SoftwareStudies

SoftwareStudies Posts from Cultural Analytics Lab directed by Lev Manovich. (The lab was called Software Studies until 2016).

We use data science and data visualization to study culture. See our projects: http://manovich.net/index.php/exhibitions.

What was the subject of my very first two published articles? Between 1984 and 1993, I worked in the emerging field of 3...
07/17/2026

What was the subject of my very first two published articles? Between 1984 and 1993, I worked in the emerging field of 3D computer animation — and it became the subject of these articles, which focused on photorealism in CG. To my knowledge, they were the first discussion of this new medium from a humanities and media theory perspective.

In “Assembling Reality: Myths of Computer Graphics” (Afterimage, 1992), I analyzed how photorealism in computer graphics differs fundamentally from realism in analog media such as photography and film. A photograph captures all of reality at once; a synthetic image assembles the world from different algorithms, each simulating a different phenomenon. As a result, synthetic realism is partial and uneven — some parts of the real are rendered convincingly while others lag far behind. With the CG technology of the early 1990s, you could simulate a face but not hair, metal but not cloth.

Thirty-five years later, this analysis has lost none of its force. Only the details change. While today almost everything can be visually simulated, not everything has the same precision. The underlying logic — reality assembled from separate algorithms, with uneven results — endures.

Realism has been a recurring theme throughout the history of media. Photography kept advancing — faster exposures, finer detail, black and white giving way to color. Cinema followed the same path, adding synchronized sound at the turn of the 1930s. Video games went from minimal sprites to today’s atmospheric, highly detailed worlds. And over the last few years, AI image and video generation has taken up the same quest — each new model chasing more convincing faces, light, and motion. The pursuit of the “real” keeps returning in new technical form.

PDFs of both articles:

https://manovich.net/index.php/projects/real-wars-esthetics-and-professionalism-in-computer-animation

https://zurl.co/pc6ZS

I have tried to summarize my 17 books and 225 articles published over 35 years into 7 research themes. Of course, you im...
07/10/2026

I have tried to summarize my 17 books and 225 articles published over 35 years into 7 research themes. Of course, you immediately realize that something is missing.. Anyway, this is what I came up with.

This is the best theoretical book about generative AI media I have read so far.Publisher’s description:“Neural networks ...
07/07/2026

This is the best theoretical book about generative AI media I have read so far.

Publisher’s description:

“Neural networks are designed to dissolve all media into the vector space—a universal space of commensurability. In Vector Media, Leonardo Impett and Fabian Offert parse theories of automatic vision to trace contemporary artificial intelligence’s technical ideology of epistemic reduction, where sensory data is turned into abstracted forms of meaning. Under this regime, bias is not just a question of what is represented but of the logic of representation itself. Drawing on Phil Agre’s notion of a critical technical practice, Vector Media reveals how artificial intelligence systems embed new epistemologies of media beneath the surface of their architectures.

Analyzing the techniques underpinning large multimodal artificial intelligence models like Midjourney, Flux, or Stable Diffusion, Impett and Offert offer the concept of neural exchange value: the value cultural artifacts acquire not through meaning or context but through their capacity to function as vectors. In such a system, commensurability becomes a condition of existence: what matters is not what something is but that it can be embedded. Rather than focusing solely on datasets, Vector Media proposes a critical study of vector spaces—and the machine cultures they produce—as a necessary complement to prevailing approaches in AI critique.”

I made this dashboard to keep track of all the invitations I receive and which ones I actually accept. If you accept too...
07/02/2026

I made this dashboard to keep track of all the invitations I receive and which ones I actually accept. If you accept too many invitations to give lectures, write articles or book chapters, and take part in exhibitions, you start to feel tired and stressed. But if you turn down almost everything, you can’t help feeling that people have forgotten about you. So now I just update my list and the graphs whenever a few new invitations come in, and see where I’m at this year.

At the World Congress of Architects in Barcelona (World Congress of Architects, 2026). I love the atmosphere of such eve...
06/30/2026

At the World Congress of Architects in Barcelona (World Congress of Architects, 2026). I love the atmosphere of such events – thousands of architects from different generations from dozens of countries - creative, committed, engaged. Architecture is a unique profession that combines the creative, the analytical, and the theoretical - and listening to architects discussions is a pleasure for me. Three days of happiness… and I am speaking tomorrow!

Something my essay "Is Digital Art a Visual Art?" (posted here yesterday as a 19-slide carousel) doesn't say explicitly ...
06/22/2026

Something my essay "Is Digital Art a Visual Art?" (posted here yesterday as a 19-slide carousel) doesn't say explicitly — but should. The essay's main argument is that while digital art is full of images, very often they neither communicate independently nor carry aesthetic value in themselves. Instead, the image is a trace of interaction, an illustration of an argument, or proof of scientific or technical research.

From this follows something very important. The exhibited artwork needs to have a text description and some visuals. Both together constitute the artwork - but the meaning comes from the text, and not the image itself. This text can describe the argument, the scientific or technical research undertaken, or offer an interpretation of the work, and so on. The dependence on text becomes clear the moment you remove the label or wall text — the work becomes mute, the image alone rarely tells you enough.

In this sense, most digital art is closer to literature or science than to painting.

A large proportion of contemporary art in general functions in the same way — especially art shown at biennales, as opposed to art fairs. When you visit Frieze or Art Basel, there are no long descriptive texts next to the artworks. But in the art biennales today, the texts are essential.

Historical figurative art also requires cultural knowledge to be fully understood — but you can still enjoy it without knowing the story. The distinction matters: it is the difference between art that requires cultural knowledge to be understood, and art that simply has nothing to offer without its textual frame.

Three out of the five paradigms of digital art I describe — interactive, conceptual/critical, and research — fall into the second category.

My new essay, in two posts — Part 2.(Start with Part 1 if you missed it - in the previous post.) In the first part, I de...
06/21/2026

My new essay, in two posts — Part 2.
(Start with Part 1 if you missed it - in the previous post.)

In the first part, I described five paradigms in digital art today: generative, interactive, spectacle, conceptual/critical, research art. And now we can come back to the question in the essay title: is digital art a visual art at all?

In traditional visual art — contemplative or instrumental — the image is what communicates.

In much of digital art, that role shifts elsewhere: to the exchange, the argument, or the method.

What changes is not the image's presence, but its role.

Where visual art asks us to look, digital art asks us to act, to read, to investigate — and the image often simply comes along.

My new essay, in two posts — Part 1.Is Digital Art a Visual Art?Digital art may be the most image-saturated art ever mad...
06/21/2026

My new essay, in two posts — Part 1.

Is Digital Art a Visual Art?

Digital art may be the most image-saturated art ever made — and, in most of its forms, the least interested in the image as such.

Historically, digital/media art developed five paradigms — generative, interactive, spectacle, conceptual/critical, and research art — and the image does something different in each.

Go through 10 slides in this post: the argument + the five paradigms.
Part 2 is next post →

Speaking today at VivaTech Paris, the largest IT conference in Europe (200,000 visitors, 15,000 startups)
06/19/2026

Speaking today at VivaTech Paris, the largest IT conference in Europe (200,000 visitors, 15,000 startups)

Instagram launched in 2010. In its early years, it was quite different from what it is today. In 2012, we began download...
06/15/2026

Instagram launched in 2010. In its early years, it was quite different from what it is today. In 2012, we began downloading posts shared in various cities over a specific period of time - several days to several months. We used official Instagram API which allowed such downloads until 2016).

Here are three visualizations - each shows 50k images shared over a few days within a 5x5 km area in San Francisco, Bangkok, or Tokyo. Time: from 2.5 to 5 days. This represents about 20% of all Instagram posts shared in these places during this period.

The radius represents the average color (hue), and the average lightness determines the angle.

High-res originals can be downloaded from Flickr (6000 × 6000) - follow project link below.

***
Project info:

Phototrails is a research project developed by Lev Manovich, Nadav Hochman and Jay Chow developed. We downloaded and analyzed over 2.3 million publicly shared Instagram photos from 13 cities worldwide.

The project uses experimental media visualization techniques to explore visual patterns, dynamics, and structures in user-generated photos, examining both metadata (upload dates, filters, geolocation) and visual content (hue, lightness, contrast).

Phototrails was the first academic study of Instagram’s large-scale visual data, with findings published in First Monday in July 2013.

More: https://zurl.co/5GAZP. (phototrails . info)

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