Listing entries tagged with animation


subtitles and the future of reading Post date  02.22.2006, 6:57 PM

After enduring a weeks-long PR pummeling for its dealings in China, Google is hard at work to improve its image in the world, racking up some points for good after slipping briefly into evil. Recently they launched Google.org: a website for the Google Foundation, the corporation's philanthropic arm and central office of evil mitigation. Paying a visit to the site, the disillusioned among us will be pleased to find that the foundation is already sponsoring a handful of worthy initiatives, along with a grants program that donates free web advertising to nonprofit organizations. And just in case we were concerned that Google might not apply its techno-capitalist wizardry to altruism as zealously as to making profit, they just announced today they've named a new director for the foundation by the name of -- no joke -- Dr. Brilliant. So it seems the world is in capable hands.

One project in particular caught my eye in light of recent discussions about screen-based reading and genre-blending visions of the book. Planet Read is an organization that promotes literacy in India through Same Language Subtitling -- a simple but apparently effective technique for building basic reading skills, taking popular visual entertainment like Bollywood movies and adding subtitles in English and Hindi along the bottom of the screen. A number of samples (sadly no Bollywood, just videos or photo montages set to Indian folk songs) can be found on Google Video. Here's one that I particularly liked:

Watching the video -- managing the interplay between moving text and moving pictures -- I began to wonder whether there are possibly some clues to be mined here about the future of reading. Yes, Planet Read is designed first and foremost to train basic alphabetic literacy, turning a captive audience into a captive classroom. But in doing so, might it not also be nurturing another kind of literacy?

The problem with contemporary discussions about the future of the book is that they are mired -- for cultural and economic reasons -- in a highly inflexible conception of what a book can be. People who grew up with print tend to assume that going digital is simply a matter of switching containers (with a few enhancements thrown in the mix), failing to consider how the actual content of books might change, or how the act of reading -- which increasingly takes place in a dyanamic visual context -- may eventually demand a more dynamic kind of text.

Blurring the lines between text and visual media naturally makes us uneasy because it points to a future that quite literally (for us dinosaurs at least) could be unreadable. But kids growing up today, in India or here in the States, are already highly accustomed to reading in screen-based environments, and so they probably have a somewhat different idea of what reading is. For them, text is likely just one ingredient in a complex combinatory medium.

Another example: Nochnoi Dozor (translated "Night Watch") is a film that has widely been credited as the first Russian blockbuster of the post-Soviet era -- an adrenaline-pumping, special effects-infused, sci-fi vampire epic made entirely by Russians, on Russian soil and on Russian themes (it's based on a popular trilogy of novels). When it was released about a year and a half ago it shattered domestic box office records previously held by Western hits like Titanic and Lord of the Rings. Just about a month ago, the sequel "Day Watch" shattered the records set by "Night Watch."

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While highly derivative of western action movies, Nochnoi Dozor is moody, raucous and darkly gorgeous, giving a good, gritty feel of contemporary Moscow. Its plot grows rickety in places, and sometimes things are downright incomprehensible (even, I'm told, with fluent Russian), so I'm skeptical about its prospects on this side of the globe. But goshdarnit, Russians can't seem to get enough of it -- so in an effort to lure American audiences over to this uniquely Russian gothic thriller, start building a brand out of the projected trilogy (and presumably pave the way for the eventual crossover to Hollywood of director Timur Bekmambetov), Fox Searchlight just last week rolled the film out in the U.S. on a very limited release.

What could this possibly have to do with the future of reading? Well, naturally the film is subtitled, and we all know how subtitles are the kiss of death for a film in the U.S. market (Passion of the Christ notwithstanding). But the marketers at Fox are trying something new with Nochnoi Dozor. No, they weren't foolish enough to dub it, which would have robbed the film of the scratchy, smoke-scarred Moscow voices that give it so much of its texture. What they've done is played with the subtitles themselves, making them more active and responsive to the action in the film (sounds like some Flash programmer had a field day...). Here's a description from an article in the NY Times (unfortunately now behind pay wall):

...[the words] change color and position on the screen, simulate dripping blood, stutter in emulation of a fearful query, or dissolve into red vapor to emulate a character's gasping breaths.

And this from Anthony Lane's review in the latest New Yorker:

...the subtitles, for instance, are the best I have encountered. Far from palely loitering at the foot of the screen, they lurk in odd corners of the frame and, at one point, glow scarlet and then spool away, like blood in water. I trust that this will start a technical trend and that, from here on, no respectable French actress will dream of removing her clothes unless at least three lines of dialogue can be made to unwind across her midriff.

It might seem strange to think of subtitling of foreign films as a harbinger of future reading practices. But then, with the increasing popularity of Asian cinema, and continued cross-pollination between comics and film, it's not crazy to suspect that we'll be seeing more of this kind of textual-visual fusion in the future.

Most significant is the idea that the text can itself be an actor in a perfomance: a frontier that has only barely been explored -- though typography enthusiasts will likely pillory me for saying so.

Posted by ben vershbow at 06:57 PM | Comments (6) | TrackBack
tags: animation , books , cinema , digital_literature , ebooks , film , flash , google , google_video , india , language , literacy , reading , russia , subtitles , translation , typography , video

artist as blogger Post date  01.31.2006, 11:50 AM

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last spring we invited Alex Itin to be our first artist-in-residence at the institute. i first met Alex in the fall of 2000, during an art festival in Dumbo. he was set-up in a gallery painting portraits on pages of used books. i quite liked the paintings and got the perverse idea that it would be interesting to encourage someone who was using books in this way to work on an electronic book. i was working at Night Kitchen at the time. we had just released the beta version of TK3, the software we made for authoring and reading media rich electronic books. we lent Alex a Mac and he made his first electronic piece, Zoodoo - a series of paintings done on paperback pages which accompanied a beautiful Amiri Baraka poem. (if you first install the free TK3 Reader you can download Zoodoo from this page.) Alex kept experimenting and over time began animating the surface of his scanned-in paintings. while there has been a long history of filmmakers who painted on the surface of film, Alex was perhaps one of the first painters to integrate video into his paintings.

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From "Self Portait" by Alex Itin

as a condition of his artist-in-residency we asked Alex to keep a blog in which we hoped he would write about his work as he did it. we were amazed after a few days to realize that alex was beginning to use the blog not as a way to talk about his work, but rather it was just another venue for his work. at first Alex posted paintings, drawings and photos sometimes with a text commentary. after a while he started to include animated gifs and sound. although the artist-in-residency ended almost a year ago, alex has been keeping up the blog. in fact, he's been on a creative tear the past few weeks. check out the last two entries -- the "thousand year crane" (be sure to start the music track) and the Chinese new year tree.

(disclaimer: i've been collecting Alex's work for six years now, so my interest in his success is not purely altruistic)

Posted by bob stein at 11:50 AM | Comments (6)
tags: Blogosphere , GIF , animation , art , blogging , brakhage , film , multimedia , net_art , painting

machinima: a call for papers and some thoughts on defining a form Post date  01.07.2006, 10:22 AM

Grand Text Auto reports a call for proposals for essays to be included in a reader on machinima. Most often, machinima is the repurposing of video gameplay that is recorded and then re-edited, with additional sound and voice over.

People have been creating machinima with 3D video games, such as Quake, since the late 1990s. Even before that, in the late 80s, my friends and I would record our Nintendo victories on VHS, more in the spirit of DIY skate videos. However, in the last few years, the machinima community has seen tremendous growth, which coincided with the penetration of video editing equipment in the home. What started as ironic short movies have started to grow into fairly elaborate projects.SSPH0.3.jpg

Until the last few years, social research on games in general was limited and sporadic. In the 1970s and 1980s, the University of Pennsylvania was the rare institution that supported a community of scholars to investigate games and play. A vast proliferation of book and social research exists on gaming and especially video games, which we have discussed here.

Although I love machinima, I am surprised as to how quickly a reader is being produced. Machinima is still a rather fringe phenomena, albeit growing. My first reaction is that machinima is not exactly ready for an entire reader on the subject. I look forward to being surprised by the final selection of essays.

Part of this reaction comes from the notion that machinima is a rather limited form. In my mind, machinima is the repurposing of video game output. However, machinima.org emphasizes capturing live action/ real time digital animation as an essential part of the form, thereby removing the necessity of the video game. Most machinima is created within the virtual video gaming environment because that is where people are able to most readily control and capture 3D animation in real time. Live action or real time capture is different from traditional 3D animation tools (for instance Maya) where you program (and hence control) the motion of your object, background, and camera before you render (or record) the animation rather than during as in machinima.

Broadening of the definition of machinima, as with any form, plays a role on the sustainability of the form. For example, in looking at painting versus sculpture, painting seems to confine what is considered "painting" to pigment on a 2D surface. Where more expansive interpretations of the form get new labeling such as mixed media or multimedia. On the other hand, sculpture has expanded beyond traditional materials of wood, metal, and stone. Thus, the art of James Turrell, who works with landscape, light and interior space can be called sculpture. I do not imply that painting is by any means dead. The 2004 Whitney Biennal had a surprisingly rich display of painting and drawing, as well as photography. However, note the distinction that photography is not considered painting, although photography is 2D medium.

The word machinima comes from combining machine cineama or machine animation. This foundation does pose limits to how far beyond repurposing video game output machinima can go. It is not convincing to try to include the repurposing of traditional film and animation under the label of machinima. Clearly, repurposing material such as japanese movies or cartoons as in Woody Allen's "What's Up, Tigerlily?" and the Cartoon Network's "Sealab 2021" is not machinima. Further more, I am hesitant to call the repurposing of a digital animation machinima. I am not familiar with any examples, but I would not be surprised if they exist.

With the release of The Movies, people can use the game's 3D modeling engine to create wholly new movies. It is not readily clear to me, if The Movies allows for real time control of it's characters. If it does, then "French Democracy" (the movie made by French teenagers about the Parisian riots in late 2005) should be considered machinima. However, if it does not, then I cannot differentiate the "French Democracy" from films made in Maya or Pixar in-house applications. Clearly, Pixar's "Toy Story" is not machinima.

As digital forms emerge, the boundaries of our mental constructions guide our understanding and discourse surrounding these forms. I'm realizing that how we define these constructions control not only the relevance but also the sustainability of these forms. Machinima defined solely as repurposed video game output is limiting, and utlimately less interesting than the potential of capturing real time 3D modeling engines as a form of expression, whatever we end up calling it.

Posted by ray cha at 10:22 AM | Comments (3)
tags: animation , digital_animation , form , james_turell , machinima , painting , quake , sculpture , the_movies

IT IN place: muybridge meets typographic man Post date  12.04.2005, 12:45 PM

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Alex Itin, friend and former institute artist-in-residence, continues to reinvent the blog as an art form over at IT IN place. Lately, Alex has been experimenting with that much-maligned motif of the early web, the animated GIF. Above: "My Bridge of Words."

Posted by ben vershbow at 12:45 PM | Comments (0)
tags: Blogosphere , GIF , animation , art , blog , blogging , multimedia , net_art , painting , typography

machinima's new wave Post date  12.02.2005, 3:27 PM

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"The French Democracy" (also here) is a short film about the Paris riots made entirely inside of a computer game. The game, developed by Peter Molyneux's Lionhead Productions and called simply "The Movies," throws players into the shark pool of Hollywood where they get to manage a studio, tangle with investors, hire and fire actors, and of course, produce and distribute movies. The interesting thing is that the movie-making element has taken on a life of its own as films produced inside the game have circulated through the web as free-standing works, generating their own little communities and fan bases.

This is a fascinating development in the brief history of Machinima, or "machine cinema," a genre of films created inside the engines of popular video game like Halo and The Sims. Basically, you record your game play through a video out feed, edit the footage, and add music and voiceovers, ending up with a totally independent film, often in funny or surreal opposition to the nature of the original game. Bob, for instance, appeared in a Machinima talk show called This Spartan Life, where they talk about art, design and philosophy in the bizarre, apocalyptic landscapes of the Halo game series.

The difference here is that while Machinima is typically made by "hacking" the game engine, "The Movies" provides a dedicated tool kit for making video game-derived films. At the moment, it's fairly primitive, and "The French Democracy" is not as smooth as other Machinima films that have painstakingly fitted voice and sound to create a seamless riff on the game world. The filmmaker is trying to do a lot with a very restricted set of motifs, unable to add his/her own soundtrack and voices, and having only the basic menu of locales, characters, and audio. The final product can feel rather disjointed, a grab bag of film clichés unevenly stitched together into a story. The dialogue comes only in subtitles that move a little too rapidly, Paris looks suspiciously like Manhattan, and the suburbs, with their split-level houses, are unmistakably American.

But the creative effort here is still quite astonishing. You feel you are seeing something in embryo that will eventually come into its own as a full-fledged art form. Already, "The Movies" online community is developing plug-ins for new props, characters, environments and sound. We can assume that the suite of tools, in this game and elsewhere, will only continue to improve until budding auteurs really do have a full virtual film studio at their disposal.

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It's important to note that, according to the game's end-user license agreement, all movies made in "The Movies" are effectively owned by Activision, the game's publisher. Filmmakers, then, can aspire to nothing more than pro-bono promotional work for the parent game. So for a truly independent form to emerge, there needs to be some sort of open-source machinima studio where raw game world material is submitted by a community for the express purpose of remixing. You get all the fantastic puppetry of the genre but with no strings attached.

Posted by ben vershbow at 03:27 PM | Comments (2)
tags: French_riots , Games , Paris_riots , animation , cinema , film , gaming , halo , machinima , movie , sims , the_movies