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Manovich Essay

  • Submitted by: anonymous
  • on February 27, 2014
  • Category: Arts and Music
  • Length: 2,360 words

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Below is an essay on "Manovich" from Anti Essays, your source for research papers, essays, and term paper examples.

Although “import”/“export” commands appear in most modern media authoring and editing software running under gui, at first sight they do not seem to be very important for understanding software culture. You are not authoring new media or modifying media objects or accessing information across the globe, as in web browsing. All these commands allow you to do is to move data around between different applications. In other words, they make data created in one application compatible with other applications. And that does not look so glamorous. Think again. What is the largest part of the economy of the greater Los Angeles area? It is not entertainment—from movie production to museums and everything in between (around 15%). It turns out that the largest part is the import/export business (more than 60%). More generally, one commonly evoked characteristic of globalization is greater connectivity—places, systems, countries, organizations, etc. becoming connected in more and more ways. And connectivity can only happen if you have a certain level of compatibility: between business codes and procedures, between shipping technologies, between network protocols, and so on. Let us take a closer look at import/export commands. As I will try to show below, these commands play a crucial role in software culture, and in particular in media design. Because my own experience is in visual media, my examples

will come from this area, but the processes I describe apply now to all media designed with software. Before they adopted software tools in the 1990s, filmmakers, graphic designers, and animators used completely different technologies. Therefore, as much as they were influenced by each other or shared the same aesthetic sensibilities, they inevitably created different-looking images. Filmmakers used camera and film technology designed to capture three-dimensional physical reality. Graphic designers were working with offset printing and lithography. Animators were working with their...

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