Professional Documents
Culture Documents
On October 16, 2011, the online version of the Dutch daily paper NRC Handelsblad
posted a link to the YouTube clip »A Magazine is an iPad that does not Work«, whe-
re we see a one-year old girl interacting with both an electronic tablet and a paper
magazine.1 To her frustration, the magazine is not responding to her touch com-
mands. But she perfectly understands how the iPad works … In Dutch we use the
expression »dat is kinderspel« (that’s child’s play) to say that something is very easy
to do, so easy that even children can do it. The YouTube clip very literally illustrates
this saying regarding new media. Technology is not just becoming user-friendlier, but
also truly infant-friendly, by developing an intuitive, almost natural language. But the
video also shows the technophobes among us the drawback of such a development:
the next generation will no longer be able to read ›normal‹ papers (i. e. texts printed
on paper).
The idea of adolescents being ahead of their time and surpassing the generation
of their parents in technological terms is nothing new. It is a recurring commonplace
or topos of our media history, as media-archaeologist Erkki Huhtamo would put it.2
This text was originally delivered as a lecture at the Institut für Theater-, Film- und Medien-
wissenschaft der Universität Wien on January 12, 2012. Some passages are taken from my article
»Early cinema’s touch(able) screens: From Uncle Josh to Ali Barbouyou«, published later that
year in the online journal of the European Network for Cinema Studies, NECSUS, 2/2012:
http://www.necsus-ejms.org/early-cinemas-touchable-screens-from-uncle-josh-to-ali-bar-
bouyou/.
1 http://www.nrc.nl/nieuws/2011/10/16/video-baby-snapt-wel-een-ipad-maar-niet-een-tijdschrift/.
I would like to thank Markus Stauff for having drawn my attention to this video. The YouTube clip
was uploaded on October 6, 2011. It provoked a lot of responses, many of which doubted the true
»digital« intuition of the baby (or the »OS upgrade«, as the maker and father of the baby calls it).
See also part 2 of the clip: http://www.youtube.com/watch?v=kJZSLvTK4pw.
2 On the notion of »topos«, see Erkki Huhtamo, »From kaleidoscomaniac to cybernerd: Towards
an archaeology of the media«, in: Electronic Culture: Technology and Visual Representation, ed. by
Timothy Druckrey, New York: Aperture 1996, p. 296–303, p. 425ff.
3 See for instance the following article in a Belgian newspaper: »Mobiele telefoon doet duim mute-
ren«, Gazet van Antwerpen, March 24, 2002.
4 Alex S. Taylor and Jane Vincent, »An SMS history«, in: Mobile World: Past, Present and Future, ed.
by Lynne Hamill, Amparo Lasen and Dan Diaper, London: Springer 2005, p. 75–91, here p. 79.
5 Friedrich Kittler, Gramophone, Film, Typewriter, Stanford: Stanford University Press 1999.
6 Porter made this film for the Edison Company. It is a remake of an earlier British rube film by
Robert W. Paul: The Countryman and the Cinematograph (1901).
7 See Thomas Elsaesser, Filmgeschichte und frühes Kino. Archäologie eines Medienwandels, München:
edition text + kritik 2002; Wanda Strauven, »Touch, don’t look«, in: The Five Senses of Cinema, ed.
by Alice Autelitano, Veronica Innocenti and Valentina Re, Udine: Forum 2005, p. 283–291; and
Wanda Strauven, »The Observer’s Dilemma: To Touch or Not to Touch«, in: Media Archaeology:
In other words, it is a remedy against the distraction that characterized early shows
of moving pictures. But even if we are not reading it as a counterexample of the »look
but don’t touch« rule, Porter’s rube film remains a very overt thematisation of the
relation (or tension) between seeing and touching: because, by touching the screen,
the image disappears.8
Whether or not Uncle Josh at the Moving Picture Show was successful as a discip-
lining instance (in attracting attention to the screen and provoking laughter) is dif-
ficult to verify. It equally produced a mimetic impulse in the spectator. According to
Leonardo da Vinci, the incitement of such an impulse was a sign of a good artwork.
In Trattato della Pittura one can read:
One painter made such a figure that whoever saw it immediately yawned and kept
repeating this accident as long as his eyes were on the painting which, like him, feigned
someone yawning. Others have painted libidinous acts, and so much lewdness that
[the paintings] have incited spectators to the same celebration. This, poetry will not
do.9
Approaches, Applications, and Implications, ed. by Erkki Huhtamo, Jussi Parikka, Berkeley/Los An-
geles: University of California Press 2011, p. 148–163.
8 This is due to the principle of rear-projection, which I discuss more in detail in »Early cinema’s
touch(able) screens«.
9 Leonardo da Vinci, Paragone: A Comparison of the Arts, translated by I. A. Richter, London/New
York/Toronto: Oxford University Press 1949, p. 66. I would like to thank Caroline van Eck for
having suggested looking into Leonardo da Vinci’s writings for this reading.
10 Patricia Trutty-Coohill, »Comic rhythms in Leonardo da Vinci«, in: Enjoyment: From Laughter
to Delight in Philosophy, Literature, the Fine Arts, and Aesthetics, ed. by Anna-Teresa Tymieniecka,
Dordrecht: Kluwer Academic Publishers 1998, p. 185–202, here p. 185.
tears it down, we can read it as a direct invitation to touch the screen. Because, after
all, why should film screens not be touched?
First of all, it cannot be stressed enough that moving pictures for public consumption
made their first appearance among slot machines and fairground attractions, that is, in
a context where bodily interaction with the apparatus was common or even necessary.
Of particular interest are the hand-cranked viewing machines, which allowed for some
manipulation on the part of the viewer. A good example is the mutoscope, patented in
1894 by Herman Casler. In contrast to Edison’s kinetoscope that was launched earlier
that year, the mutoscope was not motor-driven. As pointed out by Erkki Huhtamo, the
mutoscope allowed the viewer to »freely adjust the cranking speed, and interrupt the
session at any point to observe a particularly interesting frame (perhaps a half-naked
lady)«.11 This manual operation, which implies not only a direct, physical contact with
the apparatus but also the possibility of manipulating or altering the view, is a feature
that late-19th-century, hand-cranked, viewing machines share with early-19th-century
optical toys, such as the thaumatrope (mid-1820s), the phenakistiscope (1832) and the
zoetrope (1833). According to traditional film history, these optical toys belong to the
prehistory of cinema. They are generally considered as »pre-cinematic« devices because
of their application (or illustration) of the so-called persistence of vision, discovered by
the Belgian physicist Joseph Plateau in 1829. In this dominant – and teleological – view,
the focus is of course on the visual, on the spectacle for the eye(s). Film historians rarely
underline the importance of the hand, of the manual operation, which lies at the basis
of these 19th-century forms of spectacle and which actually points to another more obvi-
ous and straightforward lineage: from arcade games to computer games.12
11 Erkki Huhtamo, »Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gaming«, in: Hand-
book of Computer Game Studies, ed. by Joost Raessens and Jeffrey Goldstein, Cambridge, MA: The
MIT Press 2005, p. 3–21, here p. 9.
12 See Nicolas Dulac and André Gaudreault, »Circularity and Repetition at the Heart of the At-
Beside the lineage of the 19th-century optical toys and viewing machines, there is
another connection worthwhile exploring, which is early museum culture with its
hands-on practices. Touching artworks on display was a rather common practice in
the period of early museum culture, which runs roughly from the mid-17th century
to the end of the 18th century (that is, before the gradual institutionalization of the
museum in the 19th century). As explained by Constance Classen, it was a practice
that museums had inherited from private art collections and that was an almost man-
datory aspect of the guided tour, with the curator acting as »gracious host« and the
museum visitors as »polite guests«. According to the logic of this hospitality, museum
visitors were supposed to »show their interest and goodwill by asking questions and
by touching the proffered objects«. And, as Classen adds: »To be invited to peruse
a collection of exotic artefacts or objets d’art and not touch anything would be like
being invited to someone’s home for dinner and not touching the food.«13 Impor-
tant to note here is that this hands-on practice was not limited to three-dimensional
objects, but also applied, although to a lesser degree, to paintings. People would touch
paintings to feel the texture of the canvas and/or the paint, or »simply to exercise
their right to touch«.14 It was above all a matter of closeness, of direct contact.
By the mid-1840s such a hands-on practice had become taboo in the art world.
This was a direct result of the institutionalization of the museum and the disciplining
of the museum visitor, which basically meant: lowered voices, a measured pace, and
hands-off behavior. However, as Classen points out regarding the Ashmolean Muse-
um of Art and Archaeology of Oxford, which is the first public museum in Britain,
founded in 1683: »as late as 1827 the Ashmolean regulations allowed visitors to handle
artefacts with the curator’s permission«.15 So it is a practice that lasts until the mid-
1820s, and this is the moment when the first optical toys, such as the thaumatrope,
appear on the market. One could therefore say that the early-19th-century optical toys
ensure a continuation of the hands-on practice that for more than a century pervaded
the semi-private/semi-public sphere of the early museums. The hands-on practice
will then move back from the private sphere (optical toys as home entertainment)
traction: Optical Toys and the Emergence of a New Cultural Series«, in: The Cinema of Attractions
Reloaded, ed. by Wanda Strauven, Amsterdam: Amsterdam University Press 2006, p. 227–244. On
the importance of the manual operation of magic lanterns, see Lisa Cartwright, »The Hands of the
Projectionist«, Science in Context, vol. 24, 3/2011, p. 443–464.
13 Constance Classen, »Touch in the Museum«, in: The Book of Touch, ed. by Constance Classen, Ox-
ford: Berg 2005, p. 275–286, here p. 275.
14 Ibid., p. 279.
15 Constance Classen, »Museum Manners: The Sensory Life of the Early Museum«, Journal of Social
History, vol. 40, 4/2007, p. 895–914, here p. 899.
to the public sphere with the advent of the hand-cranked viewing machines at the
end of the 19th century, precisely when cinema emerges as a new form of (visual)
spectacle. Here one should insist once more on the importance of manual operation.
Hand-cranked projectors, like the one in Uncle Josh at the Moving Picture Show, are
necessarily linked to the body of the projectionist. They also allow for some mani-
pulation of the image projected, precisely as in the case of the optical toys. This and
other ›interactive‹ features of early cinema will gradually disappear with cinema’s ins-
titutionalization. As with museum culture, the hands-on practice will become taboo.16
Whereas in the museum and arts context touch was to be reintroduced on a regu-
lar basis over the years, from Marinetti’s tactile boards of the 1920s to today’s interac-
tive art installations and entirely touch-interface-designed museums, the film screen
has remained basically an untouchable element of the cinematographic dispositif.
Here I should specify that when I talk about the film screen I mean the theatrical
film screen, the surface for projection that we find in the movie theater, that is, in the
public sphere. I distinguish the film screen from the television screen (or set) and the
computer screen (or monitor), which are both much more tangible as objects within
our private sphere. I also leave aside the phenomenon of home cinema and the fact
that today we can watch films on various portable touch screens, which somehow
annul the gap between private and public. Those touch screens (iPhone, iPad, and so
on), like the 19th-century optical toys, belong to the history of gadgets and ownership.
The theatrical film screen, on the other hand, is a screen we do not own. This is also
true, as I will discuss below, for the first generation of touch screens.
17 See also Wanda Strauven, »Re-disciplining the Audience: Godard’s Rube-Carabinier«, in: Cinephi-
lia: Movies, Love and Memory, ed. by Marijke de Valck and Malte Hagener, Amsterdam: Amster-
dam University Press 2005, p. 125–133.
18 As pointed out to me by Alexandra Schneider, it is likely that Godard’s source of inspiration for
this third film was – instead of Georges Méliès’ first »nudity« scene – Buster Keaton’s One Week
(1920), where the bride played by Sybil Seely is taking a bath as well. In Keaton’s film the setting is
more alike (a proper bath room with a tub, instead of a bucket in a dressing room) and, interestin-
gly enough, the lens of the camera is covered, literally touched, by a hand to block our view when
the lady is reaching out for the soap that has fallen on the floor.
Fig. 6: E. A. Johnson’s touch screen (1967) Fig. 7: A touch-screen keyboard designed by the
Human-Computer Interaction Laboratory at the
University of Maryland (1991)
Johnson at England’s Royal Radar Establishment. It was a touch screen for air traffic
control. Gradually, touch screens were also successfully applied in sales kiosks, public
information services, as well as in museums.19 These early touch screens, which were
screens in the public sphere (precursors to today’s ATM machines and the like), did
not have a good reputation: they were imprecise, slow, and poorly designed. There-
fore, in the late 1980s to early 1990s, research focused on, so-called, high-precision
touchscreens.
From today’s perspective, seven years after the launch of the iPhone, it is difficult
to imagine that in the early 1990s the touch screen was looked upon as old-fashioned.
In 1991, an article on the touch screen began as follows: »If you thought touch screens
were a thing of the past, this essay will bring you up to date on improvements to this
input device’s user interface. I suspect we will be seeing touch screens used for more
applications than ever before.«20 The author was Ben Shneiderman, who had founded
the Human-Computer Interaction Lab at the University of Maryland in 1983. This
lab conducted many touch screen experiments in the early 1990s with the main goal
of making the selection strategy more accurate. All those experiments, which ran
from keyboard applications to finger-paint programs, used the monitor (or computer
screen) as touch screen.21 In those very same years, Xerox PARC was developing the
so-called digital desk, which was a user interface projected onto a real desk to be
19 Catherine Plaisant, »High-precision touchscreens: Museum kiosks, home automation and touch-
screen keyboards«, January 1999: http://www.cs.umd.edu/hcil/touchscreens/
20 Ben Shneiderman, »Touch screens now offer compelling uses«, IEEE Software, March 1991, p. 93f.,
p. 107, here p. 93.
21 Andrew Sears/Ben Shneiderman, »High Precision Touchscreens: Design Strategies and Compari-
sons with a Mouse«, International Journal of Man-Machine Studies, vol. 34, 1991, p. 593–613.
manipulated by touch. This digital desk was to replace the ›desktop‹ metaphor, which
Xerox PARC themselves had introduced in 1970. Xerox PARC aimed to overthrow
their electronic desk by turning the physical desk into a workstation, into a surface to
be touched and physically worked upon. In other words, their touch screen disposed
of the computer screen and relied on the principle of projection, a principle typical
of, and essential to the film screen. In this application, because of the use of front
projection, the hand of the engineer who touched the projected desk became a screen
itself, upon which data are ›imprinted‹ or projected in an echo of Michel-Ange’s skin
which served as a screen for the ongoing projection of the bathing society lady in
Godard’s rube film-with-in-the-film,.22
In a further leap, in 2009 (one year before the launch of the iPad), researchers at
the MIT Media Lab presented their SixthSense project, which was – according to
their own website – a »wearable, gestural interface that augments our physical world
with digital information, and lets us use natural hand gestures to interact with that
information«.23 The main motivation behind the project, run by Belgian professor
Pattie Maes, was to address the point that smartphones were still cumbersome in
terms of accessing data. Relying again on the principle of projection, the project pro-
posed that access could become more direct. And that all surfaces could function as
screens, even, or especially, the hand. The promotional video of SixthSense shows,
for instance, how the hand becomes a phone display with buttons to be pushed in
order to dial a number. Here again, as in the previous example of the Xerox PARC
engineer’s hand at the digital desk, the skin becomes a screen. It becomes a surface
22 See the 1991 demonstration video »Tactile Manipulation on a Digital Desk« by Pierre Wellner:
http://www.youtube.com/watch?v=laApNiNpnvI.
23 http://fluid.media.mit.edu/projects/sixthsense.
onto which data are projected, a surface similar to the theatrical film screen’s but one
with the possibility of interaction and manipulation due to tactile technology. Sixth-
Sense illustrates one way in which touch screen technology »touches« our own skin.
In doing so, it reminds us of one of the many possible etymological origins of the
word »screen«, one deriving from the Latin corium (Greek korion), meaning »skin«.