possibility of 
simultaneously observing a few images which coexist 
within one screen can be compared with the phenomenon of 
zapping -- the quick switching of television channels 
that allows the viewer to follow more than program.[3] In 
both instances, the viewer no longer concentrates on a 
single image. (Some television sets now enable a second 
channel to be watched within a smaller window positioned 
in a corner of the main screen. Perhaps future TV sets 
will adopt the window metaphor of a computer.) A window 
interface has more to do with modern graphic design, 
which treats a page as a collection of different but 
equally important blocks of data (text, images, graphic 
elements), than with cinema.
	On the other hand, with VR, the screen disappears 
altogether. VR typically uses a head-mounted display 
whose images completely fill viewer's visual field. No 
longer is the viewer looking forward at a rectangular, 
flat surface located at a certain distance and which 
acts as a window into another space. Now s/he is fully 
situated within this other space. Or, more precisely, we 
can say that the two spaces, the real, physical space 
and the virtual simulated space, coincide. The virtual 
space, previously confined to a painting or a movie 
screen, now completely encompasses the real space. 
Frontality, rectangular surface, difference in scale are 
all gone. The screen has vanished.
	Both situations (window interface and VR) disrupt 
the viewing regime which characterizes the historical 
period of the dynamic screen. This regime, based on the 
identification of the viewer with a screen image, 
reaches its culmination in the cinema which goes to the 
extreme to enable this identification (the bigness of 
the screen, the darkness of the surrounding space) while 
still relying on a screen (a rectangular flat surface).  
	Thus, as we celebrate a hundred years of cinema 
(the first paid public  presentation of a film took 
place in December of 1895), we should also celebrate -- 
and mourn -- the era of the dynamic screen which began 
with cinema and is ending now. And it is this 
disappearance of the screen -- its splitting into many 
windows in window interface, its complete take over of 
the visual field in VR -- that allows us today to 
recognize it as a cultural category and begin to trace 
its history.
   
* * *

The origins of the cinema's screen are well known. We 
can trace its emergence to the popular spectacles and 
entertainment of the eighteenth and nineteenth 
centuries: magic lantern shows, phantasmagoria, 
eidophusikon, panorama, diorama, zoopraxiscope shows, 
and so on. The public was ready for cinema and when it 
finally appeared it was a huge public event. Not by 
accident the "invention" of cinema was claimed by at 
least a dozen of individuals from a half-dozen 
countries.[4] 
	The origin of the computer screen is a different 
story. It appears in the middle of this century but it 
does not become a public presence until much later; and 
its history has not yet been written. Both of these 
facts are related to the context in which it emerged: as 
with all the other elements of modern human-computer 
interface, the computer screen was developed by the 
military. Its history has to do not with public 
entertainment but with military surveillance. 
	The history of modern surveillance technologies 
begins at least with photography. From the advent of 
photography there existed an interest in using it for 
aerial surveillance. Flix Tournachon Nadar, one of the 
most eminent photographers of the nineteenth century, 
succeeded in exposing a photographic plate at 262 feet 
over Bivre, France in 1858. He was soon approached by 
the French Army to attempt photo reconnaissance but 
rejected the offer. In 1882, unmanned photo balloons 
were already in the air; a little later, they were 
joined by photo rockets both in France and in Germany. 
The only innovation of World War I was to combine aerial 
cameras with a superior flying platform -- the 
airplane.[5]
	Radar became the next major surveillance 
technology. Massively employed in World War II, it 
provided important advantages over photography. 
Previously, military commanders had to wait until the 
pilots returned from surveillance missions and the film 
was developed. The inevitable delay between the time of 
the surveillance and the delivery of the finished image 
limited its usefulness because by the time the 
photograph was produced, enemy positions could have 
changed. However, with radar, as imaging became 
instantaneous, this delay was eliminated. The 
effectiveness of radar had to do with a new means of 
displaying an image -- a new type of screen. 
	Consider the imaging technologies of photography 
and film. The photographic image is a permanent imprint 
corresponding to a single referent (whatever was in 
front of the lens when the photograph was taken) and to 
a limited time of observation (the time of exposure). 
Film is based on the same principle. A film sequence, 
composed of a number of still images, represents the sum 
of referents and the sum of exposure times of these 
individual images. In either case, the image is fixed 
once and for all. Therefore the screen can only show 
past events. 
	With radar, we see for the first time the mass 
employment (television is founded on the same principle 
but its mass employment comes later) of a fundamentally 
new type of screen, the screen which gradually comes to 
dominate modern visual culture -- video monitor, 
computer screen, instrument display. What is new about 
such a screen is that its image can change in real time, 
reflecting changes in the referent, be it the position 
of an object in space (radar), any alteration in visible 
reality (live video) or changing data in the computer's 
memory (computer screen). The image can be continually 
updated in real time. This is the third (after classic 
and dynamic) type of a screen -- the screen of real 
time.
	The radar screen changes, tracking the referent. 
But while it appears that the element of time delay, 
always present in the technologies of military 
surveillance, is eliminated, in fact, time enters the 
real-time screen in a new way. In older, photographic 
technologies, all parts of an image are exposed 
simultaneously. Whereas now the image is produced 
through sequential scanning: circular in the case of 
radar, horizontal in the case of television. Therefore, 
the different parts of the image correspond to different 
moments in time. In this respect, a radar image is more 
similar to an audio record since consecutive moments in 
time become circular tracks on a surface.[6] 
	What this means is that the image, in a traditional 
sense, no longer exists! And it is only by habit that we 
still refer to what we see on the real-time screen as 
"images." It is only because the scanning is fast enough 
and because, sometimes, the referent remains static, 
that we see what looks like a static image. Yet, such an 
image is no longer the norm, but the exception of a more 
general, new kind of representation for which we don't 
have a term yet.

* * *

The principles and technology of radar were worked out 
independently by scientists in the United States, 
England, France and Germany during the 1930s. But, after 
the beginning of the War only the U.S. had the necessary 
resources to continue radar development. In 1940, at 
MIT, a team of scientists was gathered to work in the 
Radiation Laboratory or the "Rad Lab," as it came to be 
called. The purpose of the lab was radar research and 
production. By 1943, the "Rad Lab" occupied 115 acres of 
floor space; it had the largest telephone switchboard in 
Cambridge and employed 4,000 people.[7] 
	Next to photography, radar provided a superior way 
to gather information about enemy locations. In fact, it 
provided too much information, more information than one 
person could deal with. Historical footage from the 
early days of the war shows a central command room with 
a large, table-size map of Britain.[8] Small pieces of 
cardboard in the form of planes are positioned on the 
map to show the locations of actual German bombers. A 
few senior officers scrutinize the map. Meanwhile, women 
in army uniforms constantly change the location of the 
cardboard pieces by moving them with long sticks as 
information is transmitted from dozens of radar 
stations.[9]
	Was there a more effective way to process and 
display information gathered by radar? The computer 
screen, as well as all of the other key principles and 
technologies of modern human-computer interface -- 
interactive control, algorithms for 3-D wireframe 
graphics, bit-mapped graphics -- were developed as a way 
of solving this problem. 
	The research again took place at MIT. The Radiation 
Laboratory was dismantled after the end of the War, but 
soon the Air Force created another secret laboratory in 
its place -- Lincoln Laboratory. The purpose of Lincoln 
Laboratory was to work on human factors and new display 
technologies for SAGE -- "Semi-Automatic Ground 
Environment," a command center to control the U.S. air 
defenses established in the mid-1950s.[10]  Paul Edwards 
writes that SAGE's job "was to link together radar 
installations around the USA's perimeter, analyze and 
interpret their signals, and direct manned interceptor 
jets toward the incoming bee. It was to be a total 
system, one whose 'human components' were fully 
integrated into the mechanized circuit of detection, 
decision and response."[11]
	Why was SAGE created and why did it require a 
computer screen? In the 1950s the American military 
thought that when the Soviet Union attacked the U.S., it 
would send a large number of bombers simultaneously. 
Therefore, it seemed necessary to create a center which 
could receive information from all U.S. radar stations, 
track the large number of enemy bombers and coordinate 
the counterattack. A computer screen and the other 
components of the modern human-computer interface owe 
their existence to this particular military doctrine.
	The earlier version of the center was called the 
Cape Cod network since it received information from the 
radars situated along the coast of New England.  The 
center was operating right out of the Barta Building 
situated on the MIT campus.
	Each of 82 Air Force officers monitored his own 
computer display which showed the outlines of the New 
England Coast and the locations of key radars. Whenever 
an officer noticed a dot indicating a moving plane, he 
would tell the computer to follow the plane. To do this 
the officer simply had to touch the dot with the special 
"light pen."[12] 
	Thus, the SAGE system contained all of the main 
elements of the modern human-computer interface. The 
light pen, designed in 1949, can be considered a 
precursor of the contemporary mouse. More importantly, 
at SAGE the screen came to be used not only to display 
information in real time (as in radar and television) 
but also to give commands to the computer. Rather than 
acting solely as a means to display an image of reality, 
the screen became the vehicle for directly affecting 
reality. 
	Using the technology developed for SAGE,  Lincoln 
researchers created a number of computer graphics 
programs that relied on the screen as a means to input 
and output information from a computer. They included 
programs to display brain waves (1957), simulate planet 
and gravitational activity (1960), as well as to create 
2-D drawings (1958).[13] The single most well known of 
these became a program called Sketchpad. Designed in 
1962 by Ivan Sutherland, a graduate student supervised 
by Claude Shannon, it widely publicized the idea of 
interactive computer graphics. With Sketchpad, a human 
operator could create graphics directly on computer 
screen by touching the screen with a light pen. 
Sketchpad exemplified a new paradigm of interacting with 
computers: by changing something on the screen, the 
operator changed something in the computer's memory. The 
real-time screen became interactive.

* * *

This, in short, is the history of the birth of the 
computer screen.[14] But even before a computer screen 
became widely used, a new paradigm emerged -- the 
simulation of an interactive three-dimensional 
environment without a screen. In 1966, Ivan Sutherland 
and his colleagues began research on the prototype of 
VR. The work was cosponsored by ARPA (Advanced Research 
Projects Agency) and the Office of Naval Research.[15] 
	"The fundamental idea behind the three-dimensional 
display is to present the user with a perspective image 
which changes as he moves," wrote Sutherland in 1968.[16] 
The computer tracked the position of the viewer's head 
and adjusted the perspective of the computer graphic 
image accordingly. The display itself consisted of two 
six-inch-long monitors which were mounted next to the 
temples. They projected an image which appeared 
superimposed over viewer's field of vision.    
	The screen disappeared. It completely took over the 
visual field.  

	
3. The Screen and the Body

I have presented one possible genealogy of the modern 
computer screen. In my genealogy, the computer screen 
represents an interactive type, a subtype of the real-
time type, which is a subtype of the dynamic type, which 
is a subtype of the classical type. 
	My discussion of these types relied on two ideas. 
First, the idea of temporality: the classical screen 
displays a static, permanent image; the dynamic screen 
displays a moving image of the past and finally, the 
real-time screen shows the present. Second, the 
relationship between the space of the viewer and the 
space of the representation (I defined the screen as a 
window into the space of representation which itself 
exists in our normal space).
	Let us now look at the screen's history from 
another angle -- the relationship between the screen and 
the body of the viewer. 
 
* * *	

This is how Roland Barthes described the screen in 
"Diderot, Brecht, Eisenstein," written in 1973:

Representation is not defined directly by 
imitation: even if one gets rid of notions of the 
"real," of the "vraisemblable," of the "copy," 
there  will still be representation for as long as 
a subject (author, reader, spectator or voyeur) 
casts his gaze towards a horizon on which he cuts 
out a base of a triangle, his eye (or his mind) 
forming the apex. The "Organon of Representation" 
(which is today becoming possible to write because 
there are intimations of something else) will have 
as its dual foundation the sovereignty of the act 
of cutting out [dcoupage] and the unity of the 
subject of action... The scene, the picture, the 
shot, the cut-out rectangle, here we have the very 
condition that allows us to conceive theater, 
painting, cinema, literature, all those arts, that 
is, other than music and which could be called 
dioptric arts.[17] 

For Barthes, the screen becomes the all-encompassing 
concept which covers the functioning of even non-visual 
representation (literature), even though he does make an 
appeal to a particular visual model of linear 
perspective. At any rate, his concept encompasses all 
types of representational apparatuses I have discussed: 
painting, film, television, radar and computer display. 
In each of these, reality is cut by the rectangle of a screen: 
"a pure cut-out segment with clearly defined edges, 
irreversible and incorruptible; everything that 
surrounds it is banished into nothingness, remains 
unnamed, while everything that it admits within its 
field is promoted into essence, into light, into 
view."[18] This act of cutting reality into a sign and 
nothingness simultaneously doubles the viewing subject 
who now exists in two spaces: the familiar physical 
space of his/her real body and the virtual space of an 
image within the screen. This split comes to the surface 
with VR, but it already exists with painting and other 
dioptric arts.     
	What is the price the subject pays for the mastery 
of the world, focused and unified by the screen?   
	"The Draughtsman's Contrast," a 1981 film by Peter 
Greenway, concerns an architectural draftsman hired to 
produce a set of drawings of a country house. The 
draughtsman employs a simple drawing tool consisting of 
a square grid. Throughout the film, we repeatedly see 
the draughtsman's face through the grid which looks like 
the prison bars. It is as if the subject who attempts to 
catch the world, to immobilize it, to fix it within the 
representational apparatus (here, perspectival drawing), 
is trapped by this apparatus himself. The subject is 
imprisoned.
	I take this image as a metaphor for what appears to 
be a general tendency of the Western screen-based 
representational apparatus. In this tradition, the body 
must be fixed in space if the viewer is to see the image 
at all. From Renaissance monocular perspective to modern 
cinema, from Kepler's camera obscura to nineteenth 
century camera lucida, the body had to remain still. 	
	The imprisonment of the body takes place on both 
the conceptual and literal levels; both kinds of 
imprisonment already appear with the first screen 
apparatus, Alberti's perspectival window. According to 
many interpreters of linear perspective, it presents the 
world as seen by a singular eye, static, unblinking and 
fixated. As described by Norman Bryson, perspective 
"followed the logic of the Gaze rather than the Glance, 
thus producing a visual take that was eternalized, 
reduced to one 'point of view' and disembodied."[19] 
Bryson argues that "the gaze of the painter arrests the 
flux of phenomena, contemplates the visual field from a 
vantage-point outside the mobility of duration, in an 
eternal moment of disclosed presence."[20] 
Correspondingly, the world, as seen by this immobile, 
static and atemporal Gaze, which belongs more to a 
statue than to a living body, becomes equally  immobile, 
reified, fixated, cold and dead. Writing about Drer's 
famous print of a draftsman drawing a nude through a 
screen of perspectival threads, Martin Jay notes that "a 
reifying male look" turns "its targets into stone"; 
consequently, "the marmoreal nude is drained of its 
capacity to arouse desire."[21] Similarly, John Berger 
compares Alberti's window to "a safe let into a wall, a 
safe into which the visible has been deposited."[22] And 
in "The Draughtsman's Contrast," time and again, the 
draughtsman tries to eliminate all motion, any sign of 
life from the scenes he is rendering. 
	With perspectival machines, the imprisonment of the 
subject also happens in a literal sense. From the onset 
of the adaptation of perspective, artists and draftsmen 
have attempted to aid the laborious manual process of 
creating perspectival images and, between the sixteenth 
and nineteenth centuries, various "perspectival 
machines" were constructed.[23] By the first decades of 
the sixteenth century, Durer described a number of such 
machines.[24] Many varieties were invented, but regardless 
of the type, the artist had to remain immobile 
throughout the process of drawing.    
	Along with perspectival machines, a whole range of 
optical apparatuses was in use, particularly for 
depicting landscapes and conducting topographical 
surveys. The most popular optical apparatus was camera 
obscura.[25] Camera obscura literally means "dark 
chamber." It was founded on the premise that if the rays 
of light from an object or a scene pass through a small 
aperture, they will cross and re-emerge on the other 
side to form an image on a screen. In order for the 
image to become visible, however, "it is necessary that 
the screen be placed in a chamber in which light levels 
are considerably lower than those around the object."[26] 
Thus, in one of the earliest depictions of the camera 
obscura, in Kircher's Ars magna Lucis et umbrae (Rome, 
1649), we see the subject enjoying the image inside a 
tiny room, oblivious to the fact that he had to imprison 
himself inside this "dark chamber" in order to see the 
image on the screen. 
	Later, smaller tent-type camera obscura became 
popular -- a movable prison, so to speak. It consisted 
of a small tent mounted on a tripod, with a revolving 
reflector and lens at its apex. Having positioned 
himself inside the tent which provided the necessary 
darkness, the draftsman would then  spend hours 
meticulously tracing the image projected by the lens.  
	Early photography continued the trend toward the 
imprisonment of the subject and the object of 
representation. During photography's first decades, the 
exposure times were quite long. The daguerreotype 
process, for instance, required exposures of 4 to 7 
minutes in the sun and from 12 to 60 minutes in diffused 
light. So, similar to the drawings produced with the 
help of camera obscura, which depicted reality as static 
and immobile, early photographs represented the world as 
stable, eternal, unshakable. And when photography 
ventured to represent the living, such as the human 
subject, s/he had to be immobilized. Thus, portrait 
studios universally employed various clamps to assure 
the steadiness of the sitter throughout the lengthy time 
of exposure. Reminiscent of the torture instruments, the 
iron clamps firmly held the subject in place, the 
subject who voluntarily became the prisoner of the 
machine in order to see her/his own image.[27]
	Toward the end of the nineteenth century, the 
petrified world of the photographic image was shattered 
by the dynamic screen of the cinema. In "The Work of Art 
in the Age of Mechanical Reproduction," Walter Benjamin 
expressed his fascination with the new mobility of the 
visible: 

Our taverns and our metropolitan streets, our 
offices and furnished rooms, our railroad stations 
and our factories appeared to have us locked up 
hopelessly. When came the film and burst this 
prison-world asunder by the dynamite of the tenth 
of a second, so that now, in the midst of its far-
flung ruins and debris, we calmly and adventurously 
go traveling.[28]

	The cinema screen enabled audiences to take a 
journey through different spaces without leaving their 
seats; in the words of Anne Friedberg, it created "a 
mobilized virtual gaze."[29] However, the cost of this 
virtual mobility was a new, institutionalized immobility 
of the spectator. All around the world large prisons 
were constructed which could hold hundreds of prisoners 
-- movie houses. The prisoners could not neither talk to 
each other nor move from seat to seat. While they were 
taken on virtual journeys, their bodies had to remain 
still in the darkness of the collective camera obscuras. 
	The formation of this viewing regime took place in 
parallel with the shift from what film theorists call 
"primitive" to "classical" film language.[30] An important 
part of the shift, which took place in the 1910s, was 
the new functioning of the virtual space represented on 
the screen. 
	During the "primitive" period, the space of the 
film theater and the screen space were clearly separated 
much like those of theater or vaudeville. The viewers 
were free to interact, come and go, and maintain a 
psychological distance from the cinematic diegisis. 
	In contrast, classical film addressed each viewer 
as a separate individual and positioned her/him inside 
the diegetic space. As noted by a contemporary in 1913, 
"they [spectators] should be put in the position of 
being a 'knot hole in the fence' at every stage in the 
play."[31] If "primitive cinema keeps the spectator 
looking across a void in a separate space,"[32] now the 
spectator is placed at the best viewpoint of each shot, 
inside the virtual space.  
	This situation is usually conceptualized in terms 
of the spectator's identification with the camera eye. 
The body of the spectator remains in the seat while 
her/his eye is coupled with a mobile camera. However, it 
is also possible to conceptualize this differently. We 
can imagine that the camera does not, in fact, move at 
all, that it remains stationary, coinciding with the 
spectator's eyes. Instead, it is the virtual space as a 
whole that changes its position with each shot. Using 
the contemporary vocabulary of computer graphics, we can 
say that this virtual space is rotated, scaled and 
zoomed to always give the spectator the best viewpoint. 
Like a striptease, the space slowly disrobes itself, 
turning, presenting itself from different sides, 
teasing, stepping forward and retracting, always leaving 
something unrevealed, so the spectator will wait for the 
next shot ... the endless seductive dance. All spectator 
has to do is remain immobile. 
	Film theorists have taken this immobility to be the 
essential feature of the institution of cinema. 
Friedberg wrote: "As everyone from Baudry (who compares 
cinematic spectation to the prisoners in Plato's cave) 
to Musser points out, the cinema relies on the 
immobility of the spectator, seated in an auditorium."[33] 
Jean-Louis Baudry has probably more than anyone put the 
emphasis on immobility as the foundation of cinematic 
illusion. Baudry quoted Plato: "In this underground 
chamber they have been from childhood, chained by the 
leg and also by the neck, so that they cannot move and 
can only see what is in front of them, because the 
chains will not let them turn their heads."[34] This 
immobility and confinement, according to Baudry, enables 
prisoners/spectators to mistake representations for 
their perceptions, regressing back to childhood when the 
two were indistinguishable. Thus, rather than a 
historical accident, according to Baudry's 
psychoanalytic explanation, the immobility of the 
spectator is the essential condition of cinematic 
pleasure. 

* * *

Alberti's window, Durer's perspectival machines, camera 
obscura, photography, cinema -- in all of these screen-
based apparatuses, the subject had to remain immobile. 
In fact, as Friedberg perceptively points out, the 
progressive mobilization of the image in modernity was 
accompanied by the progressive imprisonment of the 
viewer: "as the 'mobility' of the gaze became more 
'virtual' -- as techniques were developed to paint (and 
then to photograph) realistic images, as mobility was 
implied by changes in lighting (and then cinematography) 
-- the observer became more immobile, passive, ready to 
receive the constructions of a virtual reality placed in 
front of his or her unmoving body."[35]    
	What happens to this tradition with the arrival of 
a screen-less representational apparatus -- VR? 
	On the one hand, VR does constitute a fundamental 
break with this tradition. It establishes a radically 
new type of relationship between the body of a viewer 
and an image. In contrast to cinema, where the mobile 
camera moves independent of the immobile spectator, now 
the spectator has to actually move around the physical 
space in order to experience the movement in virtual 
space. The effect is as though the camera is mounted on 
user's head. So, in order to look up in virtual space, 
one has to look up in physical space; in order to 
"virtually" step forward one has to actually step 
forward and so on.[36] The spectator is no longer chained, 
immobilized, anesthetized by the apparatus which serves 
him the ready-made images; now s/he has to work, to 
speak, in order to see.   
	At the same time, VR imprisons the body to an 
unprecedented extent  before. This can be seen clearly 
with the earliest VR system designed by Sutherland and 
his colleagues in the 1960s to which I have already 
referred. According to Howard Rheingold's history of VR, 
"Sutherland was the first to propose mounting small 
computer screens in binocular glasses -- far from an 
easy hardware task in the early 1960s -- and thus 
immerse the user's point of view inside the computer 
graphic world."[37] Rheingold further wrote: 

In order to change the appearance of the computer-
generated graphics when the user moves, some kind 
of gaze-tracking tool is needed. Because the 
direction of the user's gaze was most economically 
and accurately measured at that time by means of a 
mechanical apparatus, and because the HMD [head-
mounted display] itself was so heavy, the users of 
Sutherland's early HMD systems found their head 
locked into machinery suspended from the ceiling. 
The user put his or her head into a metal 
contraption that was known as the 'Sword of 
Damocles' display.[38]

	A pair of tubes connected the display to tracks in 
the ceiling, "thus making the user a captive of the 
machine in a physical sense."[39] The user was able to 
turn around and rotate her/his head in any direction but 
s/he could not move away from the machine more than few 
steps. Like today's computer mouse, the body was tied to 
the computer. In fact, the body was reduced to nothing 
else -- and nothing more -- than a giant mouse, or more, 
precisely, a giant joystick. Instead of moving a mouse, 
the user had to turn her/his own body. Another 
comparison which comes to mind is the apparatus built in 
the late nineteenth century by Etienne-Jules Marey to 
measure the frequency of the wing movements of a bird. 
The bird was connected to the measuring equipment by 
wires which were long enough to enable it to flap its 
wings in midair but not fly anywhere.[40]   
	The parodox of VR that requires the viewer to 
physically move in order to see an image (as opposed to 
remaining immobile) and at the same time physically ties 
her/him to a machine is interestingly dramatized in a 
"cybersex" scene in Hollywood's "Lawnmower Man." In the 
scene, the heroes, a man and a woman, are situated in 
the same room, each fastened to a separate circular 
frame which allows the body to freely rotate 360 degrees 
in all directions. During "cybersex" the camera cuts 
back and forth between the virtual space (i.e., what the 
heroes see and experience) and the physical space. In 
the virtual world represented with psychedelic computer 
graphics, their bodies melt and morph together 
disregarding all the laws of physics, while in the real 
world each of them simply rotates within his/her own 
frame.
	The paradox reaches its extreme in one of the most 
long standing VR projects -- the Super Cockpit developed 
by the U.S. Air Force in the 1980s.[41] Instead of using 
his own eyes to follow both the terrain outside of his 
plane and the dozens of instrument panels inside the 
cockpit, the pilot wears a head-mounted display that 
presents both kinds of information in a more efficient 
way. What follows is a description of the system from 
Air & Space magazine:

When he climbed into his F16C, the young fighter 
jock of 1998 simply plugged in his helmet and 
flipped down his visor to activate his Super 
Cockpit system. The virtual world he saw exactly 
mimicked the world outside. Salient terrain 
features were outlined and rendered in three 
dimensions by the two tiny cathode ray tubes 
focused at his personal viewing distance...His 
compass heading was displayed as a large band of 
numbers on the horizon line, his projected flight 
path a shimmering highway leading out toward 
infinity.[42]  

If in most screen-based representations (painting, 
cinema, video) as well as in typical VR applications the 
physical and the virtual worlds have nothing to do with 
each other, here the virtual world is precisely 
synchronized to the physical one. The pilot positions 
himself in the virtual world in order to move through 
the physical one at a supersonic speed with his 
representational apparatus which is securely fastened to 
his body, more securely than ever before in the history 
of the screen. 
 
* * *

In summary, on the one hand, VR continues the screen's 
tradition of viewer immobility by fastening the body to 
a machine, while on the other hand, it creates an 
unprecedented new condition, requiring the viewer to 
move. We may ask, in conclusion, whether this new 
condition is without an historical precedent or whether 
it fits within some other alternative tradition we so 
far have not noticed. 
	In Ancient Greece, communication was understood as 
an oral dialogue between people. It was also assumed 
that physical movement stimulated dialogue and the 
process of thinking. Aristotle and his pupils walked 
around while discussing philosophical problems. In the 
Middle Ages, a shift occured from a dialogue between 
subjects to communication between a subject and an 
information storage device, i.e., a book. A Medieval 
book chained to a table can be considered a precursor to 
the screen. 
	The screen, as I defined it (a flat rectangle that 
acts as a window into the virtual world), makes its 
appearance in the Renaissance with modern painting. 
Previously, frescoes and mosaics were inseparable from 
the architecture. In contrast, a painting is essentially 
mobile. Separate from a wall, it can be moved anywhere.
	But at the same time, an interesting reversal takes 
place. The interaction with a fresco or a mosaic, which 
can't be moved anywhere, does not assume immobility on 
the part of the spectator, while the mobile Renaissance 
painting does presuppose such immobility. 
	Do frescoes, mosaics and wall paintings, which are 
all part of the architecture, represent this alternative 
tradition I am searching for, the tradition which 
encourages the movement of the viewer? 
	I began my discussion of the screen by emphasizing 
that a screen's frame separates two spaces, the physical 
and the virtual, which have different scales. Although 
this condition does not necessarily lead to the 
immobilization of the spectator, it does discourage any 
movement on her or his part: Why move when s/he can't 
enter the represented virtual space anyway? This was 
very well dramatized in "Alice in Wonderland" when Alice 
struggles to become just the right size in order to 
enter the other world. 
	The alternative tradition of which VR is a part can 
be found whenever the scale of a representation is the 
same as the scale of our human world so  that the two 
spaces are continuous. This is the tradition of 
simulation rather than that of representation bound up 
to a screen. One example is mosaics, frescoes and wall 
paintings which create an illusionary space that starts 
behind the surface. The nineteenth century, with its 
obsession with naturalism, pushes this trend to the 
extreme with the wax museum and the dioramas of natural 
history museums. Another example is a sculpture on a 
human scale (for instance, Auguste Rodin's "The Burghers 
of Calais"). We think of such sculptures as part of 
post-Renaissance humanism which puts the human at the 
center of the universe, when in fact, they are aliens, 
black holes within our world into another parallel 
universe, the petrified universe of marble or stone, 
which exists in parallel to our own world ...   
	VR continues this tradition of simulation. However, 
it introduces one important difference. Previously, the 
simulation depicted a fake space which was continuous 
with and extended from the normal space. For instance, a 
wall painting created a psuedo landscape which appeared 
to begin at the wall. In VR, either there is no 
connection between the two spaces (for instance, I am in 
a physical room while the virtual space is one of an 
underwater landscape) or, on the contrary, the two 
completly coincide (i.e., the Super Cockpit project). In 
either case, the actual physical reality is disregarded, 
dismissed, abandoned.
	In this respect, nineteenth century panorama can be 
thought of as a transitional form from classical 
simulations (wall paintings, human size sculpture, 
diorama) toward VR. Like VR, panorama creates a 360 
degree space. The viewers are situated in the center of 
this space and they are encouraged to move around the 
central viewing area in order to see different parts of 
the panorama.[43] But in contrast to wall paintings and 
mosaics which, after all, acted as decorations of a real 
space, the physical space of action, now this physical 
space is subordinate to the virtual space. In other 
words, the central viewing area is conceived as a 
continuation of fake space (rather than vice versa as 
before), and this is why it is empty. It is empty so 
that we can pretend that it continues the battlefield, 
or a view of Paris or whatever else the panorama 
represents. From here we are one step away from VR where 
the physical space is totally disregarded and all the 
"real" actions take place in virtual space. The screen 
disappeared because what was behind it simply took over.
  
* * *

And what about the immobilization of  the body in VR 
which connects it to the screen tradition? Dramatic as 
it is, this immobilization probably represents the last 
act in the long history of the body's imprisonment. All 
around us are the signs of increasing mobility and the 
miniaturization of communication devices -- cellular 
telephones and modems, pagers and laptops. Eventually VR 
apparatus will be reduced to a chip implanted in a 
retina and connected by cellular transmission to the 
Net. From that moment on, we will carry our prisons with 
us -- not in order to blissfully confuse representations 
and perceptions (as in cinema), but to always "be in 
touch," always connected, always "plugged-in." The 
retina and the screen will merge.  
	This futuristic scenario may never become a 
reality. For now, we clearly live in the society of a 
screen. The screens are everywhere: the screens of 
airline agents, data entry clerks, secretaries, 
engineers, doctors, pilots, etc.; the screens of ATM 
machines, supermarket checkouts, automobile control 
panels, and, of course, the screens of computers. 
Dynamic, real-time and interactive, a screen is still a 
screen. Interactivity, simulation, and telepresence: 
like centuries ago, we are still looking at a flat 
rectangular surface, existing in the space of our body 
and acting as a window into another space. Whatever new 
era we may be entering today, we still have not left the 
era of a screen.


----------------------------------------------------------------------
NOTES
1 The earlier versions of this essay have been presented at the "Generated 
Nature" symposium (Rotterdam, November 1994) and the "NewMediaLogia" 
symposium (Moscow, November 1994). I am grateful to the participants of 
both symposia as well as to the students in my "Visual Theory" seminar for 
their many very useful comments and suggestions.
2 The degree to which a frame that acts as a boundary between the two spaces 
is emphasized seems to be proportional to the degree of identification 
expected from the viewer. Thus, in cinema, where the identification is most 
intense, the frame as a separate object does not exist at all -- the screen simply 
ends at its boundaries -- while both in painting and in television the framing 
is much more pronounced. 
3 Here I agree with the parallel suggested by Anatoly Prokhorov between 
window interface and montage in cinema.
4 For these origins, see, for instance, C.W. Ceram, _Archeology of the Cinema_
(New York: Harcourt, Brace & World, Inc., 1965).
5 Beaumont Newhall, _Airborne Camera_ (New York: Hastings House, 
Publishers, 1969). 
6 This is more than a conceptual similarity. In the late 1920s John H. Baird 
invented "phonovision," the first method for the recording and the playing 
back of a television signal. The signal was recorded on Edison's phonograph's 
record by a process very similar to making an audio recording. Baird named 
his recording machine "phonoscope." Albert Abramson, _Electronic Motion 
Pictures_ (University of California Press, 1955), 41-42.    
7 _Echoes of War_ (Boston: WGBH Boston, n.d.), videotape.
8 Ibid.
9 Ibid.
10 On SAGE, see Paul Edwards, "The Closed World. Systems discourse, 
military policy and post-World War II U.S. historical consciousness," in 
_Cyborg Worlds: The Military Information Society_,  eds. Les Levidow and 
Kevin Robins (London:  Free Association Books, 1989); Howard Rheingold, 
_Virtual Reality_ (New York: Simon & Schuster, Inc., 1991), 68-93.
11 Edwards, 142.
12  "Retrospectives II: The Early Years in Computer Graphics at MIT, Lincoln 
Lab, and Harvard,"  in _SIGGRAPH '89 Panel Proceedings_ (New York: The 
Association for Computing Machinery, 1989), 22-24.
13 Ibid., 42-54.
14 I will address important later developments such as bitmapped display and 
window interface in a future article.
15 Rheingold, 105.
16 Qtd. in Rheingold, 104.
17 Roland Barthes, "Diderot, Brecht, Eisenstein," in _Images-Music-Text_, ed. 
Stephen Heath (New York: Farrar, Straus and Giroux, 1977), 69-70.
18 Ibid.
19 As summarized by Martin Jay, "Scopic Regimes of Modernity," in _Vision 
and Visuality_, ed. Hal Foster (Seattle: Bay Press, 1988), 7.  
20 Qtd. in Ibid, 7.
21 Ibid, 8.
22 Qtd. in Ibid., 9.
23 For a survey of perspectival instruments, see Martin Kemp, _The Science of 
Art_ (New Haven: Yale University Press, 1990), 167-220.
24 Ibid., 171-172.
25 Ibid., 200.
26 Ibid.
27 Anesthesiology emerges approximately at the same time.
28 Walter Benjamin, "The Work of Art in the Age of Mechanical 
Reproduction," in _Illuminations_, ed. Hannah Arendt (New York: Schochen 
Books, 1969), 238.
29 Anne Friedberg, _Window Shopping: Cinema and the Postmodern_ 
(Berkeley: University of California Press, 1993), 2.  
30 See, for instance, David Bordwell, Janet Steiger and Kristin Thompson, _The 
Classical Hollywood Cinema_ (New York: Columbia University Press, 1985).
31 Qtd. in Ibid., 215.
32 Ibid., 214.
33 Friedberg, 134. She refers to Jean-Louis Baudry, "The Apparatus: 
Metapsychological Approaches to the Impression of Reality in the Cinema," 
in _Narrative, Apparatus, Ideology_, ed. Philip Rosen (New York: Columbia 
University Press, 1986) and Charles Musser, _The Emergence of Cinema: The 
American Screen to 1907_ (New York: Charles Scribner and Sons, 1990).
34 Qtd. in Baudry, 303. 
35 Friedberg, 28.
36A typical VR system adds other ways of moving around, for instance, the 
ability to move forward in a single direction by simply pressing a button on a 
joystick. However, to change the direction the user still has to change the 
position of his/her body.
37 Rheingold, 104.
38 Ibid., 105.
39 Ibid., 109.
40 Marta Braun, _Picturing Time: The Work of Etienne-Jules Marey (1830-1904)_ 
(Chicago: The University of Chicago Press, 1992), 34-35.
41 Rheingold, 201-209.
42 Qtd. in Ibid., 201.
43 Here I disagree with Friedberg who writes, "Phantasmagorias, panoramas, 
diaramas -- devices that concealed their machinery -- were dependent on the 
relative immobility of their spectators." (23)