| VJ Theory: TEXTS Date published: 02/01/09 |
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the number-imageGabriele Buzzi |
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In this work we want to propose some suggestions about the changes occurred in the relationship between image and reality with the advent and the spreading of digital technologies. So we shall sketch two different schemes: one for analogical image and one for digital image. Then we shall be able to understand some important differences between them. Finally we will observe that the ontological statute of analogical and digital image is also reflected on our modality of interaction with them. Firstly, analyzing Deleuze and his work about cinematographic image, we can try to define a first theoretical model of the relationship between analogical image and reality. Our proposal reminds the Deleuze’s one, despite some differences: it’s peculiarity is to be found in the separation of the ratio between image and reality in two distinct logical moments (even though in ordinary life they are always coexistent). The concept of modulation reminds directly of Deleuze (the cinema books, but also the book about the great English painter Francis Bacon) and of musical theory, also. Through a synthesizer we can modulate a sound, vary its wavelength, its frequency, and its intensity. In our text, the term is used in a (nearly)metaphorical way: analogical image modulates reality, reproduces it in a strictly analogical mode, following every little or insignificant variation. According to Deleuze, in that context of study, image is precisely the variation of the mould, the non-stop reproduction of the object and the object’s movement’s. Car la modulation est l’opération du Réel, en tant qu’elle constitue et ne cesse de reconstituer l’identité de l’image e de l’objet. We should add to this first sketch some important notes. Even following Deleuze and underling the ontological continuity of image and reality (level of modulation), we must consider the “natural” phenomenology of image that always appears framed into a screen, showing perceptual characteristics strongly different from reality. Concluding, we propose the following scheme of the relationship between image and reality for a basic level of analogical image:
If we want to adapt the scheme to fiction images we have to consider profilmic and write a new scheme in this way:
When we think at analogical modulation process, we have to consider it like the moment of reproduction of reality that, in the images, becomes: une masse plastique, une matière a-signifiante et a-syntaxique, un matière non linguistiquement formée, bien qu’elle ne soit pas amorphe et soit formée sémiotiquement, esthétiquement, pragmatiquement. (…) C’est ne pas un énonciation, ce ne sont pas des énoncés. C’est un énonçable. (Deleuze, 1985 : 44) But we can not forget the second part of the Deleuze’s lessons about images: Nous voulons dire que, lorsque le langage s’empare de cette matière (et il le fait nécessairement), alors elle donne lieu è des énoncés qui viennent dominer ou même remplacer le images e le signes, et qui renvoient pour compte à des traits pertinents de la langue, syntagmes e paradigmes, tout différents de ceux d’où on était parti. Now we will try to update what we have said about analogical image to the new context of digital image, the new media image.
Another way to make, in a semiological way, concrete this reflection is to think digital image as an image without ground. The precession is from a grounded sign, a sign concerned to recall its origins and to signify through that recollection, to a sign grounded in its own ungroundedness. From Heidegger’s work of art, through impressionism, and thence to a video color. We can consider other (semiotic) aspects of the issue with Umberto Eco and Charles Peirce, Ron Burnett and Oliver Grau. Dynamic image worlds will possess an as yet unimaginable potential of suggestion; images, out of control and apparently recreating themselves, ever changing, containing information that will outstrip the resolution capacity of the human eye. The threshold on which we stand, to open, interactive, evolutionary image spaces, heralds not only a “culture of the moment”, but also the loss of the image’s historical status as “witness”. The mnemonic function of an immutable and fixed work capitulates to arbitrary manipulation of the image where recapitulation is impossible and will ultimately fall victim to system frameworks that last for perhaps only few years. The image is in danger of becoming a transitory phenomenon. In this regard, digital image is, once again, an unreliable witness of its time: not only it can be manipulated ad infinitum without any evident sign of alteration and without creating substantial differences between the original and its copies, but, above all, because digital image is completely re ex nihilo by computer (even automatically, thanks to new technologies): I have discussed the transformative impact of the move from the analogue to digital in such detail because, for the most part, there is a tendency to assume that images remain constant. In other words, the move from the analogue to the digital doesn’t change the basic fundamentals of communication using images. However, in the analogue world images are not information in the sense that they have become bits and pixels in the digital world. In fact, some serious question need to be asked about the role of aesthetics and design as the distinction between the images and information blurs into pixels, lines, and rates of compression. For these reasons, some authors like Lev Manovich suggest to think digital image as a pictorial image: they both have complete freedom of invention and abstraction from reality: In retrospect, we can see that twentieth-century’s regime of visual realism, the result of automatically recording visual reality, was only an exception, an isolated accident in the history of visual representation, which has always involved, and now again involves, the manual construction of images. Cinema becomes a particular branch of painting – painting in time. No longer a kyno-eye, but a kino-brush. If it is true, it is also true that, as we already said, digital image, unlike painting, often searches for a level of realism comparable to analogical photographic image. For this reason, Lev Manovich suggestion to consider cinema, digital and painting as a single momentum in history of representation seems to us a little forced and this re-unification seems to us qualified only in peculiar situations as cartoon cinema and video art with its own installations but not for every kind of image. Even from a technical point of view digital image places itself at a distance from analogical image in the way it reproduces reality. Following Laura Marks’ Touch: sensuous theory and multisensory media, we can observe that analogical reproduction of the world keeps a strong indexical nuance through the wavelength of the electrons producing image. Through the light coughed, for example, by the lens of any analogical camera (and through wavelength of light that changes in correlation with the object that it reflects) reality’s wavelength are captured by images: Say we have a camera, any camera. The light that reflects off an object and is focused on the camera lens is composed by waves. Say it’s light reflected form a purple flower, embodying is color in the wavelength defining purple. “Purple” photons, photons with wavelength purple, will converge on the lens, producing an image that is the analog of the purple flower. Inside the vidicon tube of an analog video camera, the image is focused not on a lens but on a photoconducting layer. Incident light excites electrons in the photoconductor, dislodging photons at wavelengths that continue to correspond to the color of the object being recorded. Then the photon bean from the vidicon’s cathode scans the phosphor-coated surface of the photoconductor, stimulating the phosphor to release photons, which are what we see. (…) All this mean that it is individual electrons that travels all the way from the cathode to the screen, when they crash and die a brilliant death in the release of thousands photons, forming the light patterns on the phosphor-coated surface of a video monitor (...). Wavelengths that are “broken” in the real digitalization process of digital technologies: What happens when an image is digitalized? Say we have a still, color image. A program divides the image surface into small areas (also called pixels) and calculates for each a set of numerical values. These correspond to the intensity, or number of photons per second, for the frequencies of red, green, and blue. The resulting values are translated in a string of 0s and 1s. (…) Light waves, whose frequency and intensity physically represent the color brightness of the object, are translated into symbols when the image is encoded in strings of numbers. Technical data are meaningful because allow us to understand that reality is always produced by digitalization, even when it seems that it is just re-produced. Digitalization, in fact, is mainly a construction process of image, where electrons’ wavelength, that in the analogical image remains constant from object to image, are broken and converted in binary impulses (act that sometimes is the cause of malfunction of our pc!).
We can continue shifting our attention to the other characteristics of digital image that, in some ways, balance and compensate (or may be stimulate) its non-indexical vocation. The surfaces and colors to which video appeals, and the material in which it lives, are plastic. The second characteristic of digital image – gained from becoming detached reality – is to be an image that allows an high degree of immersion. ingress into virtual image spaces of the computer, which is now possible, is not the revolutionary innovation its protagonists are fond of interpreting it to be. The idea of virtual reality only appears to be without a history; in fact, it rests firmly on historical art tradition, which belongs to a discontinuous movement of seeking illusionary image spaces. Although these were constrained by the specific media of the period and used to convey highly desperate content, the idea stretches back at least as far as classical antiquity and is alive again today in the immersive visualization strategies of virtual reality art. Clearly, the possibility of immersion into the image implies a series of new ethical problems: for example it decreases the user’s possibility distance itself from images and to maintain a critical consciousness in regard to what he/she is experiencing. Finally, we can propose a new scheme for the Deleuze’s “classical” images and for the number-image:
As shown in the scheme, we propose the idea that the new dimension of image implies a sort of digital return to movement-image peculiarity. Referring to action movies and video games that use digital technologies to create every sort of special effects number-image is a image devoted again to action more then introspection. As Manovich says it is a spatial image more than a temporal image both for linearity of his narration and for simultaneous and topographic way in which it realizes his editing effects (typical of operating system as Window or software as Internet Explore).
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