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SOFT
CINEMA: DEMO
QuickTime 320x240
QuickTime 240x180
Windows Media 320x240
Windows Media 240x180
Real Player 320x240
Real Player 240x180
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





screen
layout
examples
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SOFT
CINEMA: CONCEPTS
Summary
Soft
Cinema is a (potentially unlimited) collection of short movies in different
styles. Some are in the tradition of a film essay, some are fictional
narratives, some are ambient music videos. The narratives presented
via voice over come from a collection of stories written by the author
between 1998 and 2002 and entitled Global User Interface [GUI]. The
visuals are drawn from a large database of video clips and animations.
While
the sound track of each movie is fixed by the author, the visual track
is constructed by software. It decides what appears on the screen, where,
and in what sequence. The decisions made by software are partly based
on a system of rules defined by the author and partly random. In short,
Soft Cinema can be thought of as a semi-automatic VJs - or more precisely,
a FJ (Film Jockey).
Each
video clip in database follows Dogma 95 rules: it is shot using handheld
camera, it contains no edits, etc. Most of the clips have been recorded
by the author in Berlin, Tokyo, Moscow, San Paolo and other locations
between 1999 and 2002; the rest of the clips are simulated (i.e. a still
image was animated to look like a video shot on location).
[ Soft Cinema Concepts:
Full Version
]
Soft Cinema: Concepts: Compressed 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, repalcing only every other
clip to create a kind of parallel montage sequence, and on on.
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 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.
The third 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.
Project
History
Soft Cinema incorporates the earlier project macro-cinema
(1997-2000) which itself 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 (where
paintings, graphic design, archiecture, and industrial design were typically
driven by a single aesthetic system), we use the same algorithm to generate
the screen layouts, the layout of Soft Cinema book, and the 3D layouts
of Soft Cinema Installation. The proportions between different surfaces
in the installation are the same as the proportions of the difirent
windows in Soft Cinema Movies. (If Modular was based on the dimensions
of a human body, our system of proportions takes as its origin the dimensions
of DV NTSC image: 720 x 480 pixels.) In addition, the contrast between
diffirent types of images (video, 2D animation, etc.) in Soft Cinema
movies is translated into the contrast between diffirent materials in
the installation.
(Concept by Jason Danziger - think/build group)

INSTALLATION
DESIGN
Lev
Manovich: Initial Concepts
July 2002
1
installation description
2 theory part
A
3 theory part
B
4 overall view
5 possible
spatial layouts
6 private viewing ares: transparency effect
7
furniture examples
Jason
Danziger: Design Proposals
September 2002
plan PDF
elevation PDF
SOFT CINEMA: NARRATIVES
The
texts used for voice over in Soft Cinema movies come from a collection
of stories written by the author between 1998 and 2002 and entitled
Global User Interface [GUI]. Each story takes place in a diffirent location:
Texas, Hamburg, Kiev, Mongolia, etc. (In writing the short stories,
I followed the principle that they can only take place in the locations
I never visited.)
Each story has been divided into a number of sequential parts, each
part becoming a short movie. At the beginning of each part software
generates a new screen layout, which can consist from two to six different
windows. Software also selects which video clips and animations will
play in these windows and in what order. This process is repeated for
each of the parts. Following the same logic, diffirent voices are used
for the diffirent parts of a story.
The small window in the bottom left corner identifies the part of a
story currently playing (for instance, texas_01.txt, texas_02.txt, etc.)
A narrow horizontal window presents scrolling sentences selected from
the same story part.
The
length of each movie corresponds to the typical length of a music track
(3 - 6 minutes).
While
the stories refer to the processes of globalisation and their effects
of subjectivity, the visual track makes similar references in diffirent
ways. Since most clips show the typical urban activities, Soft Cinema
at first can be thought of as belonging to the genre of "city films"
defined by such classics such as "A Man with a Movie Camera"
and a "Symphony of a City." However, in contrast to these
earlier films which included the expressive shots of various form 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 the clips shot on diffirent continents side by side,
Soft Cinema more properly can be thought as a global city film.
Put differently,
the subject of Soft Cinema is a 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
reflecting and transparent surfaces of office buildings, people waiting
for the next train on a new shiny station, etc.
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SOFT
CINEMA:
CREDITS
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).
DJ
Spooky | New York
secondary music database.
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 | Berlin
architect ( (Cinema Future exhibition version).
Jason
Danziger
- think/build group|
Berlin
architect.
Andreas
Angelidakis | New York
architect.
ZKM:
installation construction, hardware (Cinema Future exhibition version).
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
Soft Cinema software is written in Director and it
runs on a standard PC or Mac. In order to assure the correct playback
speed, a computer with a relatively fast CPU should be used (P4/1800
or G4). No other additional hardware or software is required.
Soft Cinema can be exhibited in a number of different ways, for instance:
- as a viewing station consisting from a single computer and a monitor
or a projector presented stand alone or included in a media
lounge;
- as a video tape or DVD included in a screening program (a linear
version);
- as an installation that consists from a few computers with projectors
or monitors, each running a different version of the system (installation
version).
In
the installation scenario, it is desirable to show three diffirent
versions of the system to demonstrate its range. One
uses fixed audio track with voice over which provides narrative continuity.
Another version also uses voice over but a different system of editing
rules that results in a very different visual track. In the third
version software assembles both video and audio. Therefore, while
in the first and second version software loops through the same set
of movies (each set runs for about one hour), in the third version
it runs forever creating different combinations of video and audio.
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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