"Then one day I got in." computer imaging, realism Tron.
Morris, Justin
Director Steven Lisberger's groundbreaking effects film Tron
(1982) concludes with a single static shot (captured from the roof of a
skyscraper) of an anonymous city as it moves from light to darkness. As
the grey cityscape transforms into a bustling neon glow and ultimately
fades to black, the image's prescient metaphor becomes clear: the
"real-world" nighttime city closely resembles the film's
computer world (the Grid), suggesting that Tron is merely a step towards
an inevitable future in which the audience's second life inside of
the machine will become increasingly normalized. Tron's delayed
sequel Tron Legacy (directed by Joseph Kosinski, released some 28 years
later) mirrors Tron's fitting coda in its commencement--abstract
lines over a basic "grid" slowly transform into a city street
as Kevin Flynn (in voiceover) explains his conception of the Grid. If
the finale of Tron is to suggest a hopeful utopian future enabled by
computers, the opening of Tron Legacy seems to announce the arrival of
that future. Though the likening of the corporeal body of the city to
the abstract network of the machine interface seems appropriate for two
films that often conflate reality and fantasy on the level of narrative,
the changing attitudes between the coda of Tron and the prologue of its
sequel are perhaps representative of a shift in Tron's means of
presenting the inside world of the computer across the 28 years between
their respective releases. The ultimate question posed by Tron and Tron
Legacy is one of technology and realism, and how traditional cinematic
codes thought to demarcate notions of "reality" have been
adapted to the growing field of computer graphics, despite their
inherent ability to represent anything conceivable to the human
imagination.
In Chapter 4 of his monumental study of "new media", Lev
Manovich takes up the question of realism in computer generated imaging,
noting that after the 20th century art world's rejection of the
pursuit of illusionism:
The production of illusionistic representations has become the domain
of mass culture and of media technologies--photography, film, and
video [...] Today, everywhere, these machines are being replaced by
new digital illusion generators--computers [...] this massive
replacement is one of the key economic factors that keeps the new
media industries expanding. As a consequence these industries are
obsessed with visual illusionism. (1)
This "obsession" with visual illusionism, defined by the
perceived ability of a computer generated image to faithfully
"recreate" reality, mirrors similar concerns for illusionism
in the visual arts at large, concerns that are reduced by Manovich into
3 primary arguments: the image's representations must share some
features with the physical reality it recreates; the image should be
presented in a manner that reflects natural human vision; each new image
should contain an element of realistic representation that is superior
to the last: "for instance, the evolution of cinema from silent to
sound to color". (2) Manovich takes up these arguments and, using
the film theories of four primary scholars of cinematic realism--Andre
Bazin, Jean-Louis Comolli, David Bordwell and Janet Staiger--effectively
asserts that the history of realism in computer-generated imagery
(CGI)--from its development in the late 1970s to its renaissance in the
early 1990s--echoes similar developments in the history of cinema from
its emergence in 1895 to the present era of digital cinema. By
addressing each of these theorists in turn, and examining
Manovich's application of their theories to the medium of CGI, one
is able to discover in Tron and Tron Legacy the fulfillment of
Manovich's argument that "the history of technological
innovation and research is presented as a progression towards
real-ism--the ability to simulate any object in such a way that its
computer image is indistinguishable from a photograph" (3) And yet
while this teleological progress narrative of finding realism in
computer representations can be discovered in the movement from Tron to
Tron Legacy, the latter film's increased library of codes of
cinematic realism marks a regression in the utopian potential of
Tron's visual style. As Manovich asks (with no small degree of
certainty as to the answer): "can we expect that cinematographic
images [...] will at some point be replaced by very different images
whose appearance will be more in tune with their underlying
computer-based logic?". (4) It becomes clear that while Tron
functions to suggest a revolutionary untried visual aesthetic (perhaps
even demonstrative of an "underlying computer-based logic")
its sequel works to nullify this visual revolution and return the Grid
firmly to the realms of traditional cinematic representation.
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[ILLUSTRATION OMITTED]
Introducing Bazinian notions of realism, Manovich emphasizes that,
for Bazin, "realism stands for the approximation of
phenomenological qualities of reality, 'the reconstruction of a
perfect illusion of the outside world in sound, color, and relief'
[... and] that a realistic representation should also approximate the
perceptual and cognitive dynamics of natural vision". (5) Indeed,
discussing the films of William Wyler, lean Renoir, and Orson Welles,
Bazin argues: "depth of focus brings the spectator into a relation
with the image closer to that which he enjoys with reality [...] it
implies, consequently, [...] a more active mental attitude on the part
of the spectator". (6) Manovich relates this Bazinian notion of
cinematic reality to computer imagery by suggesting that "in
interactive computer graphics, [...] the user can freely explore the
virtual space of the display from different points of view",
suggesting that the ability to "navigate space" in the new
computer image allows for the same type of freedom afforded by deep
focus cinematography! Though Tron presents a traditional cinematic
viewing experience, devoid of any real computer interactivity (though
the concept of user activity forms the primary plot thrust of the film),
many of Tron's computer-generated images nonetheless underscore
Manovich's assertion that "the new media image is something
the user actively goes into, zooming in or clicking". (8) Zapped by
a giant laser, Kevin Flynn's entrance into the world of the Grid,
an elaborate point of view computer-camera tracking shot that takes the
viewer down the proverbial rabbit hole (Fred Glass recognizes that, in
the world of Tron, "allusions to L. Frank Baum and Lewis Carroll
abound" (9)) is suggestive of this conception of the "new
media image". By establishing the Grid through a continuous shot
that implies not only Flynn's, but the viewer's entrance into
the computer, Tron grants a sense of agency to the viewer that is not
dislike that afforded by deep-focus cinematography. Fred Glass,
discussing the computer as character in a number of films of the 1980s,
recognizes this invitation to audience interaction in his description of
the sequence: "we break free into a series of computer-generated
planes, which set abstract geometric constructions revolving around one
another, dissolving through one plane to the next" (italics
mine).10 In addition to Tron's adoption of Bazin's
understanding of viewer agency vis-a-vis deep-focus realism into a new
media paradigm, the evolution of computer based graphics between the
release of Tron and Tron Legacy points to a kind of teleological
narrative of technological progress embedded in Bazin's theory.
Adapting Bazin's teleology to the development of CGI, Manovich
endorses a comparative approach to suggest that the history of computer
graphics can be read as a natural progression towards increased realism.
Manovich observes that to "follow Bazin's approach and compare
images drawn from the history of 3-D computer graphics with the visual
perception of natural reality, his evolutionary narrative appears to be
confirmed [...] during the 1970s and the 1980s, computer images
progressed towards a fuller and fuller illusion of reality--from
wireframe displays to smooth shadows, detailed textures, and aerial
perspective". (11) This description of the "illusion of
reality" in the computer images of the 70s and 80s finds a potent
example in Tron. Observing Tron's first elaborate chase sequence in
which the characters of Flynn, Tron, and Ram are pursued throughout the
Grid on light-cycles, one is able to identify each of Manovich's
markers of realism in 70s and 80s CGI. Designed to resemble a computer
mainframe, the long lines of the literal grid that the light-cycles
traverse serves to diegetically and non-diegetically represent early
computer technology: the literal "grid" makes up the computer
landscape of the film, while being a marker of a pioneering technique in
computer imaging. As Flynn and co. race around the Grid (the
actors' human bodies situated in the computer space not by CG
manipulation, but clever editing), we are often given quick and
overly-smooth camera movements that track from an aerial perspective
into the dark, sleek space in which objects cast realistic shadows,
despite the fact that light seems to emit from objects in the Grid, as
opposed to coming from an external light source. In addition to these
shots, we are frequently given point of view shots that further
emphasize linear perspective in an attempt to make the space feel three
dimensional and therefore fully realized. For Manovich, these are
markers of a progression in computer images from those of the 1960s and
early 70s, during which time "computer imaging was mostly abstract
because it was algorithm-driven". (12) Comparing this sequence from
Tron to its equivalent in Tron Legacy, one is able to further follow the
progression of digital images from the 1980s to the early 21st century.
If, in the CGI of the early 1980s, one can identify distinct
markers of cinematic realism at work: wireframe displays, aerial
perspective, and shadow, observing the computer effects of the early
2010s adds a number of representative codes to this list. Having been
rescued by "isomorphic algorithm" Quorra from a light-cycle
battle, Sam Flynn travels "off-Grid" into a mountainous area
to meet his father. Gone are the wireframe environs and overly robotic
camera movements, replaced with rocky terrain and smoother pans and
tracking shots. Removed from the pristine sleek exteriors of the Grid,
this off-Grid environment is virtually indistinguishable from a
real-world mountain range, complete with dust and, interestingly,
weather (in the form of a seemingly constant lightning storm). While the
"reality effect" of Tron was essentially dependent on the
illusion of a multi-dimensional space, Tron Legacy ties into
Manovich's contention that "rather than utilizing the single
dimension of visual fidelity; they [the computer programmers] construct
the reality effect on a number of dimensions", including "the
accuracy of the simulation of physical objects, [and] natural
phenomena". (13) Though the rugged "off-Grid" environment
of Tron Legacy seems counter to the computer world established in Tron,
it functions to display the capabilities of the rendering technology to
present various elements of a real-world experience. The progression
traced here can be read as a movement, from a computer based image
concerned with representing objects in space through perspective, to one
that has transcended these primary concerns to become obsessed with
presenting each individual aspect of real-world perception in an effort
to achieve a "total" computer-generated image. This vertical
movement within CGI technology can be likened to a similar progression
in the history of cinema as outlined as Bazin, who notes that "if
the origins of an art reveal something of its nature, then one may
legitimately consider the silent and sound film as stages of a technical
development that little by little made a reality out of the original
'myth' where the perhaps crude images of Tron are read as
simply a stage on the road to fuller competency in achieving the
"reality effect" in Tron Legacy. (14) Though this Bazinian
understanding of progress is certainly apparent in the comparison of
these two films, the addition and subtraction of codes that constitute
the "reality effect" in these films suggests a different
understanding of cinematic realism altogether.
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Reading the history of cinematic style as non-teleological,
Jean-Louis Comolli is "against Bazin's 'idealist'
and evolutionary account" as he "proposes a
'materialist' and fundamentally nonlinear reading of the
history of cinematic technology and style". (15) Manovich
acknowledges that, for Comolli, the cinema is a social medium that
"works endlessly to reduplicate the visible, thus sustaining the
illusion that it is the phenomenal forms that constitute the social
"real" [...] cinema must maintain and constantly update its
'realism". (16) Indeed, Comolli emphasizes that cinematic
realism is not a process of recreating reality on the screen, but rather
consistently acknowledging the limited perception that human vision
allows: "the human eye loses its immemorial privilege; the
mechanical eye of the photographic machine now sees in its place, and in
certain aspects with more sureness". (17) Because the mechanical
eye is not bound to recreating reality, as it is perceived with the
human eye--which is undeniably subjective and flawed--cinematic style
need only to point towards markers of reality to be identified as such.
Spectators are placed in a position of "disavowal" and
"each new technological development (sounds, panchromatic stock,
color) points out to viewers just how 'unrealistic' the
previous image was". (18) Images captured on film are therefore not
an archive of a reality, but rather a "negative index, the
restriction the disavowal of which is the symptom and which it tries to
fill while at the same time displaying it". (19) The changing value
of various codes of realism allows the audience to disavow the previous
image, which is now understood as "unrealistic", while also
disavowing that the present image must therefore be as well. ComoIli
notes this transition in early cinema by marking the loss of deep focus
(which was, as we have seen, an early indicator of realism) and its
replacement with more enhanced shading and the development of sound
technology. Similarly, Manovich demonstrates that early 3-D computer
animation, of which Tron is an example, was primarily concerned with
"the indication of an object's volume". (20)
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Viewing a early scene in Tron, in which Flynn's avatar CLU is
pursued in his tank by large O- shaped crafts known as
"recognizers" across the Grid, one can easily identify the use
of deep space, with the Grid moving back into the shot for an
indeterminate distance before disappearing into blackness. The depiction
of the Grid in this manner does not use the deep focus effect (in which
objects in the distance become increasingly blurry) but is instead
presented in full focus, with the Grid and its vehicles visible until
the abrupt end of the space. Here it is evident that what is important
is the display of each object's volume, of their place situated in
space. This technique allows the historical viewer to disavow the
elements of Tron that are decidedly unlike reality--the sharp rendering
of vehicles, grayscale characters that are placed into what seems to be
a hand-colored environment, etc. When comparing these shots of perfect
deep space in Tron with those of Tron Legacy, one can begin to identify
the former as perhaps being an epitomization of Manovich's question
of a computer cinema firmly rooted not in traditional cinematic
techniques, but in an inherent "computer based logic", a
question that will be further explored later on. Tron Legacy's
introduction to the Grid, shown in vast aerial shots as the camera
follows a recognizer on which Sam Flynn is a prisoner, allows the
audience to take part in this disavowal of the unrealities of the
original Tron. As the camera follows the recognizer up into the skyline
of the Grid (now embodied as a fully rendered city), we are given the
depiction of deep space, but now the deep-focus effect is in full
employment as objects further in the distance are shown as blurry and
obscured by mist and weather. Though the "programs" that Sam
Flynn meets are designed to look sleek and pale (one program is even
missing part of his face, displaying his binary insides underneath),
they are very obviously in full color, unlike the black and white
characters of Tron. Finally, returning once again to the presence of
weather, the straight black computer sky of Tron has been replaced with
a consistently stormy, and far more textured firmament. These changing
codes are characteristic of Comolli's understanding of the
"addition and substitution" of cinematic codes to allow for
the "state of disavowal" needed to recognize realism in Tron
Legacy in opposition to thal of Tron. (21) The disavowal between the
codes of realism in Tron and its sequel seems to be an element that was
recognized even by the studio that released the films, Disney, who
withheld releasing Tron on DVD until the sequel had been released, with
some suggesting that Disney was "afraid [the] now-hokey special
effects [of Tron would] alienate the sequel's most important
demographic: teens". (22) The idea that Comolli's notion of
addition and substitution in the creation of cinematic codes of realism
can be linked to the economic structure of the film industry signals
another interpretation of cinematic realism, one intimately linked to
industry.
Linking the development of codes of realism to the economic drive
of film producers, Manovich recognizes that the theory of David Bordwell
and Janet Staiger asserts that for "production companies, the
constant substitution of codes is necessary to stay competitive [...] as
in every industry, the producers of computer animation stay competitive
by differentiating their products". (23) The process of promoting
the novelty of technological cinematic development in an effort to sell
tickets is a project that is, for Bordwell and Staiger, one of the
fundamental concerns of Hollywood film production. The authors maintain
that "Hollywood has promoted mechanical marvels as assiduously as
it has publicized stars, properties, and genres [...] sound, color,
widescreen, 3-D [...] and other novelties were marketing strategies as
much as they were technological innovations [...] today, [...] Star
Wars, Superman, Tron, et al. continue the cult of special effects".
(24) In the push for production companies to stay current, "old
techniques disappear [...] new algorithms to produce new effects are
constantly developed [...] to stay competitive, a company has to
incorporate quickly the new software into their offerings". (25)
Analyzing the release contexts of Tron and its sequel, one can identify
some interconnections with Bordwell and Staiger's theory.
Ironically, the status of Tron as a pioneer in computer graphics
would suggest that it is outside of this system of economic innovation,
but that it is part of a body of films that created the economic drive
for computer animation houses to consistently improve their product.
Tron's narrative is decidedly anti-corporation, "detailing the
problems generated by large corporations for the people they employ:
deadly competition among executives; dehumanization of workers;
encouragement of immoral acts for profit", as Flynn enters into the
computer in an attempt to find proof that former employer ENCOM stole
the designs for their best selling games from him. (26) Tron's
narrative concerns and pioneering status places it at the beginning of
chain of films defined by the economic model posed by Bordwell and
Staiger, and, as a result, the originality of Tron's computer
animations in the context of 1982 render those of Tron Legacy
common-place and largely derivative in the Hollywood of 2010. Of
particular note is Tron Legacy's status as a 3-D film, a technique
that has become increasingly popular following the release of James
Cameron's Avatar (2009). Though it has been noted by William Paul
that "stereoscopy is almost as old as photography, and 3-D
cinematography has been available to filmmakers from very early
on", the technology has only been used in various stages as a money
making scheme (such as in the 1950s and the 1980s) when Hollywood feared
a reduction in ticket sales brought on by the introduction of competing
technologies (television, the internet). (27) Though Tron was released
well within the timeframe of the development of 3-D technology
(interestingly, Paul notes 1982 as a representative year for the 1980s
3-D boom) its revolutionary computer animations served as novelty
enough, while Tron Legacy's release into a market dominated by
computer generated films required Disney to produce it in 3-D to
"stay competitive". (28) If one is to describe the immersive
experience of 3-D films as an extravagant extrapolation of both the
effect of deep-focus photography, as defined by Bazin, and the inherent
immersion defining the new media image, as suggested by Manovich, Tron
Legacy's use of 3-D technology reveals a further concern with
realism, albeit one that is defined by monetary gain. John Belton
contends that the proposed innovation of digital cinema is in fact a
"false revolution", beginning "in the realm of special
effects-a field that is now dominated by computer-generated imagery
[...] the digital revolution is more clearly being driven by [...]
corporate interests in marketing, that it is by a desire [...] to
revolutionize the theatrical movie going experience". (29)
Therefore, though we can read the evolution of Tron Legacy's style
over its predecessor as a teleological development of computer
technologies, or as an interplay of varying codes that suggests a
comparative realism to the audience, it also becomes clear that the
producers of Tron Legacy needed to present the film in a style congruent
with the latest in digital technology in an effort to "stay
competitive".
In addition to the aforementioned developments between the release
of Tron and Tron Legacy, one can find in the latter a concern with
"the ultimate goal of computer animation": the realistic
recreation of the human form. (30) As Manovich elaborates: "a lot
of research activity has been dedicated to the development of moving
humanoid figures and synthetic actors [... yet] the task of creating
fully synthetic actors has turned out to be more complex than was
originally anticipated". (31) In Tron Legacy, the figure of CLU
(Kevin Flynn's computer avatar and totalitarian ruler of the Grid)
is a computer rendered character that is an attempt to physically
represent Jeff Bridges as he was 30 years prior in the original Tron.
Scenes including the character, particularly those in which he is
interacting with Kevin Flynn (played by the aged Jeff Bridges, in the
flesh) are at once impressive and disturbing in their uncanny
presentation. It could be argued that CLU is an example of
Manovich's controversial proposition that "we should not
consider clean, skinless, too flexible, and at the same time too jerky,
human figures in 3D computer animation as unrealistic, as imperfect
approximations to the real thing [...] they are perfectly realistic
representations of a cyborg body yet to come". (32) Though the
fantasy space of the Grid implies a cyborg future where the somewhat
disturbing mannerisms of the computer-rendered Bridges seem commonplace,
Tron Legacy's use of this computer based figure suggests a more
complex reading.
Within the narrative context of the film, CLU wishes to escape from
the Grid and lead a digital army that could take over the world outside
the Grid's computer confinement. However, in a manner of speaking,
CLU has already escaped the Grid. Tron Legacy opens with a flash back to
1989 in which a young Sam Flynn is told the story of the original Tron
by his father, Kevin. The scene mostly serves to catch the audience up
on the plot points of the previous film and for the majority of the
scene Flynn's face is obscured, suggesting traditional techniques
of hiding an actor's age in flashbacks. However, as the scene draws
to a close and Flynn turns to leave we are given a medium shot of
Flynn's head and torso, revealing that he is computer generated.
The film then moves into a sequence detailing the disappearance of
Flynn, complete with archive footage also featuring the
computer-generated character. Though the use of this technique is
obviously an indicator of the filmmakers' and computer
animators' confidence in their ability to effectively represent a
younger Bridges without confusing or discomforting the audience, the
obvious nature of Flynn's computer construction (which later
mirrors CLU) suggests a bleeding together of the real world and that of
the computer. Addressing the ability of computer-generated imagery to
transcend the limits of human perception and lens-based photography,
Manovich insists: "synthetic computer-generated imagery is not an
inferior representation of our reality, but a realistic representation
of a different reality". (33) This is a prescient reality, a
"cyborg" future where the distinctions between the real and
the artificial have begun to blur. Manovich contends that ingrained
societal fears accompanying the revelation of this unknowable future
(represented by the hyper-real digital images of computer animation) is
often alleviated by placing the digital image within an understandable
context, in which the audience may, in a manner suggested by Comolli,
disavow the disturbing qualities of the image. In the case of Jurassic
Park, this disavowal was afforded by situating the film's subject
matter in the context of Earth's past (dinosaurs) and by degrading
the film's CG images--"their perfection [...] diluted to match
the imperfection of [35 mm] film's graininess". (34) In the
original Tron, the computer world of the Grid appears "unnaturally
clean, sharp, and geometric looking", yet the confinement of the
Grid to the internal fantasy world of a computer still allows for
audience disavowal. (35) Tron Legacy, while featuring computer world
that is aesthetically smoother yet matched to look like 35 mm film,
negates Tron's methods of disavowal by allowing the computer
generated Flynn to exist in the real world and its computer counterpart.
Thus Tron Legacy poses (accidentally) a disturbing look into this
"alternate reality" of the future, where the aesthetics of the
artificial have become one with the aesthetics of reality.
Tron Legacy concludes with a tracking shot following Quorra and Sam
Flynn as they cross a bridge into the city, the sun dramatically rising
behind them. The sequence serves to anchor the characters and the film
in reality, and to document the fulfillment of Quorra's desire to
see "a real sunrise", suggesting the film's ultimate
thesis: the beauty of terrestrial reality greatly transcends the
artificiality of the computer mainframe. This thesis is negated however
by the filmmakers' concern for depicting the Grid as an elaborate,
fully-formed space complete with weather, dimension, and color--a
sleeker avatar of our own reality. The concern for elaborate cues of
cinematic realism in Tron Legacy renders the dichotomy established
between real and artificial a falsity, suggesting that no matter how
rich one's imagination, it is inevitably rooted in an understanding
of actuality. Attempting to understand the functioning of the reality
effect in computer animation, Lev Manovich asks: "can we expect
that cinematographic images [...] will at some point be replaced by very
different images whose appearance will be more in tune with their
underlying computer-based logic?". (36) Applying the aesthetic of
Tron Legacy to the query, the answer seems a resounding "no".
But looking back to the pioneering computer animation of Tron (1982),
one is able to identify a very real potential for computer animation to
break the "paradox of digital visual culture [...] that although
all imaging is becoming computer-based, the dominance of photographic
and cinematic imagery is becoming even stronger" (37) Tron points
freely to a synthetic image unbound by the constraints of human
perception, an image that "can have unlimited reso- lution and
detail", an image where "everything is in focus [...] free of
grain" with colors that are "more saturated". (38) Though
the development and aesthetics of the synthetic image have closely
followed that of traditional lens-based photography, Tron poses an
alternate kind of representation that could provide for a wholly
original art form.
Notes
(1.) Lev Manovich, The Language of New Media (Cambridge, Mass: The
MIT Press, 2001), 177-178.
It is important to note here that in discussing "realism" in the
computer created images of the Tron films, two works of science
fiction that take place within the fantastical world of a computer
mainframe, I do not in anyway suggest that their narratives are in
whole or part "realistic", or that they have real world equivalents.
Rather, that the computer-generated fantasy worlds of Tron and Tron
Legacy are constructed using conventional cinematic visual codes of
realism- color, depth of field, shading, integration of human forms
into space, in the creation of their worlds.
(2.) Ibid, 181.
(3.) Ibid, 184.
(4.) Ibid, 180.
(5.) Ibid, 185-186.
(6.) Andre Bazin, What is Cinema? Hugh Gray, Trans. (Berkeley:
University of California Press, 1967), 35-36.
(7.) Manovich, 189.
(8.) Ibid, 183.
(9.) Fred Glass, "Sign of the Times: The Computer as Character
in 'Tron', 'War Games', and 'Superman
Ill'," Film Quarterly 38.2 (1984-1985): 17.
(10.) Ibid, 18.
(11.) Manovich, 189.
(12.) Ibid, 179.
(13.) Ibid, 182.
(14.) Bazin, 21.
(15.) Manovich, 186.
(16.) Ibid.
(17.) Jean-Louis Comolli, "Machines of the Visible," The
Cinematic Apparatus, Teresa de Lauretis and Stephen Heath, eds. (New
York: St. Martin's Press, 1980), 123.
(18.) Manovich, 186.
(19.) Comolli, 141.
(20.) Manovich, 190.
(21.) Ibid, 186.
(22.) Ramin Setoodeh, "Where Has 'Tron' Gone?"
Newsweek, December 2, 2010,
http://www.theciailybeast.com/newsweek/2010/12/02/the-mysterious-case-of-the-missing-tron.html.
(23.) Manovich, 190.
(24.) David Bordwell and Janet Staiger, "Technology, Style,
and Mode of Production," The Classical Hollywood Cinema: Film Style
and Mode of Production to 1960 (London: Routledge, 1985), 243.
(25.) Manovich, 190.
(26.) Glass, 19.
(27.) William Paul, "The Aesthetics of Emergence," Film
History 5.3 (1993): 322-323.
(28.) Ibid, 321.
(29.) John Belton, "Digital Cinema: A False Revolution,"
October 100 (2002): 100.
(30.) Manovich, 201.
(31.) Ibid, 194.
(32.) Ibid, 202.
(33.) Ibid.
(34.) Ibid.
(35.) Ibid, 201.
(36.) Ibid, 180.
(37.) Ibid.
(38.) Ibid, 202.