The effects of computerization on cinema –
from The Langauge of New Media
(finished 1999; published 2001):

 

1.    Use of computer techniques in traditional filmmaking:

1.      1.1. 3D computer animation / digital composing. Example:

1."Titanic" (James Cameron, 1997); “"The City of Lost Children" (Marc Caro and J.P. Jeunet, 1995).

            1.2. Digital painting. Example: "Forest Gump" (Robert Zemeckis, 1994).

            1.3. Virtual Sets. Example: "Ada" (Lynn Hershman,1997).

            1.4. Virtual Actors / Motion capture. Example: “Titanic.”

2. New forms of computer-based cinema

2.1. Motion rides / location-based entertainment. Example: rides produced by Douglas Trumball.

            2.2. “Typographic cinema”: film + graphic design + typography. Examples: film title sequences.

            2.3. Net.cinema: films designed exclusively for Internet distribution. Example: New Venue, one of the first onlines sites devoted to showcasing short digital films. In 1998 it accepted only QuickTime files under 5 MG.

            2.4. Hypermedia interfaces to a film which allows non-linear access at different scales. Examples: "WaxWeb” (David Blair, 1994-1999); Stephen Mamber’s database interface to Hitchock’s “Psycho” (Mamber, 1996-).

2.5. Interactive movies and games which are structured around film-like sequences. These sequences can be created using traditional film techniques (example: “Jonny Mnemonic” game) or computer animation (example: “Blade Runner” game). (The pioneer of interactive cinema is experimental filmmaker Graham Weinbren whose laserdisks Sonata and The Erl King are the true classics of this new form.) Note that it is hard to draw a strict line between such interactive movies and many other games which may not use traditional film sequences yet follow many other conventions of film language in their structure. From this perspective, the majority of 1990s computer games can be actually considered interactive movies.

2.6. Animated, filmed, simulated or hybrid sequences which follow film language, and appear in HCI, Web sites, computer games and other areas of new media. Examples: transitions and QuickTime movies in Myst; FMV (full motion video) opening in Tomb Rider and many other games.

 

 

3. Filmmakers’ reactions to the increasing reliance of cinema on computer techniques in postproduction.

3.1. Films by Dogma 95 movement. Example: Celebration (Vinterberg, 1998).

3.2. Films which focus on the new possibilities offered by DV (Digital Video) cameras. Example: Time Code (Figgis, 2000).

 

4. Filmmakers’ reactions to the conventions of new media.

            4.1. Conventions of a computer screen. Example: Greenaway, Prospero Books

            4.2. Conventions of game narratives. Examples: Run, Lola, Run (Tykwer, 1999), Sliding Doors (Howitt, 1998).