September 13, 2004
IM Forum Speaker for 9/15/04: Michael Lew
IM Forum Speaker for 9/15/04: Michael Lew
Title: “What is happening to the film form as the medium becomes computational?”

This week's speaker will be Michael Lew, Adjunct Professor and Visiting Scholar, Interactive Media Division, USC School of Cinema-Television.
Location: USC Zemeckis Center, Room 201
Time: 6:30pm-9pm, 9/15/04
Abstract:
As media-reading devices are all starting to have computational power, the vision machine (camera) and the Turing machine (computer) are converging. Recorded media comes along with code or behaviour that defines how to read it. The editor becomes an interaction designer. The problem with film was that the time flow was imposed. But now that footage has freed itself from the one-dimensional linearity of the celluloid or tape substrate, film has exploded as a constellation of shots on a multi-dimensional narrative space that can be explored at the viewer's own pace. Elastic timeline, multiple windows, levels of depth allow interactive narration to achieve cubism in cinema. We will discuss the implications of these ideas on interactive film for one or two users, video on stage in theatre and live improvised cinema in performance.
His work " Office Voodoo" is an interactive film installation for two people.
More info here.
Bio here.
Comments
Here are links to my sources from Wednesday's class:
Virtual Cinema - an authoring tool by HyperBole Studios for the creation of interactive movies, among other things. (They used it to create the X-Files game.)
www.virtualcinema.com
No matter what you thought of their game, I still recommend reading the VirtualCinema Bible, as it describes the possibilities for interactive experience that they provide for an author.
www.virtualcinema.com/download.htm
HyperBole also is involved with the Lumiere Festival of Interactive Film and Storytelling. You can see a list of their entries at:
www.hyperbole.com/lumiere/entries.html
"Dance, the body, and the internet: The Flying Birdman" by Johannes Birringer
This piece describes an interactive dance project uniting five sites in the US and two sites in Brazil - it discusses the possibilities for dance as an interactive art form and ponders the role of a non-dancing but participatory audience.
Birdman project
"Real-time Cinematic Camera Control for Interactive Narratives" by Daniel Amerson and Shaun Kime (North Carolina State University)
This article presents a system called FILM (Film Idiom Language and Model) which can be used to determine camera position in virtual environments. It uses a pipeline where the user provides a narrative to a Planner, which talks to a Translator which breaks down the action into scenes and talks in turn to the Director, which does a depth-first search of a "scene tree" to choose the appropriate filming sequence for the situation and mood of the scene - this in turn is passed to the Cinematographer, which talks directly to the graphics engine to figure out optimal camera placement within the world to capture the desired scene. Pretty cool stuff.
Article
"Real-time Camera Control for Interactive Storytelling" by Fred Charles, Jean-Luc Lugrin, Marc Cavazza, and Steven J. Mead (University of Teesside, UK)
This article proposes using a character-driven system rather than a narrative-driven one. Camera placement is determined through cinematic conventions invoked as finite-state automata. Also really cool.
Article
"Knowledge-Based Formalization of Cinematic Expression and its Application to Animation" by Doron Friedman and Yishai Feldman (Tel Aviv University and the Interdisciplinary Center, Herzliya)
This article comes at this from a slightly different angle, proposing an engine that would take in a screenplay and raw animation and follow coded cinematic rules to produce a finished film.
Article
For the full 133-page text, see:
Article
Posted by: Jess Rosenblatt at September 15, 2004 10:36 PM
Lew, I really love your first work. I think it's a solution for "dealing with the interval". But frankly, I'm not satisfied by the answer "make 3 dolls when the story goes threesome". In this sense, the dolls are equal to game handles/sticks. The question "what if the number of roles go as high as 100, or even more" still remains. It makes it difficult to your prototype, esp. in practical regards....
Posted by: yuechuan at September 15, 2004 10:41 PM
Thanks for the links.
Posted by: yuechuan at September 16, 2004 04:55 PM
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