NEW DEVELOPMENTS
IN POST-DIGITAL CINEMA (1995 - )
This list presents some of the new developments in
post-digital cinema. It updates
the
list contained in my The Language of New Cinema, Chapter 6.
My provisional terms for these developments are in red.
EXTENDING TRADITIONAL
ELEMENTS OF CINEMA:
I. CAMERA / SPACE:
1.1. panoramic cinema:
Related developments:
-behere.com
-J.Shaw / ZKM (EVE; Place: a User Manual; recent projects)
-Luc Corchesne
-QTVR, ipix, etc.
1.2. 3-D compositing:
film mapped into surfaces positioned in a virtual space;
virtual camera moves through this space.
2. IMAGE:
2.1. New visual aesthetics:
If we define digital cinema as
compositing of live action + image processing + 2-D animation + 3-D animation
+ typography
we can define a number of visual aesthetics in digital cinema depending on which
element dominates
Live action dominates:
Amelie by Jean-Pierre Jeunet (2001)
2-D design dominates:
Flash animation (praystation.com, etc.)
-Interactive vs. non-interactive
-algorithmic vs. non-algorithmic
Graphical music videos (using shockwave / Flash) - schockwave.com
Post-Flash cinema Web designers bringing
their aesthetics to short films:
-live action + 2D animation + stylized 3-D animation (flat planes, vectors)
+ typography + graphic design
-2D graphic design is the dominant code
3-D CG dominates:
Final Fantasy (2001) - first pure CG
cinema
Typography dominates:
motion graphics (typographic cinema):
typography becomes an image (After Effects)
2.2. Multi-format cinema: Combination of different
representational methods, such as video, GPS, 3-D, infrared, etc.
Jordan Crandal
Haron Farucky
3. TIME:
3.1. loop cinema:
short loop used by VJs / in multimedia / in computer games
3.2. short live action films (3-10 minutes) in different genres (atomfilms.com
and similar Web sites)
3.3. infinite cinema: "Every Icon"
and more recent works by John Simon; John Cabral
3.4. ambient cinema ?
4. EDITING / SEQUENCING / MIXING:
4.1. no-cuts: Jeremy Blake
4.2. database cinema: Stan Douglas, Akvaario,
and similar projects
4.3. spatial montage: Prospero Books by
Greenaway; Timecode by Mike Figgis
4.4.
aesthetics of addition: Doug Aitken
4.5. GUI cinema
(multiple windows + multiple media): see Macro-cinema
4.6. real-time mixing: VJs; online real-time colloborations (Keystroke
and similar software)
5. NARRATIVE:
5.1. Interactive computer game -> non-interactive narrative
-machininema films which use the modified engines of first-person
shooter computer games
-quack run quick fastest run-throgh the game levels
-Syms players using Syms game to storyboard their own narratives
NEW POSSIBILITIES NOT YET EXPLORED:
diffirent scales: see
Scalable Cinema
algorithmic (procedural) narrative
film generation: real-time compositing/editing from a database
of media assets (stills and video of backgrounds, sets, characters, etc.) and
live sources (Web cams)