Soft Cinema: Concepts |uncompressel version


Soft Cinema is based on three ideas.

The first is algorithmic editing of media materials. Each video clips used in Soft Cinema is assigned keywords which describe both the "content" of a clip (geographical location, presence of people in the scene, etc.) and its "formal" properties (dominant color, dominant line orientation, contrast, camera movement, etc.). Some of the keywords are generated automatically using image processing software while others are input by hand. The program (written in LINGO) assembles the video track by selecting clips one after another using a system rules (i.e. an algorithm). Diffirent systems of rules are possible: for instance, selecting a clip which is closest in color or type of motion to the previous one; selecting a clip which matches the previous one party in content and party in color, replacing only every other clip to create a kind of parallel montage sequence, and on on.

The current version of Soft Cinema software lets the author define such systems of rules which it then uses to put together a sequences of video clips which best satisfy these rules. However, it is also possible to create other versions of the software which would give the author a tighet control over the sequence. For instance, one version may involve a video track completly edited by the human author beforehand. Some shots are designated as “replaceable” while others remain without modification (to keep narrative continuity.) Another version may contain a variable which is set by the author and which tells the program the probability that any shot will be replaced. In sumary, instead of opposing complete randomness to the complete control of a human author, Soft Cinema investigates a diffirent paradigm: using a computer as an "association machine" that complements / reacts to images selected by the user with other images.

(Interestingly, CD and MP3 players and well as software for music playback, such as iTunes, all include an option to play songs in random order. Can this be another example of electronic music culture being ahead of other parts of culture in using new computer logic?)

While a dominant recent tendency in audiovisual computer culture (VJs, Flash and Shockwave audiovisual pieces) is to synchronize image and sound (using video output to control/generate the sound, or, conversely, using audio to control video), Soft Cinema adopts another model, influenced by Eisenstein's theory of audio-visual montage based on musical contrapunct. In Soft Cinema movies, visuals create their own flow which mostly runs independently in parallel to the flow of narrative, but "syncs up" with it in the key moments. That is, periodically a particular video clip is selected to “anchor” the narrative events.

The second idea is what I call macro-cinema. While filmmakers such as Peter Greenaway and Mike Figgis have already used a multi-screen format for fiction films, thinking about the visual conventions of Graphical User Interface as used in computer culture gives us a diffirent way to do macro-cinema. If a computer user employs windows of diffirent proportions and sizes, why not adopt the similar aesthetics for cinema? In Soft Cinema, the generation of each movie begins with the computer program semi-ranomly breaking the screen into a number of square regions of diffirent dimensions. During the playback diffirent clips are assigned to diffirent regions. In this way, software determines both temporal and spatial organisation of a work, i.e. both sequencing of clips and their composition.

Another inspiration for macro-cinema comes from contemporary cultural sites which already adopted a multi-frame format. One example is news and financial broadcasts which combine a video of an annoncer, a looping text, charts of stocks, etc. Another example is the use of multiple frames in many computer games where each frame may present the environment as scene by a diffirent character. Importantly, in both examples, the information presented in diffirent frame is related to each other but it also has a semantic autonomy (in contast to the traditional cinema montage): for instance, an annoncer would still make complete sense if all additional graphics are taken away. This gives us some directions of how to use multiple frames in macro-cinema.

Finally, yet another inspiration for macro-cinema comes from the evolution of video production and distribution technologies. While NTSC/PAL resolution of analog video and television was hardly sufficient to present even a single scene, HDTV standards (1920 x 1080 and the like) makes possible to devide the screen into a few frames. In fact HDTV television specefications allow broadcasters to break the total bandwidth of a signal (approximately 19 GB/sec in the US) in diffirent ways: for instance, transmitting one high-res image and a few medium images, or a larger number of low resolution images, etc. In short, "fixed resolution - single image" convention of both 20th cntury cinema and television has already become technologicaly and conceptually obsolete.

While at present (2002) HDTV equipment is quite expensive for artistic use, it is possible to use Quicktime at DV resolution (480 x 720) to experiment with how multi-frame high-res cinema and television may look like in the future. This is the strategy used in Soft Cinema 2002 version. The original DV material is scaled down to 320x240, 240x180 and similar resolutions and encoded in QuickTime using Sorenson codec. This allows the Director program to play up to 6 clips next to each other within one DV NTSC resolution frame (720 x 480).

In the installation and the PC versions a Director program assembles movies in real-time. It is also possible to have linear versions of the project available on DVD and video tape. To create this linear version, we (1) choose the movies we want; (2) connect a video camera to a computer; (3) run Soft Cinema software. The camera records what appears on a computer monitor. (The linear version is available on DVD and all standard digital and analog video formats.)

The third idea is to create a true multi-media cinema. In Soft Cinema video is used as only one type of representation among others: 2D animation, motion graphics (i.e. animated text), stills, 3D scenes (as in computer games), diagrams, etc. In addition, Soft Cinema supplements a "normal" video image with other types of lens-based imagiory commonly used today by industry, science, medecine and military: the low res web cam image, an infrared image, edge-detected image as employed in computer vision, etc. While some music videos and artist videos already mix some of these diffirent types of imagery in one work, Soft Cinema assigns each type of imagery to a separate window in order to dramatize the new status of “normal” video, photographic and film image today – no longer the dominant but just one source of visual information about reality among many others. The additional inspiration for using diffirent representation of the same scene next to each other comes from the display setups used in medecine, aviation and other contemporary workplaces. Finally, rather than simply using these diffirent types of representation for a purely visual effect, Soft Cinema investigates the possibilities of using them together for fictional narration.

Lev Manovich
Berlin
July-September 2002