Soft Cinema: Concepts |extended version | 1200 words
Soft Cinema explorers four ideas.
1.
The first is the algorithmic editing of media materials. Each video clip
used in Soft Cinema is assigned certain keywords that describe both the "content"
of a clip (geographical location, presence of people in the scene, etc.), and
to its "formal" properties (i.e., dominant color, dominant line orientation,
contrast, camera movement). Some of the keywords are automatically generated
by an image-processing software (written in VideoScript), while others are input
by hand. The program (written in LINGO) assembles the video track by selecting
clips one after another using a system of rules (i.e. an algorithm). Different
systems of rules are possible. For instance, one system selects clips closest
in color, or type of motion to a previous one; another matches the previous
clip in content and partially in color, replacing only every other clip to create
a kind of parallel montage sequence, and on and on.
The current version of Soft Cinema software allows the author to define such
a particular system of rules, which it then uses to compile a sequence of video
clips that best satisfy these rules. However, it is also possible to create
other versions of the software that would give the author tighter control over
the sequencing. For instance, one version may involve a video track completely
edited by the author beforehand. Some shots could be designated as replaceable
while others would remain unmodified (to keep narrative continuity.) Another
version may contain a variable set by the author, which tells the program the
probability of any shot being replaced. In summary, instead of posing complete
randomness against the complete control of a human author, Soft Cinema investigates
a different 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 as 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 cultural forms
in applying new computer logic?)
Recently, the dominant 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, one influenced by Eisenstein's theory
of audio-visual montage based on musical contrapunct. In Soft Cinema movies,
visuals create their own fairly autonomous flow, which runs parallel to the
flow of the narrative, but "syncs up" with it at key moments. That
is, periodically a particular video clip is selected to anchor the
narrative events.
2.
The
second idea is database narrative.
Rather than beginning with a script and then creating media elements which visualise
it, I investigate a diffirent paradigm: starting with a large database and then
generating narratives from it. In Soft Cinema, The
media elements are selected from a database of a few hundred video clips to
construct a potentially unlimited number of different short films.
3.
The third idea is what I call macro-cinema. While filmmakers such as
Peter Greenaway and Mike Figgis have already used multi-screen formats for fiction
films, thinking about the visual conventions of Graphical User Interface as
used in computer culture gives us a different way to do macro-cinema. If a computer
user employs windows of differing proportions and sizes, why not adopt a similar
aesthetic for cinema? In Soft Cinema, the generation of each movie begins with
the computer program semi-randomly breaking the screen into a number of square
regions of variable dimensions. During the playback individual clips are assigned
to these various sections. In this way, the software determines both the temporal
and the spatial organization of a work, i.e. both the sequencing of clips and
their composition.
Another inspiration for macro-cinema comes from contemporary cultural sites,
which have already adopted a multi-frame format. One example is found in news
and financial broadcasts, which combine a video of an announcer, a looping text,
charts of stocks, etc. in a single screen. Another example is the use of multiple
frames in many computer games where each frame may present the environment as
seen by a different character. Importantly, in both examples, the information
presented in the various frames is related to each other, but also maintains
a semantic autonomy (in contrast to traditional cinema montage). For instance,
a broadcast announcer would still make complete sense even if all of the ancillary
graphics were removed. This example provides some direction in how to use multiple
frames within macro-cinema.
Finally, yet another inspiration for macro-cinema comes from the evolution of
video production and distribution technologies. While NTSC/PAL analog video
and television resolution has hardly been sufficient to present even a single
scene, HDTV standards (1920 x 1080 and the like) make it possible to divide
the screen into multiple frames. In fact, HDTV television specifications allow
broadcasters to break the total bandwidth of a signal (19 GB/sec in the US)
in several different ways including transmitting one high-res image with a few
medium images, or a larger number of low resolution images, etc. In short, the
"fixed resolutionsingle image" convention of both 20th century
cinema and television has already become technologically and conceptually obsolete.
While at present (2002) HDTV equipment is cost prohibitive 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 the 2002 version of Soft Cinema. 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 simultaneously within one DV NTSC resolution frame (720 x 480).
In both the installation and the PC versions, a Director program assembles movies
in real-time. Linear versions of the project are also available on DVD and videotape.
To create a linear version, we (1) choose the movies we want; (2) connect a
video camera to a computer; (3) run the Soft Cinema software. The DV camera
records what appears on a computer monitor. (The linear version is available
on DVD and all standard digital and analog video formats.)
4.
The
forth idea is to create a truly 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 imagery commonly used today by industry, science,
medicine, and the military: low res web cam images, infrared images, edge-detected
images as employed in computer vision systems, etc. While some music videos
and artist videos already mix some of these diverse types of imagery within
a single 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 images todayno longer the dominant form, rather just one source
of visual information about reality among many others. An additional inspiration
for juxtaposing several different representations of the same scene comes from
the display setups that have become standard use in medicine, aviation and other
contemporary workplaces. Rather than simply using these different types of representations
for a purely visual effect, Soft Cinema investigates the possibilities of using
them together for fictional narration.