Techniques
for making panoramic photographs have been in use since about 1850.
Is the digital panorama process simply an update to these methods?
No.
There is inherent in the new process a significant break with the
traditional approach: a digital panorama is innately a construction,
whether what it depicts matches our perception of the "real" scene
before the lens or not. While making a digital panorama, the illusion
that is at the heart of photography--that reality is somehow magically
drawn into a camera and then poured back out onto a piece of paper--becomes
to the imagemaker an obvious white lie.
That
is, in the process of making a digital panorama, our "willing suspension
of disbelief" becomes quite clear. Where historical practices relating
to panoramic images (such as the assembly of multiple photographic
prints or the use of a special rotating camera) might still leave
the illusion intact, the digital panorama-maker cannot hide from an
awareness of the process of assembling and simulating an image.
What
is the consequence of this fact? If the creator of the digital panorama
knows that each source image can be manipulated digitally, or replaced
with another image, and that just as simply the full panorama can
be changed with seemingly no restrictions, then the entire simulated
360-degree view depicted in the image must be viewed as a constructed
space.
Suddenly, the panorama-maker's role shifts from photographer to
installation artist.
(Of
course, we know our eyes and brains do this sort of space-construction
all day long. We're just not very comfortable with that fact, and
we can ignore it easily enough. The process used to make digital panoramas
lays out each source image before us and shows us directly where the
computer "stitching" takes place. This is more difficult to ignore.)
In
a sense, simulation is not entirely alien to the older panoramic process.
Many historical panoramas show the same person at the left and right
edges of the image: by running behind the camera after being photographed,
a quick jokester might reinsert his body before the camera again and
appear twice in the pan.
There
is a difference in character here, however: where our imagined jokester
appears twice in an image recorded in about 60 seconds, there is no
reason why a digital creator could not insert her own image multiple
times using self portraits taken ten years apart. This could be followed
by a process of placing these portraits into a space never actually
visited. She might then change her own features subtly, perhaps change
her clothing, the objects surrounding her, the reactions of onlookers,
and so on.
In
effect the digital panorama "space" becomes an empty cube, open with
possibilities. The computer and camera serve as tools to fill this
imagined venue. Anything within imagination is possible.
There
is of course irony in this, as most digital panoramas seem "superreal,"
offering a perspective beyond that of normal human vision. Part of
their appeal is the idea of seeing a 360-degree view all at once,
an impossibility for human eyes. The irony derives from our expectation
that a panorama should depict reality. (This is quite similar to the
pre-conceptions viewers brought when seeing the earliest photographs.)
This
prejudice trips us up and keeps us from what should be an easy understanding
of visual virtual space. From the standpoint of aesthetics, virtual
space and real space have no significant difference. Whatever an artist
might communicate in one is possible in some form in the other.
In
returning "full circle" to the early photographic practice
of panorama-making, we can see a key aspect of the digital revolution.
Photographers
placing daguerreotypes side-by-side to create the illusion of a view
of a long mountainscape sought to re-present the real scene that lay
before their camera. Photographers setting a Cirkut camera to rotate
and record its circular trip sought the ultrareality of the 360-degree
view. The artist's role in making a digital panorama, however, is
no longer simply that of scene-recorder (although that sort of thing
is easily done). Instead, the initial photographs are likely to be
considered as source material, the artist free to produce any imagined
digital manipulation (or not).
From
this position of infinite possibility, the artist is left in the role
of making aesthetic choices as to what will exist in this space. To
contemporary eyes, it no longer matters whether any of that depicted
is "real." (The digital photograph is generally assumed
to be manipulated in any case.) The
artist using the digital panorama is a space designer, creating a
new place for us to look around, explore and consider.
Ted
Fisher
6.30.01