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Winfried Gerling
To cite this article: Winfried Gerling (2018) PHOTOGRAPHY IN THE DIGITAL, photographies,
11:2-3, 149-167, DOI: 10.1080/17540763.2018.1445013
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photographies, 2018
Vol. 11, Nos. 2–3, 149–167, https://doi.org/10.1080/17540763.2018.1445013
© 2018 Informa UK Limited, trading as Taylor & Francis Group
150 PHOTOGRAPHIES
describes as the other of the digital.4 Nonetheless, it otherwise accords well with how
Batchen describes cameraless photography:
Elsewhere, he writes: “and its edge becomes an arbitrary cut within a field of
potentially infinite elements rather than a rational frame surrounding a discrete object.
It’s a picture, in other words, that breaks with all received conventions of picture
making.”6
A screenshot is precisely this: like the photogram, it is a reproduction on a 1:1
scale. It has no perspective, makes no use of any three-dimensional illusion. It follows
no human view even if it is made specifically for it. The framing is often “an arbitrary
cut within a field of potentially infinite elements.” The screenshot and the photogram,
different from the optical photograph, do not appear as selections of potentially infinite
elements. Instead, they show an image of elements oriented toward the cut in a
specific way, even if the selected cut may be arbitrary.
copies, he calls them: “Kopie von Ansichten in der Camera Obscura” (copy of views in
the Camera Obscura).18 Thus, the polaroid material assumes an extraordinary role in
the documentation of interfaces. The monitor image is just as fleeting as the image of
reality outside the computer.19 In contrast to the early photographic experiments of
Talbot and Niepce, the goal of screen photographs was not initially reproducibility, but
PHOTOGRAPHY IN THE DIGITAL 153
rather preservation and archiving as a replacement for hard copies that could not exist
in many situations due to technical considerations.
The screenshot
By the beginning of the 1960s, photographs of computer monitors were already being
produced in order to make the work on the first interactive CAD computers visible to
a larger audience than the scientists working directly with these computers. They were
primarily produced for other computer scientists and developers to show at confer-
ences. At that time, the very few computers in existence were large and expensive, so
a method had to be found to make this type of production visible and communicable.
In the time since then, the recording of these image types has become conventiona-
lized. The existence of screenshots is especially meaningful for the history of the
development of interfaces, as they often make up the sole evidence of these
154 PHOTOGRAPHIES
Fig. 3 Polaroids of the interface development of Lisa at Apple (ca. 1979), by Bill Atkinson. With permission of Bill
Atkinson.
developmental stages.20 Many early computer systems, such as the Xerox Star, are no
longer operable. The often very few screen images have to function as canonical
witnesses to the development of these computers and interfaces. For example, the
collection of polaroids Bill Atkinson took starting in 1979 of the development of the
GUI21 of Apple’s Lisa without any special photographic equipment constitute the only
opportunity today to approach this development historically.22 As there was no
screenshot function, these photographs are an analog archive of one of the most
influential digital developments of the twentieth century (see Figure 3).
Matthew Allen describes this conventionalized form of screen photography at the
beginning of the 1960s as the origin of the screenshot,23 even though it was still created
in analog, with a camera in front of the screen, and the name only came into use in 1983.
Because the first interactive CAD computers were only accessible for a small circle of
scientists, it was of great importance to know where each picture came from: “The sense
of it being ‘from the screen’ was the most important content of the image.”24
So the new technology, the interactive screen, was also communicated as a new
ideology.
The invention of the Graphical User Interface (GUI) at Xerox PARC (Palo Alto
Research Center) in 1984 in the Apple Macintosh and a year later in Microsoft
Windows established worldwide the idea of “overlapping windows.”25 As a result, it
became apparently necessary for users to record the constellations of what was on the
screen in a standardized manner as a screenshot — an image of the interface unable to
be optically differentiated from its appearance.
The digital screenshot function thus came into being through the development of
the personal computer in various operating systems in the mid-1980s. With Apple, for
example, the possibility of taking a screenshot coincided with the 1984 release of the
Macintosh; a specific key command (cmd, shift, 3) saved the image in MacPaint format
on an inserted disc. On IBM keyboards, print screen was introduced at the beginning
of the 1980s, allowing the printing of a direct, physical copy of the screen, indepen-
dent of the software running. On Windows and other operating systems, the function
of the keys has since been modified so that now an image is copied to the clipboard or
saved as a file on the hard disk.26 As the Oxford English Dictionary traces the first
PHOTOGRAPHY IN THE DIGITAL 155
mention of the word to 1983, it can be assumed that it appeared in conjunction with
the function’s development in the computer (see Figure 4).
What happens concretely on the computer varies widely depending on the plat-
form. In simplified and general terms, the digital screenshot is triggered by a command
from the operating system. Using the video RAM, the screenshot is written as a copy
in the main memory or immediately onto a data storage device as a file (format) with
corresponding metadata. Thus, importantly, the screenshot is not rendered on its own.
Instead, it is a copy of the image currently appearing on the computer; this fact also
produces a specific form of (sometimes even juridical) proof. In isolated cases,
screenshots have been accepted, like photographs, as evidence in legal proceedings.27
Digital screenshots are pixel-precise positive copies (raster graphics) of the con-
stellation of program windows located on a given screen at the moment of capture, or
an actively selected part of thereof.28 Their borders are determined intentionally, and
the cursor is usually omitted.29 As a rule, they are rectangular (orthogonal) and
contain no characteristics of a central perspective. They are images of stratifications
of windows (applications)30 — of the realities of the computer — but they also enable
insights into the intimate, private life of the users. They present an image of the
interface in use with informative content on the most distinct levels — “an image of a
great density of circumstantial detail.”31
During the 2016 election campaign, American congressional candidate Mike Webb
posted a screenshot of an open Yahoo webpage on his Facebook account. In the
screenshot, in other open tabs (registry cards), pornographic content was clearly
156 PHOTOGRAPHIES
visible, likely unknown to Webb.32 The “density of circumstantial detail” was clearly
too great and caused a small scandal. In this case, the screenshot was unintentional
evidence of the interpenetration of the private and professional spheres.
First and foremost, the screenshot is documentation and serves to communicate
and archive images of a computer’s use.
Fig. 5 In game photography from Mirrors Edge Catalyst, by Joshua Taylor. With permission of Joshua Taylor.
https://www.flickr.com/photos/joshtaylorcreative/37533799946/in/album-72157687088352840/
This photography is fully at the mercy of the game. The latter’s world is protected
by copyright, crafted by designers, and based on rules. The photographers move in a
world formed down to its last detail. Photographers can thus only record what others
have created. Sometimes, copyright disputes arise. The game industry, whose product
is the foundation of these practices, nonetheless seems in full agreement with the
processing of their products in this way. NVIDIA, the graphics card manufacturer,
recently developed the Ansel software53 that renders images with specific graphics
cards together with specific games. This process omits the interface of the game,
allows free movement through the game space while suspending the playing mode and
the temporal progression, and generates an image in considerably higher resolution
than the display (see Figure 6).54
Ansel is thus a special realization of the photo mode that various games (the first
was Gran Turismo 4, 2004) have introduced in the recent past. The generated images
PHOTOGRAPHY IN THE DIGITAL 159
https://www.flickr.com/photos/joshtaylorcreative/37533799946/in/album-72157687088352840/
show in an ideal manner what 360° spherical panoramas and plenoptic cameras are
only able to approximate.
This technology thus finally takes leave of the technique of the screenshot and
makes “professional” tools available for computer game photography. This technology
also addresses another problem of in-game photography — the escape from gameplay
mode. Whereas sometimes the production of a photo in a first-person shooter can cost
players their “life” for stepping out of gameplay to complete an unplanned action,
exiting gameplay becomes the rule with Ansel or similar photo modes. The game is
simply suspended for the duration of the recording. The shift that happens when a
game exchange occurs photographically is worth noting in general. Here, gameplay is
left behind in favor of the production and sharing of an image. Like in other forms of
social photography, the sharing of a moment — the sharing of an image — becomes
more important than the gameplay experience.55
Just as there are unmistakable similarities and common prehistories of all these
practices, there are also fundamental differences in their principles. In the screenshot,
the status of a clearly two-dimensional screen graphic forms the basis of what is
recorded, identical to the representation on the screen at the moment of capture.56
Usually, what is recorded is the graphic interface’s status, including the appearance of
simultaneously varied concepts and visualities in screenshots: texts, images, software
160 PHOTOGRAPHIES
interfaces, and 3D simulations, to name just a few. With its clear two-dimensionality,
the screenshot is closer to the photogram — the cameraless photograph — than to
photography itself.57 Accordingly, these images are not created by a “virtual camera”
and thus are not produced by the optics of a lens. They are pictures of a surface and
not of an operative image, as is an interface.58 They correspond to what was “located”
on the screen, similar to what is located on paper in a photogram — shadows of a
functional context that is erased at the moment of capture. The index of the operative
image references something other than the screenshot of the same screen-image
constellation. While the symbols, icons, menus, etc. of the interface always refer to
operations available on the computer, the index of the screenshot references the use of
the computer, its culture, intimate things, etc.
The distinction between these images that look so interchangeably similar is found
in the decision to take a screenshot. The act of the screenshot is of paramount
importance: the image is removed from its procedural context. As an act, it corre-
sponds to the photographic gesture, but as an image, it is a reproduction, the backup
copy of an irretrievably lost constellation or situation on the screen. The screenshot is
possibly the only image of a thing that could be confused with it, at least for a short
time. Robbed of the operativity of the interface image, the screenshot, like a photo-
gram, is only a shadow of what it portrays.
In-game photography creates an image organized according to perspective from a
game’s spaces, and it resembles photography from the physical world with which it can
be confused under certain circumstances. The confusion here lies at the level of
simulation. It is a double simulation: if photography simulates a view of the world,59
then in-game photography is simulating a simulation. As further evidence, a large
Fig. 7 Landscape in-game photography from Battlefield 3, by Joshua Taylor. With permission of Joshua Taylor.
https://www.flickr.com/photos/joshtaylorcreative/30787827074/in/album-72157673857672824/
PHOTOGRAPHY IN THE DIGITAL 161
number of games are now oriented toward a photographic aesthetic and they contain,
as in the “real world,” places that can be called vista points (See Figure 7).60
Other games show a clear connection to photographic models. One example is
Day of Defeat: Source (Valve Corporation 2005), a game that is clearly oriented toward
photographic models from the Second World War.61
Moreover, elements of computer games’ renderings, such as backgrounds and clouds,
are generated from “real-world photographs.” If we observe the screenshot of a computer
game, it is starkly distinct from an in-game photograph: the game interface that is always
captured remains a witness to the game’s character. In contrast, in-game photography is
usually connected to the fascination with a photographic aesthetic of the beautiful and the
spectacular that has been transferred from the physical into the digitally created world.
Fig. 8 Spectacular in-game landscape photography in the computer game Rage by Iain Andrews and Joshua Taylor
from the same game. With permission of Joshua Taylor. https://www.flickr.com/photos/joshtaylorcreative/31647866334/
in/album-72157675895013083/; https://www.flickr.com/photos/63974083@N06/6232867909/
162 PHOTOGRAPHIES
One result is that different players will produce similar images; commonalities include
lighting, clouds, and even the simulation of seemingly identical mistakes (see Figure 8).
Screen-image photography is a strange hybrid. It creates a clearly two-dimensional
image using an optical lens. Its grasp is materially restricted to the surface of the
screen. In this way, it makes the composition or materiality of the display visible,
including curvatures, dimming, scratches, finger prints, etc. Parts of the presented
image and information about it are lost and other unforeseen things may occur — e.g.
the coloration may be changed.
If the documentary genre is meant to capture life’s reality, then desktop recording
acknowledges that computer screens and the internet are now a primary experi-
ence of our daily lives, as well as a primary repository of information.62
The image of the screen image is a result of actions and manipulations that are different to
those of a photographer, because the actions and manipulations are determined by the
computer: the cooperation or interaction between software, hardware, and the user.
In use, as I have shown, the screenshot is very close to the use of photo-
graphy. First and foremost, it is document and evidence, which can also be said
for our scientific work: many images in media studies publications are screen-
shots. Academics regularly employ this function or use found screenshots without
reflecting the status of these images. And yet where, when, and in what
circumstances were they created? The genesis of a screenshot is rarely documen-
ted. Only in the metadata — often no longer retained — is the moment of its
creation recorded. They are anonymous images, often aesthetically “poor,”63 and
created for no other purpose than to create proof quickly, to document some-
thing. They are images that offer unexpected access to practices that expand the
photographic field and shed light on an unanticipated connection between game
studies and photographic research.
PHOTOGRAPHY IN THE DIGITAL 163
Disclosure statement
No potential conflict of interest was reported by the author.
Notes
1 See e.g. Doug Rickard’s “A New American Picture” (2011) and Viktoria
Binschtok’s “World of Pairs” (2012). Both projects work with images from
Google Street View.
2 See e.g. the work of Stephen Shore, Lars Tunbjörk, William Eggleston, Timm
Rautert, and, recently, Wolfgang Tillmans. These images bring up yet another
theme, the picture in picture or Mise en Abyme, which cannot be discussed further
here.
3 See Batchen, Emanations.
4 Ibid., 47.
5 Ibid., 47.
6 Ibid., 9.
7 According to this definition, screen image also refers to the projections on the
screen of a large-format camera, background projections, etc.
8 Manuel Dias de Abreu (January 4, 1894–January 30, 1962). At that time, the
technique was called Abreugraphie. See “Chest photofluorography.” Wikipedia,
https://en.wikipedia.org/wiki/Chest_photofluorography
9 Results were examined with a magnifying glass.
10 In the middle of the 1930s, Robert Janker also worked on the development of
screen image photography in Bonn. He started using the process in the mid-1920s,
at first for the production of educational films on x-ray, that showed the sequence
of movements in the body. See Braun and Michels, “Die Tuberkulose auf dem
Schirm.”
11 It would be instructive to consider the dispositif of x-ray photography as a necessary
transparent representation. The medium’s transparency plays a decisive role.
12 See Schwab, Hochspannungsmesstechnik, 8.
13 The transparency of a monitor is a curious thing, because it is actually opaque. The
alleged inspection of the data — the representations of the interface — cannot be
compared with the transparency of the matt screen of a camera or of an x-ray
screen. Here, nothing is seen through; there is only representation.
14 Other systems of recording should be mentioned here — especially those devel-
oped by Fairchild, Steinheil, Kodak, Tektronix, and Polaroid — for creating instant
images, slides, videos, and prints from illuminated screens in analog processes.
15 For this use, polaroid even developed a film, spectra, whose image size of 9.2×7.3
better corresponds to the 4×3 aspect ratio of CRT screens.
16 Giddings, “Drawing without Light,” 50–51.
17 See Talbot, The Pencil of Nature.
18 Frizot, Neue Geschichte der Fotografie, 21.
19 Depending on the technology, the refresh rate is somewhere between 50 and 1000
hz.
20 Consider the relevant works of Margarete Pratschke, especially Windows als Tableau.
164 PHOTOGRAPHIES
ORCID
Winfried Gerling http://orcid.org/0000-0001-8866-8723
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Winfried Gerling is Professor for Concepts and Aesthetics of New Media in European Media
Studies, at the University of Applied Sciences Potsdam. His research focuses on the theory
and practice of photography, digital aesthetics and media environments.