PUBLISHED IN:
	Photography After Photography.Exhibition catalog. 
	Germany, 1995.
--------------------------------------------------------------------

Lev Manovich
THE PARADOXES OF DIGITAL PHOTOGRAPHY


1. Digital Revolution?

Computerized design systems that flawlessly combine real 
photographed objects and objects synthesized by the computer.  
Satellites that can photograph the license plate of your car 
and read the time on your watch. "Smart" weapons that 
recognize and follow their targets in effortless pursuit -- 
the kind of new, post-modern, post-industrial dance to which 
we were all exposed during the televised Gulf war. New 
medical imaging technologies that map every organ and 
function of the body.  On-line electronic libraries that 
enable any designer to acquire not only millions of 
photographs digitally stored but also dozens of styles which 
can be automatically applied by a computer to any image. 
	All of these and many other recently emerged 
technologies of image-making, image manipulation, and vision 
depend on digital computers. All of them, as a whole, allow 
photographs to perform new, unprecedented, and still poorly 
understood functions. All of them radically change what a 
photograph is.  
	Indeed, digital photographs function in a entirely 
different way from traditional -- lens and film based -- 
photographs. For instance, images are obtained and displayed 
by sequential scanning; they exist as mathematical data which 
can be displayed in a variety of modes -- sacrificing color, 
spatial or temporal resolution. Image processing techniques 
make us realize that any photograph contains more information 
than can be seen with the human eye. Techniques of 3D 
computer graphics make possible the synthesis of photo 
realistic images -- yet, this realism is always partial, 
since these techniques do not permit the synthesis of any 
arbitrary scene.[1]
	Digital photographs function in an entirely different 
way from traditional photographs. Or do they? Shall we accept 
that digital imaging represents a radical rupture with 
photography? Is an image, mediated by computer and electronic 
technology, radically different from an image obtained 
through a photographic lens and embodied in film? If we 
describe film-based images using such categories as depth of 
field, zoom, a shot or montage, what categories should be 
used to describe digital images? Shall the phenomenon of 
digital imaging force us to rethink such fundamental concepts 
as realism or representation? 
	In this essay I will refrain from taking an extreme 
position of either fully accepting or fully denying the idea 
of a digital imaging revolution. Rather, I will present the 
logic of the digital image as paradoxical;  radically 
breaking with older modes of visual representation while at 
the same time reinforcing these modes. I will demonstrate 
this paradoxical logic by examining two questions:  alleged 
physical differences between digital and film-based 
representation of photographs and the notion of realism in 
computer generated synthetic photography.    
    	The logic of the digital photograph is one of historical 
continuity and  discontinuity. The digital image tears apart 
the net of semiotic codes, modes of display, and patterns of 
spectatorship in modern visual culture -- and, at the same 
time, weaves this net even stronger. The digital image 
annihilates photography while solidifying, glorifying and 
immortalizing the photographic. In short, this logic is that 
of photography after photography.    


2. Digital Photography Does Not Exist

It is easiest to see how digital (r)evolution solidifies 
(rather than destroys) certain aspects of modern visual 
culture -- the culture synonymous with the photographic image 
-- by considering not photography itself but a related film-
based medium -- cinema. New digital technologies promise to 
radically reconfigure the basic material components (lens, 
camera, lighting, film) and the basic techniques (the 
separation of production and post-production, special 
effects, the use of human actors and non-human props) of the 
cinematic apparatus as it has existed for decades.  The film 
camera is increasingly supplemented by the virtual camera of 
computer graphics which is used to simulate sets and even 
actors (as in "Terminator 2" and "Jurassic Park"). 
Traditional film editing and optical printing are being 
replaced by digital editing and image processing which blur 
the lines between production and post-production, between 
shooting and editing.
	At the same time, while the basic technology of film-
making is about to disappear being replaced by new digital 
technologies, cinematic codes find new roles in the digital 
visual culture. New forms of entertainment based on digital 
media and even the basic interface between a human and a 
computer are being increasingly modeled on the metaphors of 
movie making and movie viewing.  With Quicktime technology, 
built into every Macintosh sold today, the user makes and 
edits digital "movies" using software packages whose very 
names (such as Director and Premiere) make a direct reference 
to cinema. Computer games are also increasingly constructed 
on the metaphor of a movie, featuring realistic sets and 
characters, complex camera angles, dissolves, and other codes 
of traditional filmmaking. Many new CD-ROM games go even 
further, incorporating actual movie-like scenes with live 
actors directed by well known Hollywood directors. Finally, 
SIGGRAPH, the largest international conference on computer 
graphics technology, offers a course entitled "Film Craft in 
User Interface Design" based on the premise that "The rich 
store of knowledge created in 90 years of filmmaking and 
animation can contribute to the design of user interfaces of 
multimedia, graphics applications, and even character 
displays."[2] 
	Thus, film may soon disappear -- but not cinema. On the 
contrary, with the disappearance of film due to digital 
technology, cinema acquires a truly fetishistic status. 
Classical cinema has turned into the priceless data bank, the 
stock which is guaranteed never to lose its value as classic 
films become the content of each new round of electronic and 
digital distribution media -- first video cassette, then 
laser disk, and, now, CD-ROM (major movie companies are 
planning to release dozens of classic Hollywood films on CD-
ROM by the end of 1994). Even more fetishized is "film look" 
itself -- the soft, grainy, and somewhat blurry appearance of 
a photographic image which is so different from the harsh and 
flat image of a video camera or the too clean, too perfect 
image of computer graphics. The traditional photographic 
image once represented the inhuman, devilish objectivity of 
technological vision. Today, however, it looks so human, so 
familiar, so domesticated -- in contrast to the alienating, 
still unfamiliar appearance of a computer display with its 
1280 by 1024 resolution, 32 bits per pixel, 16 million 
colors, and so on. Regardless of what it signifies, any 
photographic image also connotes memory and nostalgia, 
nostalgia for modernity and the twentieth century, the era of 
the pre-digital, pre-post-modern. Regardless of what it 
represents, any photographic image today first of all 
represents photography.   
	So while digital imaging promises to completely replace 
the techniques of filmmaking, it at the same time finds new 
roles and brings new value to the cinematic apparatus, the 
classic films, and the photographic look. This is the first 
paradox of digital imaging.  
	But surely, what digital imaging preserves and 
propagates are only the cultural codes of film or 
photography. Underneath, isn't there a fundamental physical 
difference between film-based image and a digitally encoded 
image? 
	The most systematic answer to this question can be found 
in William Mitchell's recent book "The Reconfigured Eye:  
Visual Truth in the Post-photographic Era."[3] Mitchell's 
entire analysis of the digital imaging revolution revolves 
around his claim that the difference between a digital image 
and a photograph "is grounded in fundamental physical 
characteristics that have logical and cultural 
consequences."[4] In other words, the physical difference 
between photographic and digital technology leads to the 
difference in the logical status of film-based and digital 
images and also to the difference in their cultural 
perception. 
	How fundamental is this difference? If we limit 
ourselves by focusing solely, as Mitchell does, on the 
abstract principles of digital imaging, then the difference 
between a digital and a photographic image appears enormous. 
But if we consider concrete digital technologies and their 
uses, the difference disappears. Digital photography simply 
does not exist.
 
1. The first alleged difference concerns the relationship 
between the original and the copy in analog and in digital 
cultures.  Mitchell writes:  "The continuous spatial and 
tonal variation of analog pictures is not exactly replicable, 
so such images cannot be transmitted or copied without 
degradation... But discrete states can be replicated 
precisely, so a digital image that is a thousand generations 
away from the original is indistinguishable in quality from 
any one of its progenitors."[5] Therefore, in digital visual 
culture, "an image file can be copied endlessly, and the copy 
is distinguishable from the original by its date since there 
is no loss of quality."[6] This is all true -- in principle. 
However, in reality, there is actually much more degradation 
and loss of information between copies of digital images than 
between copies of traditional photographs. A single digital 
image consists of millions of pixels. All of this data 
requires considerable storage space in a computer; it also 
takes a long time (in contrast to a text file) to transmit 
over a network. Because of this, the current software and 
hardware used to acquire, store, manipulate, and transmit 
digital images uniformly rely on lossy compression -- the 
technique of making image files smaller by deleting some 
information.[7] The technique involves a compromise between 
image quality and file size -- the smaller the size of a 
compressed file, the more visible are the visual artifacts 
introduced in deleting information. Depending on the level of 
compression, these artifacts range from barely noticeable to 
quite pronounced. At any rate, each time a compressed file is 
saved, more information is lost, leading to more degradation. 
	One may argue that this situation is temporary and once 
cheaper computer storage and faster networks become 
commonplace, lossy compression will disappear. However, at 
the moment, the trend is quite the reverse with lossy 
compression becoming more and more the norm for representing 
visual information. If a single digital image already 
contains a lot of data, then this amount increases 
dramatically if we want to produce and distribute moving 
images in a digital form  (one second of video, for instance, 
consists of 30 still images). Digital television with its 
hundreds of channels and video on-demand services, the 
distribution of full-length films on CD-ROM or over Internet, 
fully digital post-production of feature films -- all of 
these developments will be made possible by newer compression 
techniques.[8] So rather than being an aberration, a flaw in 
the otherwise pure and perfect world of the digital, where 
even a single bit of information is never lost, lossy 
compression is increasingly becoming the very foundation of 
digital visual culture. This is another paradox of digital 
imaging -- while in theory digital technology entails the 
flawless replication of data, its actual use in contemporary 
society is characterized by the loss of data, degradation, 
and noise; the noise which is even stronger than that of 
traditional photography.  
	
2. The second commonly cited difference between traditional 
and digital photography concerns the amount of information 
contained in an image. Mitchell sums it up as follows:  
"There is an indefinite amount of information in a 
continuous-tone photograph, so enlargement usually reveals 
more detail but yields a fuzzier and grainier picture... A 
digital image, on the other hand, has precisely limited 
spatial and tonal resolution and contains a fixed amount of 
information."[9] Here again Mitchell is right in principle:  a 
digital image consists of a finite number of pixels, each 
having a distinct color or a tonal value, and this number 
determines the amount of detail an image can represent. Yet 
in reality this difference does not matter any more. Current 
scanners, even consumer brands, can scan an image or an 
object with very high resolution:  1200 or 2400 pixels per 
inch is standard today. True, a digital image is still 
comprised of a finite number of pixels, but at such 
resolution it can record much finer detail than was ever 
possible with traditional photography. This nullifies the 
whole distinction between an "indefinite amount of 
information in a continuous-tone photograph" and a fixed 
amount of detail in a digital image. The more relevant 
question is how much information in an image can be useful to 
the viewer. Current technology has already reached the point 
where a digital image can easily contain much more 
information than anybody would ever want. This is yet another 
paradox of digital imaging. 
	But even the pixel-based representation, which appears 
to be the very essence of digital imaging, can no longer be 
taken for granted. Recent computer graphics software have 
bypassed the limitations of the traditional pixel grid which 
limits the amount of information in an image because it has a 
fixed resolution. Live Picture, an image editing program for 
the Macintosh, converts a pixel-based image into a set of 
equations. This allows the user to work with an image of 
virtually unlimited size. Another paint program Matador makes 
possible painting on a tiny image which may consist of just a 
few pixels as though it were a high-resolution image (it 
achieves this by breaking each pixel into a number of smaller 
sub-pixels). In both programs, the pixel is no longer a 
"final frontier"; as far as the user is concerned, it simply 
does not exist .      
	
3. Mitchell's third distinction concerns the inherent 
mutability of a digital image. While he admits that there has 
always been a tradition of impure, re-worked photography (he 
refers to "Henry Peach Robinson's and Oscar G. Reijlander's 
nineteenth century 'combination prints,' John Heartfield's 
photomontages"[10] as well as numerous political photo fakes of 
the twentieth century) Mitchell identifies straight, 
unmanipulated photography as the essential, "normal" 
photographic practice:  "There is no doubt that extensive 
reworking of photographic images to produce seamless 
transformations and combinations is technically difficult, 
time-consuming, and outside the mainstream of photographic 
practice. When we look at photographs we presume, unless we 
have some clear indications to the contrary, that they have 
not been reworked."[11] This equation of "normal" photography 
with straight photography allows Mitchell to claim that a 
digital image is radically different because it is inherently 
mutable:  "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."[12] 
	 From this allegedly purely technological difference 
between a photograph and a digital image, Mitchell deduces 
differences in how the two are culturally perceived. Because 
of the difficulty involved in manipulating them, photographs 
"were comfortably regarded as causally generated truthful 
reports about things in the real world."[13] Digital images, 
being inherently (and so easily) mutable, call into question 
"our ontological distinctions between the imaginary and the 
real"[14] or between photographs and drawings. Furthermore, in 
a digital image, the essential relationship between signifier 
and signified is one of uncertainty.[15]
	Does this hold? While Mitchell aims to deduce culture 
from technology, it appears that he is actually doing the 
reverse. In fact, he simply identifies the pictorial 
tradition of realism with the essence of photographic 
technology and the tradition of montage and collage with the 
essence of digital imaging. Thus, the photographic work of 
Robert Weston and Ansel Adams, nineteenth and twentieth 
century realist painting, and the painting of the Italian 
Renaissance become the essence of photography; while 
Robinson's and Reijlander's photo composites, constructivist 
montage, contemporary advertising imagery (based on 
constructivist design), and Dutch seventeenth century 
painting (with its montage-like emphasis on details over the 
coherent whole) become the essence of digital imaging. In 
other words, what Mitchell takes to be the essence of 
photographic and digital imaging technology are two 
traditions of visual culture. Both existed before 
photography, and both span different visual technologies and 
mediums. Just as its counterpart, the realistic tradition 
extends beyond photography per se and at the same time 
accounts for just one of many photographic practices.
	If this is so, Mitchell's notion of "normal" 
unmanipulated photography is problematic. Indeed, 
unmanipulated "straight" photography can hardly be claimed to 
dominate the modern uses of photography. Consider, for 
instance, the following photographic practices. One is Soviet 
photography of the Stalinist era. All published photographs 
were not only staged but also retouched so heavily that they 
can hardly be called photographs at all. These images were 
not montages, as they maintained the unity of space and time, 
and yet, having lost any trace of photographic grain due to 
retouching, they existed somewhere between photography and 
painting. More precisely, we can say that Stalinist visual 
culture eliminated the very difference between a photograph 
and a painting by producing photographs which looked like 
paintings and paintings  (I refer to Socialist Realism) which 
looked like photographs. If this example can be written off 
as an aberration of totalitarianism, consider another 
photographic practice closer to home:  the use of 
photographic images in twentieth century advertising and 
publicity design. This practice does not make any attempt to 
claim that a photographic image is a witness testifying about 
the unique event which took place in a distinct moment of 
time (which is how, according to Mitchell, we normally read 
photography). Instead, a photograph becomes just one graphic 
element among many:  few photographs coexist on a single 
page; photographs are mixed with type; photographs are 
separated from each by white space, backgrounds are erased 
leaving only the figures, and so on. The end result being 
that here, as well, the difference between a painting and a 
photograph does not hold. A photograph as used in advertising 
design does not point to a concrete event or a particular 
object. It does not say, for example, "this hat was in this 
room on May 12." Rather, it simply presents "a hat" or "a 
beach" or "a television set" without any reference to time 
and location.
	Such examples question Mitchell's idea that digital 
imaging destroys the innocence of straight photography by 
making all photographs inherently mutable.  Straight 
photography has always represented just one tradition of 
photography; it always coexisted with equally popular 
traditions where a photographic image was openly manipulated 
and was read as such. Equally, there never existed a single 
dominant way of reading photography; depending on the context 
the viewer could (and continue to) read photographs as 
representations of concrete events, or as illustrations which 
do not claim to correspond to events which have occurred. 
Digital technology does not subvert "normal" photography 
because "normal" photography never existed. 


3. Real, All Too Real: Socialist Realism of "Jurassic Park"
 
I have considered some of the alleged physical differences 
between traditional and digital photography. But what is a 
digital photograph?  My discussion has focused on the 
distinction between a film-based representation of an image 
versus its representation in a computer as a grid of pixels 
having a fixed resolution and taking up a certain amount of 
computer storage space.  In short, I highlighted the issue of 
analog versus digital representation of an image while 
disregarding the procedure through which this image is 
produced in the first place. However, if this procedure is 
considered  another meaning of digital photography emerges. 
Rather than using the lens to focus the image of actual 
reality on film and then digitizing the film image (or 
directly using an array of electronic sensors) we can try to 
construct three-dimensional reality inside a computer and 
then take a picture of this reality using a virtual camera 
also inside a computer. In other words, 3-D computer graphics 
can also be thought off as digital -- or synthetic --
photography.
	I will conclude by considering the current state of the 
art of 3-D computer graphics. Here we will encounter the 
final paradox of digital photography. Common opinion holds 
that synthetic photographs generated by computer graphics are 
not yet (or perhaps will never be) as precise in rendering 
visual reality as images obtained through a photographic 
lens. However, I will suggest that such synthetic photographs 
are already more realistic than traditional photographs. In 
fact, they are too real.

1. The achievement of realism is the main goal of research in 
the 3-D computer graphics field. The field defines realism as 
the ability to simulate any object in such a way that its 
computer image is indistinguishable from its photograph. It 
is this ability to simulate photographic images of real or 
imagined objects which makes possible the use of 3-D computer 
graphics in military and medical simulators, in television 
commercials, in computer games, and, of course, in such 
movies as "Terminator 2" or "Jurassic Park." 
	These last two movies, which contain the most 
spectacular 3-D computer graphics scenes to date, 
dramatically demonstrate that total synthetic realism seems 
to be in sight. 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 is, of course, not reality but photographic reality, 
reality as seen by the camera lens. In other words, what 
computer graphics has (almost) achieved is not realism, but 
only photorealism -- the ability to fake not our perceptual 
and bodily experience of reality but only its photographic 
image.[16] 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 computer graphics technology has 
learned to simulate. And the reason we think that computer 
graphics has succeeded in faking reality is that we, over the 
course of the last hundred and fifty years, has come to 
accept the image of photography and film as reality. 	
	What is faked is only a film-based image. Once we came 
to accept the photographic image as reality the way to its 
future simulation was open. What remained were small details:  
the development of digital computers (1940s) followed by a 
perspective-generating algorithm (early 1960s), and then 
working out how to make a simulated object solid with shadow, 
reflection and texture (1970s), and finally simulating the 
artifacts of the lens such as motion blur and depth of field 
(1980s). So, while the distance from the first computer 
graphics images circa 1960 to the synthetic dinosaurs of 
"Jurassic Park" in the 1990s is tremendous, we should not be 
too impressed. For, conceptually, photorealistic computer 
graphics had already appeared with Fˇlix Nadar's photographs 
in the 1840s and certainly with the first films of the 
Lumi¸res in the 1890s. It is they who invented 3-D computer 
graphics. 

2.  So the goal of computer graphics is not realism but only 
photorealism. Has this photorealism been achieved? At the 
time of this writing (May 1994) dinosaurs of "Jurassic Park" 
represent the ultimate triumph of computer simulation, yet 
this triumph took more than two years of work by dozens of 
designers, animators, and programmers of Industrial Light and 
Magic (ILM), probably the premier company specializing in the 
production of computer animation for feature films in the 
world today. Because a few seconds of computer animation 
often requires months and months of work, only the huge 
budget of a Hollywood blockbuster could pay for such 
extensive and highly detailed computer generated scenes as 
seen in "Jurassic Park." Most of the 3-D computer animation 
produced today has a much lower degree of photorealism and 
this photorealism is uneven, higher for some kinds of objects 
and lower for others.[17] And even for ILM photorealistic 
simulation of human beings, the ultimate goal of computer 
animation, still remains impossible.  
	Typical images produced with 3-D computer graphics still 
appear unnaturally clean, sharp, and geometric looking. Their 
limitations especially stand out when juxtaposed with a 
normal photograph. Thus one of the landmark achievements of 
"Jurassic Park" was the seamless integration of film footage 
of real scenes with computer simulated objects. To achieve 
this integration, computer-generated images had to be 
degraded; their perfection had to be diluted to match the 
imperfection of film's graininess. 
	First, the animators needed to figure out the resolution 
at which to render computer graphics elements. If the 
resolution were too high, the computer image would have more 
detail than the film image and its artificiality would become 
apparent. Just as Medieval masters guarded their paiting 
secrets now leading computer graphics companies carefully 
guard the resolution of image they simulate.
	Once computer-generated images are combined with film 
images additional tricks are used to diminish their 
perfection. With the help of special algorithms, the straight 
edges of computer-generated objects are softened. Barely 
visible noise is added to the overall image to blend computer 
and film elements. Sometimes, as in the final battle between 
the two protagonists in "Terminator 2," the scene is staged 
in a particular location (a smoky factory in this example) 
which justifies addition of smoke or fog to further blend the 
film and synthetic elements together.
	So, while we normally think that synthetic photographs 
produced through computer graphics are inferior in comparison 
to real photographs, in fact, they are too perfect. But 
beyond that we can also say that paradoxically they are also 
too real.
	The synthetic image is free of the limitations of both 
human and camera vision. It can have unlimited resolution and 
an unlimited level of detail. It is free of the depth-of-
field effect, this inevitable consequence of the lens, so 
everything is in focus. It is also free of grain -- the layer 
of noise created by film stock and by human perception. Its 
colors are more saturated and its sharp lines follow the 
economy of geometry. From the point of view of human vision 
it is hyperreal. And yet, it is completely realistic. It is 
simply a result of a different, more perfect than human, 
vision. 
	Whose vision is it? It is the vision of a cyborg or a 
computer; a vision of Robocop and of an automatic missile. It 
is a realistic representation of human vision in the future 
when it will be augmented by computer graphics and cleansed 
from noise. It is the vision of a digital grid. Synthetic 
computer-generated image is not an inferior representation of 
our reality, but a realistic representation of a different 
reality.
	By the same logic, we should not consider clean, 
skinless, too flexible, and in the same time too jerky, human 
figures in 3-D computer animation as unrealistic, as 
imperfect approximation to the real thing -- our bodies. They 
are perfectly realistic representation of a cyborg body yet 
to come, of a world reduced to geometry, where efficient 
representation via a geometric model becomes the basis of 
reality. The synthetic image simply represents the future. In 
other words, if a traditional photograph always points to the 
past event, a synthetic photograph points to the future 
event.
	We are now in a position to characterize the aesthetics 
of "Jurassic Park." This aesthetic is one of Soviet Socialist 
Realism. Socialist Realism wanted to show the future in the 
present by projecting the perfect world of future socialist 
society on a visual reality familiar to the viewer -- 
streets, faces, and cities of the 1930s. In other words, it 
had to retain enough of then everyday reality while showing 
how that reality would look in the future when everyone's 
body will be healthy and muscular, every street modern, every 
face transformed by the spirituality of communist ideology.
	 Exactly the same happens in "Jurassic Park." It tries 
to show the future of sight itself -- the perfect cyborg 
vision free of noise and capable of grasping infinite details 
-- vision exemplified by the original computer graphics 
images before they were blended with film images. But just as 
Socialist Realist paintings blended the perfect future with 
the imperfect reality of the 1930s and never depicted this 
future directly (there is not a single Socialist Realist work 
of art set in the future), "Jurassic Park" blends the future 
super-vision of computer graphics with the familiar vision of 
film image. In "Jurassic Park," the computer image bends down 
before the film image, its perfection is undermined by every 
possible means and is also masked by the film's content.
	This is then, the final paradox of digital photography. 
Its images are not inferior to the visual realism of 
traditional photography. They are perfectly real -- all too 
real.


NOTES

1. Lev Manovich, "Assembling Reality:  Myths of Computer 
Graphics," AFTERIMAGE 20, no. 2 (September 1992):  12-
14.

2. SIGGRAPH 93. ADVANCE PROGRAM (ACM:  New York, 1993), 
28.

3. William Mitchell, THE RECONFIGURED EYE:  VISUAL TRUTH 
IN THE POST-PHOTOGRAPHIC ERA (Cambridge, Mass.:  The MIT 
Press, 1992).

4. Ibid., 4.

5. Ibid., 6.

6. Ibid., 49.

7. Currently the most widespread technique for 
compressing digital photographs is JPEG. For instance, 
every Macintosh comes with JPEG compression software.

8. For almost a century, our standard of visual fidelity 
was determined by the film image. A video or television 
image was always viewed as an imperfect, low quality 
substitute for the "real thing" -- a film-based image. 
Today, however, a new even lower quality image is 
becoming increasingly popular -- an image of computer 
multi-media. Its quality is exemplified by a typical, as 
of this writing, Quicktime movie: 320 by 240 pixels, 10-
15 frames a second. Is the 35 mm film image going to 
remain the unchallenged standard with computer 
technology eventually duplicating its quality? Or will a 
low quality computer image be gradually accepted by the 
public as the new standard of visual truth?   
   
9. Mitchell, THE RECONFIGURED EYE, 6.

10. Ibid., 7.

11. Ibid.

12. Ibid.

13. Ibid., 225.

14. Ibid.

15. Ibid., 17.

16. The research in virtual reality aims to go beyond 
the screen image in order to simulate both the 
perceptual and bodily experience of reality.

17. See Manovich, "Assembling Reality."