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Nakamura, Digitizing Race, Introduction, chapter 5, Epilogue

Nakamura, Digitizing Race, Introduction, chapter 5, Epilogue

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<strong>Introduction</strong> 9<br />

industrial, technological, and economic forces working to deliver content<br />

via different devices and modes of viewing, has resulted in a definitive and<br />

permanent blurring between genres like film, television, virtual imaging,<br />

and writing, and that visual culture is the most appropriate modality of critique<br />

equipped to account for this melding of media that had all previously<br />

been separate. She asks: “How does the digital, an aspect of late 20th century<br />

visual culture which emerged roughly simultaneously with visual studies,<br />

figure into the field?” 12<br />

The first major book-length work that identifies itself with this orientation<br />

in an overt way is Andrew Darley’s Visual Digital Culture: Surface Play and<br />

Spectacle in New Media Genres. His critique, which is informed primarily by<br />

film history and theory, seeks to understand new media objects through their<br />

relationships to earlier types of media simulations, such as rides, amusement<br />

parks, and early film forms such as the cinema of attractions. David Bolter<br />

and Richard Grusin take a similar tack in Remediation, as does Per Persson. 13<br />

The most impressive of these is Lev Manovich, whose brilliant Language of<br />

New Media is justly credited with creating the first fully articulated theoretical<br />

work on the logic of digital media by linking the rigorous affinities between<br />

film form and history to the structure and function of computer software and<br />

its operations.<br />

However, while Darley, Manovich, and Persson pay close attention to<br />

the connections between old and new media forms, reception, and exhibition,<br />

none of them writes specifically about the Internet as a platform for<br />

digital visual culture. In other words, their critiques neglect the added and<br />

determinative element of networking—the facilitation of image production<br />

and sharing via linked computers. They write about computer-generated<br />

images and simulations as if they were texts and technologies that address<br />

the viewer in particular ways, but assume only one viewer; and when interactivity<br />

is discussed, it is in reference to the interface itself, rather than<br />

with other users. In other words, these critics write about digital visuality as if<br />

it were a medium like radio, television, or film, rather than as a mode of communication,<br />

like the telephone or the telegraph. This tendency of visual<br />

culture to omit considerations of the realm of communication, focusing instead<br />

on representations and signification that occur between a visual medium<br />

and a viewer, can be traced to its roots in the critical humanities. To use an<br />

acronym borrowed from the language of communication scholars, visualculture-oriented<br />

analyses of digital culture concern themselves with HCI<br />

(human-computer interaction) rather than CMC (computer-mediated communication).<br />

This accounts for the lack of scholarship on digital visual culture

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