During the 1980s and 1990s the camera model became as much of an interface convention as scrollable windows or cut-and-paste operations. It became an accepted way of interacting with any data represented in three dimensions-which in computer culture means literally anything and everything-the results of a physical simulation, an architectural site, the design of a new molecule, statistical data, the structure of a computer network, and so on. As computer culture gradually spatializes all representations and experiences, they are subjected to the camera's particular grammar of data access. Zoom, tilt, pan, and track-we now use these operations to interact with data spaces, models, objects, and bodies.(4)