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AIC, 1988 - AIC Associazione Italiana Autori della Fotografia ...

AIC, 1988 - AIC Associazione Italiana Autori della Fotografia ...

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<strong>AIC</strong><br />

second method for the proportioning of<br />

angles. Here it is only possible to refer<br />

briefly to Alberti's orthogonal<br />

principles, as applied to the<br />

intersecting plane in relation to the<br />

horizontal, and how they were<br />

eventually developed. Piero <strong>della</strong><br />

Francesca already began to develop<br />

them in some of his later theories, and<br />

they finally acquired a real and proper<br />

form in the "inclined plane" as applied<br />

to the paintings of Tintoretto and<br />

Paolo Veronese. Federico Comandino<br />

was the theorist responsible for the<br />

latter developments, which occurred at<br />

the height of the 15th Century,<br />

followed by Guidubaldo Del Monte<br />

who progressed them even further.<br />

From then, up until the time of<br />

Monge, perspective as applied to a flat<br />

surface rapidly developed into<br />

descriptive geometry: while the camera<br />

obscura, which first made its<br />

appearance in the 11 th Century, very<br />

slowly had lenses and mirrors<br />

incorporated in the period between the<br />

16th and 18th Centuries, was first<br />

used as an "aid" by painters (Vermeer,<br />

Canaletto, Van Loo etc.) and then<br />

finally as a base for the creation of<br />

photography and its development.<br />

So far, we haven't mentioned when<br />

light and colour first came to be used<br />

in images. First of all, we have to go<br />

back to Pliny's charming little story<br />

and ask ourselves if, in fact,<br />

chiaroscuro and colour were<br />

compatible with "outline"? If it is a<br />

question of an "artificial" image, the<br />

answer is obviously no. Neveretheless,<br />

as far as the "natural" image is<br />

concerned, that is the one perceived by<br />

the eye/brain, the answer is not a<br />

definite no, but neither a definite yes.<br />

In fact, the "natural" image is not<br />

merely a retinal image, but the<br />

combined perception of tactile, kinetic,<br />

light and colour data which has been<br />

coordinated by the brain, therefore,<br />

drawing an outline on a flat surface<br />

can, so to speak, delineate a form<br />

geometrically, but when it is a question<br />

of drawing that does not require the<br />

application of mathematical principles,<br />

a compromise can be reached in which<br />

shadow can also be indicated and, in<br />

some cases, even a different light and<br />

colour tone. All things considered,<br />

however, an artificial image composed<br />

entirely of colour and light, cannot be<br />

compatible with a true and proper<br />

outline, as it can only be suggested at<br />

the points of maximum gradient. In<br />

short, a painter who wishes to create<br />

natural -looking images, can sketch in<br />

the outlines but then has to make<br />

them disappear as he works the paint<br />

to achieve the colour and light effects.<br />

All this certainly posed a great<br />

problem for the ancient Greeks. And it<br />

was only very late in the history of<br />

their magnificent vase painting that<br />

they were able to use their outline<br />

tecnique also to create light; and it was<br />

only in the latter part of the ancient<br />

Naturalistic period that they were able<br />

to combine colour, light and form, as is<br />

evident in the extraordinary frescoes<br />

and mosaics in Stabia, Herculaneum<br />

and Pompeii, as well as the mosaics in<br />

Amerina Square and the<br />

Constantinople Hippodrome.<br />

It took Leonardo da Vinci to both<br />

theorize and experiment the complete<br />

fusion between the representation of<br />

volume, colour and light, also<br />

developing, in addition to "linear<br />

perspective" (the guidelines of which<br />

are obliterated after use), the<br />

perspective of "colour" and the<br />

"perspective of expedition";<br />

respectively, the attenuation of colour<br />

and gradual blurring of outline, in<br />

relation to distance.<br />

However, Leonardo also researched<br />

(and experimented, to a degree) the<br />

laws governing photometry, and the<br />

formation of shadows and half-light,<br />

distinguishing for the first time<br />

between individual light sources and a<br />

general source. At the same time, he<br />

evolved a method of analysing the light<br />

emitted by different colour sources,<br />

thus being able to establish the various<br />

"additive" mixes. The painter who<br />

understood and utilized the teachings<br />

of Leonardo most ably and most<br />

frequently was not Michelangelo, as<br />

many people think, but Raphael, and<br />

Leonardo's influence is most evident in<br />

the "school of Athens". There is no<br />

point in going into details here, as to<br />

how the later painters developed and<br />

updated the "artifical" images created<br />

by their predecessors in the 15th<br />

Century.<br />

From the point of view of optics, first<br />

black and white photography, and<br />

then colour, has to be considered as<br />

having inherited all the technologies<br />

used in the creation of the images, to<br />

which the cinema added movement. It<br />

must be acknowledged that, as far as<br />

the quality of light and colour is<br />

concerned, the paintings of the great<br />

maestros can hold their own with the<br />

best cinema photography created<br />

today.<br />

The photochemical image, espcially as<br />

used in the cinema, had only just<br />

begun to be propagated ana perfected,<br />

when it found itself having to combete<br />

with "rivals". The main one was the<br />

electronic image, which we also only<br />

have space to examine briefly here.<br />

Entrepreneurs and technologists went<br />

to work immediately, when they<br />

realized there was a possibility of<br />

transmitting images virtually anywhere<br />

electronically, which would enable<br />

them to avoid the lengthy developing<br />

and printing processes. However, it<br />

took seventy long hard years of<br />

research, before they succeeded in<br />

doing it.<br />

Just before 1873, the first devices<br />

capable of converting light signals into<br />

electric signals became operative. And<br />

in addition to the photoelectric cell, the<br />

photoconductive and photovoltaic cells<br />

were developed and, finally, the Kerr<br />

cell, which brought about the<br />

possibility of combining the actual<br />

sound track and film.<br />

Meanwhile, technologists were<br />

studying a way of breaking down and<br />

re-composing a colour and light system<br />

that was apparently continuous (real<br />

image) into different points of light of<br />

sufficient strengtlf. This was first<br />

attempted with mechanical devices<br />

(Nipkov disc), then electronic devices.<br />

The possibility of manipulating<br />

electronic images, breaking them down,<br />

freezing them, reducing them, enlarging<br />

them, superimposing them, altering<br />

their light and colour balance etc. not<br />

only resulted in considerable "creative<br />

achievements" (first communicated to<br />

the public in a systematic way at the<br />

"Documenta" in 1973 at Kassel), but<br />

also proved to be applicable in a<br />

completely new technobgical area.<br />

It was the area of outer space or, to be<br />

more precise, the race to conquer space<br />

(not merely for scientific reasons),<br />

which from the very beginning, made it<br />

necessary to "capture" images and<br />

transmit them back across cosmic<br />

distances to Earth. Very soon, the<br />

technologists found themselves having<br />

to resolve the problem of "background<br />

noise" which was greatly increased by<br />

the electromagnetic waves having to<br />

travel across such vast distances, and<br />

which resulted in all the images<br />

transmitted by the telecameras being<br />

"delayed".<br />

The breakthrough came in the early<br />

Sixties, when it was discovered that<br />

each image could be broken down into<br />

separate points, which could each be<br />

assigned a mathematical "name"<br />

(coordinate and value), and the<br />

transmission of the relative data for<br />

each "point" could be "delayed" for as<br />

much as was necessary to ensure its<br />

exact reconstruction and reinsertion<br />

into the matrix upon the data's being<br />

received on Earth.<br />

The combined forces of rocketry,<br />

astronomy, astrophysics, astronautics,<br />

optics, electronics, computer science<br />

etc. also began to be applied in this<br />

area, resulting in the creation of anew<br />

type of image, known as the<br />

"numerical" or "digital" image.<br />

However, this soon resulted in<br />

"elaboratore" having to be developed:<br />

not only did receiving, processing and<br />

transmitting equipment for domestic<br />

use have to be invented (telecameras<br />

and scanners with AD converters, and<br />

the appropriate calculators, tapes and<br />

discs, pbtters and video tubes), but<br />

also codes and "languages" had to be<br />

elaborated which would be capable of<br />

breaking down and recomposing all the<br />

data for each image, and transforming<br />

it as desired, so that it could be<br />

reversed with the appropriate<br />

algorithms.<br />

During these same years, the<br />

possibilities of analysing and<br />

transforming digital images, were also<br />

studied by various scholars and art<br />

historians, in order to explore the<br />

essential structure used in the<br />

representations of objects on a flat<br />

surface, which were also considered as<br />

different phases in the transformation<br />

of the real image.<br />

It is evident from what has been said<br />

that, if one leaves aside the images<br />

used in video games (which are all the<br />

rage, but which are only capable of<br />

transmitting "information" according<br />

to the rules of the game that the player<br />

has chosen) that the digital image was<br />

primarily invented to function, and<br />

remains — at the level of video graphics<br />

— mainly a scientific and technolgical<br />

instrument, however, it can also be<br />

used to create art (with its synthesized<br />

images, which can be applied to at<br />

least ten minutes of a sci-fi film, or the<br />

creation of a television station signal).<br />

What will be the future of the various<br />

technologies applied to the creation of<br />

the image? First of all, we have to put<br />

aside the idea that when new<br />

technologies are created, they<br />

immediately supplant the preceding<br />

ones. For example, painting has not<br />

been supplanted by photography<br />

which, if anything, has caused it to<br />

re-define itself; neither was<br />

photography supplanted by cinema,<br />

nor cinema by television — and it won't<br />

be as long as its photochemical images<br />

maintain their superior definition.<br />

It is, instead, likely that all these<br />

various technobgies will continue to<br />

co-exist for some time, each to a<br />

certain extent supporting the other.<br />

As far as the digital image is<br />

concerned, it has the particular<br />

advantage of being able to unify, and<br />

also absorb, to a certain extent, the<br />

preceding technolgies. It can take the<br />

form of static configurations identical<br />

to compositions of objects (even though<br />

they are not physically the same), and<br />

also moving configurations (even if<br />

these are still not comparable to the<br />

moving cinematographic image); it is<br />

based on anabgical references, but<br />

undergoes the conventional and<br />

symbolic digitization process and,<br />

general, bgical and mathematical<br />

representation; it adds a new<br />

dimension to the creation of art, and at<br />

the same time is a subject for scientific<br />

verification, research and evaluation;<br />

finally it combines with the traditional<br />

photochemical image, when one needs<br />

to fix the forms created and print<br />

them.<br />

In fact, the digital image is linked to<br />

all the other aspects of the world of<br />

calculators and, therefore, to all the<br />

other worlds of technical and scientific<br />

knowledge. Thus, the digital image is<br />

presently creating an "adult" and "in"<br />

alternative to the video game, which<br />

requires far more intelligence, is very<br />

popular with the young, practised<br />

extensively, and goes under the name<br />

of "hobbistics". It is radically<br />

transforming the world of<br />

enimatography and the crossword<br />

puzzle and introducing a<br />

comprehensive knowledge of the rules<br />

governing bgic and communication<br />

into our culture which, up until a<br />

generation ago, had been ousted by<br />

cheap intuiticmism and creationism<br />

and the indifference shown to<br />

technobgical and scientific knowledge<br />

(when it was not actually look ed down<br />

upon).

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