SOFT
CINEMA:
MOVIE SAMPLES
SOFT
CINEMA: IMAGES
hi-res
stills for print
[3200 x 2300 ]
jpeg
2.3 Mg
tiff 5.8
Mg

jpeg
1.5 Mg
tiff 3.9
Mg
screen
grabs
[800 x 580]
jpegs 30-40 KB each





screen
layout
examples
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SOFT
CINEMA: SUMMARY
How
to represent the subjective experience of a person living in a global
information society? If daily interaction with volumes of data and numerous
messages is part of our new data-subjectivity, how can we
visualize this subjectivity in new ways using new media
without resorting to already familiar and normalized modernist
techniques of montage, surrealism, absurd?
Soft(ware) Cinema investigates a few approaches towards answering these
questions. The fictional stories which come from a collection entitled
GUI (Global User Interface) are presented as a series of short
movies. While the voice over narrating the stories was edited before
hand. everything else is constructed by software in real time, including
what appears on the screen, where, and in which sequence. The decisions
are based partly on a system of rules, and are partly random. In other
words, Soft Cinema can be thought of as a semi-automatic VJ (Video Jockey)
or more precisely, a FJ (Film Jockey).
Using
Graphical User Interface, financial TV programs and Mondrian as the
templates, Soft Cinema breaks the screen into a number of frames. The
video which appear within these frames selected from a large database.
Each video clip in the database follows Dogma 95 rules: it was shot
in continuous takes without edits using a hand-held camera. Most of
the clips have been recorded by the author while in Berlin, Tokyo, Moscow,
San Paolo and other locations between 1999 and 2002; a few clips are
simulated (i.e. a still image was animated to look like a video shot
on location).
SOFT
CINEMA: CONCEPTS
Soft
Cinema explorers 4 ideas:
1. "Algorithmic Cinema."
Using systems of rules, software controls both the layout of the screen
(number and positions of frames) and the sequences of media elements
which appear in these frames.
4. "Database Cinema." The media elements are selected from
a large database to construct a potentially unlimited number of different
narrative films.
2. "Macro-cinema." Soft Cinema imagines how moving images
may look when the Net will mature, and when unlimited bandwidth and
very high resolution displays would become the norm.
3. "Multimedia cinema." In Soft Cinema video is used as only
one type of representation among others: 2D animation, motion graphics,
3D scenes, diagrams, etc.
Concepts: Medium-length Version (500 words)
Soft
Cinema explorers 4 ideas.
1. 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, repalcing only
every other clip to create a kind of parallel montage sequence, and
on on.
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 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 video 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 sequnecing of clips and
their composition.
4. The forth idea is to create a true multi-media cinema. In
Soft Cinema video is used as just 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.
Concepts:
Extended Version (1200 words)
Project
History
Soft Cinema incorporates the project macro-cinema
(1997-2000) which was developed as reaction to the earlier project little
movies (1994-1997).
Additional Texts
The original Soft Cinema proposal for ZKM (2000):
www.manovich.net/cinema_future/manovich_proposal_1.htm
The text from The Language
of New Media on macro-cinema (1999):
www.manovich.net/macrocinema.doc
Soft
Cinema is an example of a "database narrative" proposed in
my article Database as a Symbolic Form
(1998)
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SOFT
CINEMA:
ARCHITECTURE
Referencing
brandscaping (the three-dimensional design of brand settings),
early algorithmic computer art, and the logic of modernist art movements
(in which painting, graphic design, architecture, and industrial design
were typically driven by a single aesthetic system), we used the same
algorithm to generate the screen layouts, the layout of the Soft Cinema
book, and the 3D layouts of the Soft Cinema installation. If Le Courbusiers
system of proportions was based on the dimensions of a human body, our
system takes as its origin the dimensions of a DV NTSC image: 720 x
480 pixels. In addition, the contrast between various types of images
(video, 2D animation, etc.) used in Soft Cinema movies is translated
into the contrasting materials used in the installation.
(Concept by Jason Danziger think/build group)

INSTALLATION
ARCHITECTURE
Project History
Lev Manovich: Initial Concepts
| July 2002
1
| installation description
2 | theory part
1
3 | theory part
2
4 | overall view
5 possible
spatial layouts
Jason
Danziger /
think/build group | September
2002
plan PDF
elevation PDF
Ruth
Lorenz / maaskant: ZKM Future Cinema version
| October 2002
two
alternative elevations
final elevation (built version)
axonometric view
Andreas
Angelidakis: two proposals (unrealised)
design
12/01
design
8/02
SOFT CINEMA: NARRATIVES
Texts used for narration in Soft Cinema movies come from GUI (Global
User Interface) [GUI], a collection of short stories I have been
working on since 1998.
Each story takes place in a different location: Texas, Hamburg, Kiev,
Mongolia, etc. (In writing the short stories, I tried to follow the
principle that they can only take place in locations that I have never
visited.)
Typically, a story have been divided into a number of sequential parts,
each part becoming a short movie. At the beginning of each segment,
the software generates a new screen layout, which can be comprised of
two to six different windows. Soft Cinema also selects which video clips
and animations will play in these windows and in what order. This process
is repeated for each part of the narrative. Following the same modular
logic, different voices are used for different parts of each story.
The small window that always appears in the bottom left corner identifies
the part of the story currently playing (for instance, texas_01.txt,
texas_02.txt, etc.) A narrow, horizontal window presents scrolling sentences
selected from the same story segment.

While the narratives make reference to the processes of globalization
and their related effects on subjectivity, the visual track makes similar
references, but in different ways. Since most clips show typical urban
activities, Soft Cinema at first can be thought of as belonging to the
genre of "city films" defined by such classics as A Man
with a Movie Camera, and A Symphony of a City. However, in
contrast to these earlier films which included expressive shots of various
forms of industrial labor, Soft Cinema repeatedly returns to the same
bland image of information labor: a person in front of a computer. In
addition, since we often see clips that were shot on different continents
side by side, Soft Cinema can be more properly thought of as a global
city film.
Put differently, the subject of Soft Cinema is the new global
style, or a global layer of globalization: the hotel
lobbies, the airport waiting lounges, shopping, the info-workers staring
at computer terminals, the reflective and transparent surfaces of office
buildings, people waiting for the next train at a new shiny station,
etc.
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SOFT
CINEMA:
CREDITS
Soft
Cinema was comissioned and produced by ZKM for the exhibition Cinema
Future (2002-2003). Special thanks to Sabine Himmelsbach, Katrin Kaschadt,
Andreas Kratky, and Jeffrey Shaw at ZKM for making the installation
possible.
Lev
Manovich
media database (videography, 2D and 3D animations, narratives), keywords,
editing rules, image processing software, sound design, sceen layout
and installation design concepts.
Andreas Kratky
| Berlin
implementation logistics, edit list generation software, display software,
screen layout system.
Christine
Bokelmann | Berlin
graphic design (Soft Cinema book).
Anne Pascual
and Marcus Hauer / Schoenerwissen | Berlin
media database visualisation.
DJ
Spooky | New York
music database.
Olia
Lialina | Stutgart
the announcer.
Rachel
Beth Egenhoefer |
San Diego
video logging.
Gloria Sutton
| Los Angeles
text editing, voice over.
Francesca Ferguson
| Berlin
voice over.
Rachel
Stevens |New York
voice over.
Ruth
Lorenz / maaskant | Berlin
architect (the version for Cinema Future exhibition).
Jason
Danziger /
think/build group|
Berlin
architect.
Andreas
Angelidakis | New York
architect.
ZKM | Karlsruhe
installation construction + hardware
(the version for Cinema Future exhibition).
SOFT CINEMA: BOOK
release
date: Nov. 15
JPEG - stills generated exclusively for the book
TXT - Global User Interface texts - full versions
XLS - media database listings
DIR - software code listings
PDF - alternative architectural designs for the installation.
SOFT
CINEMA: EXHIBITION
OPTIONS
RELATED
PROJECTS
www.thickspace.net
[ AVRA - free software for random playback of video]
www.korsakow.com
[Korsakov tool - free software for the construction of interactive movies]
www.muvee.com
[commercial software]
www.artscilab.org/expandedcinema.html
[text of Expanded Cinema, 1970]
www.neither-field.com/ok
["an autonomous video texture generator
constant remixes from a d.base of graphic abstraction"]
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