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<title>CTIN 499 Narrative Filmmaking for Computational Media</title>
<link>http://interactive.usc.edu/classes/499-compfilm/</link>
<description></description>
<dc:creator></dc:creator>
<dc:date>2005-04-17T22:07:47-08:00</dc:date>
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<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/seven_sons.html" />
<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/red_vs_blue_mac.html" />
<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/katherine_hayle.html" />
<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/got_to_get_to_g.html" />
<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/virtual_halluci.html" />
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<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/the_mp3_experim.html" />
<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/venice_canals_m.html" />
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<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/jordan_crandall.html" />
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<rdf:li rdf:resource="http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/lynn_hershman_l_1.html" />
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<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/04/links_for_you.html">
<title>Links for you!</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/04/links_for_you.html</link>
<description><![CDATA[<p>Here are a few links to spark your imagination!</p>

<p>The <a href="http://www.grafedia.net/">Grafedia Project</a> imagines a way to hyperlink words that exist in a physical space (specifically graffiti, but not necessarily).</p>

<p>The <a href="http://www.muratnkonar.com/id/drumhead/index.shtml">drum|head project</a> plays with (a video projection of) your head.</p>

<p><a href="http://participatoryculture.org/">Participatory Culture</a> offers a launching point for user-created Internet TV using the Bit Torrent protocol starting in June.  (Related: Google's new <a href="https://upload.video.google.com/">Video Upload Program</a>.)<br />
<a href="http://www.alessonislearned.com/"><br />
A Lesson Is Learned But The Damage Is Irreversible</a> is a webcomic that is just plain awesome.</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>jeppink</dc:creator>
<dc:date>2005-04-17T22:07:47-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/04/imitations_of_l.html">
<title>Imitations of Life</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/04/imitations_of_l.html</link>
<description><![CDATA[<p>The "Waiting Room" project by Jason & Nick is supposed to be inspired by Rybczynski's Tango, my Polydock performance and this <a href="http://www.tongsville.com/cinemahtml">REM video</a>, "Imitations of Life", directed by Garth Jennings from the London-based <a href="http://www.tongsville.com">Tongsville </a>collective.<br />
The video is a single short mastershot with a lot of simultaneous actions happening in the frame. That shot is revisited in post, focussing the attention of the viewer on different characters by digitally zooming and panning.<br />
Jason & Nick are making an interactive and narrative version of that.<br />
We wish them luck !</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>mlew</dc:creator>
<dc:date>2005-04-09T12:49:08-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/seven_sons.html">
<title>seven sons</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/seven_sons.html</link>
<description><![CDATA[<p><a href="http://www.7sons.com">Seven sons</a> is a nice non-linear documentary about Bedouin life, shot in the Sinai desert in Egypt, made with <a href="http://www.korsakow.com">Korsakow</a> and by the author of Korsakow, Florian Thalhofer.</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>mlew</dc:creator>
<dc:date>2005-03-26T03:18:36-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/red_vs_blue_mac.html">
<title>Red vs. Blue Machinima</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/red_vs_blue_mac.html</link>
<description><![CDATA[<p>We were talking about machinima in class today.  The episode I showed in class was Episode 46 of Red Vs. Blue:  The Blood Gulch Chronicles.  This machinima series is made using the Halo (now Halo 2) game, using one "player" as the camera (since it's a first-person perspective game) and the other players control their avatars like puppets/actors to make the film (dialogue dubbed in later).</p>

<p>Website: http://www.redvsblue.com</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>sruston</dc:creator>
<dc:date>2005-03-25T14:20:13-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/katherine_hayle.html">
<title>Katherine Hayles&apos; Narrating Bits</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/katherine_hayle.html</link>
<description><![CDATA[<p><img alt="narratingBits.jpg" src="http://interactive.usc.edu/classes/499-compfilm/archives/narratingBits.jpg" width="500" height="288" /></p>

<p>Katherine Hayles' project <a href="http://vectors.iml.annenberg.edu/narrating_bits" target="_blank">Narrating Bits</a> for the first issue of Vectors relates to the subject of narratology, specifically the relation of fabula and syuzhet as it is enacted in interactive media. Her essay is itself an instantiation of a multi-temporal structure, providing the opportunity for site visitors to add their own layers of commentary and to navigate the story through a non-linear interface. </p>]]></description>
<dc:subject></dc:subject>
<dc:creator>sanderson</dc:creator>
<dc:date>2005-03-04T13:43:05-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/got_to_get_to_g.html">
<title>Got to Get to Grandpa</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/03/got_to_get_to_g.html</link>
<description><![CDATA[<p>A revised version of "Untitled" (apologies for the crappy formatting):</p>

<p>CTIN 499 Project Treatment and Notes</p>

<p>Title:		“Got to Get to Grandpa”</p>

<p>Treatment:	On a sunny day in the Echo Park neighborhood of Los Angeles, Barney takes his faithful mutt Alfonse for a walk in the late afternoon.  Barney loves these walks with Alfonse, through the park, sometimes to the donut shop, sometimes chatting with other dog walkers, sometimes just stopping to smell the flowers.  This day, however, the walk end differently-Alfonse is expectantly barking at a passerby; recognizing a loose dog, the good Samaritan checks his tags and dials the number.<br />
	Meanwhile in her downtown office, Sally's workday is going well.  The latest merger and acquisitions deal is set to go through and she's looking forward to a relaxing vacation with her dad, Barney, and her husband, Sam, and their kids (and, of course, Alfonse).  The phone rings and a semi-frantic stranger tells her of the situation at the park with Alfonse loose and Barney not in sight.  Sally is frantic, sure that any number of terrible fates could have befallen her elderly father:  fallen and broken his hip, had a stroke or heart attack, mugged by a thug, or had a senile episode and wandered off.  She calls Sam, and both decide to rush home as fast as they can.  Sally races to the elevator, out the building and towards the MTA stop to board a train and get home as fast as she can.  Sam shouts to his assistant that he must leave early, hops in his car and starts the challenging commute back from the Westside.<br />
	They arrive at the park (or do they? And are they in a mental state capable of dealing with the crisis?), see Barney and Alfonse, assess their condition…. and fade to black.</p>

<p>Screen Layout:	<br />
o	one main viewing window, with four thumbnails on the left side<br />
o	one thumbnail for Grandpa (Barney), Sally, Sam and the map of LA<br />
o	each character thumbnail has a “faster” and a “slower” button beneath<br />
o	on the map, dots appear representing the characters' movement; Barney is still, Sam and Sally's move in accordance with the buttons (described below)<br />
 </p>

<p>Interactivity Design:<br />
o	View control<br />
o	clicking on any of the three character thumbnails loads that scene into main viewing window<br />
o	sound design elements only apply to the sequence in the main viewing window <br />
o	Character Speed Control<br />
o	Character's speed of travel represented by corresponding moving dot on map<br />
o	As player's speed increased/decreased, dot moves accordingly<br />
o	Default movement speed is 30 minutes from departure point (downtown office or Westside office) to Grandpa's park (diegetic time)<br />
o	Sally always takes 30 min to reach the park<br />
o	Sam's travel takes into account time spent at 1.3, 1.5, 1.6 travel rates<br />
o	Character “Speed Level” matches character “Emotional Level”<br />
o	Each character's thumbnail has “faster” and “slower” button, affecting their speed of movement<br />
o	Grandpa<br />
o	Faster and slower buttons only speed up or slow down the image rate (if stills are used) or the shot rate (if video is used)<br />
o	Sally<br />
o	Faster and slower buttons image/shot rate<br />
o	Faster/slower buttons increase audible footstep rate while she's walking<br />
o	Faster/slower buttons DO NOT increase her travel speed once she's on the train, only the image/shot rate <br />
o	Image/shot rate levels<br />
o	1st level (one “Faster” click):  increase shot rate<br />
o	2nd level (second “faster” click): increase shot rate again, and introduce extra 'anxiety' shots (checking cell phone for coverage)<br />
o	3rd level (third “faster” click):  again increase shot rate and amount of anxiety<br />
o	4th level:  dizzying shot rate<br />
o	emotional register<br />
o	speed levels 1-3=competence<br />
o	level 4=nervous breakdown<br />
o	Sam<br />
o	Faster/slower buttons change image/shot rate<br />
o	Faster/slower buttons DO change speed of Sam's travel to Grandpa<br />
o	Speed levels<br />
o	1st:  increase in shot rate; geographic travel rate increase by 1.3<br />
o	2nd: increase in shot rate; increase in anxiety shots; travel rate increase to 1.5<br />
o	3rd:  increase in shot rate; add anger shots in addition to anxiety; travel rate increase to 1.6<br />
o	4th:  increase in shot rate to dizzying rate; all shots are of traffic jam; travel rate decreases to zero; shots frozen in loop; Sam can't go anywhere<br />
o	Emotional Level Effect<br />
o	If both Sam and Sally arrive at the same time, then the problem is resolved <br />
o	Both express relief at other's presence; fade to black<br />
o	If Sam arrives first<br />
o	At emotion level 1 or 2, he solves problem<br />
o	At emotion level 3, he explodes in anger at all bystanders and cannot deal with situation; expresses relief at Sally's arrival; fade to black<br />
o	If Sally arrives first<br />
o	At emotion level 1 or 2, she solves the problem<br />
o	At emotion level 3 or 4, she has a nervous breakdown at the park</p>

<p>Unresolved Questions:<br />
o	Use video or still images?<br />
o	Stills:  shot rate can be manipulated by a change in frame rate of Flash<br />
o	Video:  might be more convincing/engaging<br />
o	How to increase cut rate algorithmically?  (rather than having a different scene with a different .mov)<br />
o	Platform<br />
o	Flash?  Director?  Other?<br />
o	How challenging is the link between the moving dot and the speed rate of Sam (which will also be the mechanism to determine who arrives first and how the story ends)?  Each “Faster” button click moves from 1x to 1.3x to 1.5x to 1.6x speed.  Each “slower” click moves back sequentially towards 1x speed (and one .5x speed level).  The system needs to constantly update the dot's position and movement rate so that if Sam travels _ the distance at 1.5x and _ the distance at 1.3x, he'll arrive in 21.4 minutes. <br />
</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>sruston</dc:creator>
<dc:date>2005-03-02T22:38:10-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/virtual_halluci.html">
<title>Virtual Hallucinations</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/virtual_halluci.html</link>
<description><![CDATA[<p><a href="http://secondlife.blogs.com/nwn/2004/09/in_the_minds_ey.html">Virtual Hallucinations</a> is a project by doctor and computer programmer Nash Baldwin.  Situated in the <a href="http://secondlife.com/">Second Life</a> universe, it simulates the hallucinations of schizophrenics based on their own first-person accounts.</p>

<p>(via <a href="http://www.boingboing.net/2004/09/10/virtual_schizophreni.html">BoingBoing</a>)</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>jeppink</dc:creator>
<dc:date>2005-02-26T14:27:35-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/as_of_yet_untit.html">
<title>As of Yet, Untitled</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/as_of_yet_untit.html</link>
<description><![CDATA[<p>CTIN 499 Computational Film Sketch</p>

<p><br />
Title:	TBD</p>

<p>Concept/Theme:	This film explores the central role commuting and transportation have on our experience of the world, especially in a sprawling metropolis like Los Angeles.  Three characters (husband, wife, and elderly father/father-in-law) make their way from a common starting point to pursue their daily commute-the elderly father walks to the local donut shop with his faithful dog companion, pausing in the park along the way to chat with other neighborhood locals; the husband drops his wife at the rail station and proceeds by car, racing down boulevards onto the freeway, taking conference calls on his cell phone, and getting trapped by traffic jams, all the while images of snow capped San Bernardino mountains fleet by as unnoticed as the giant billboards advertising new televisions shows and the current lottery prize; the wife boards the MTA Red Line, noting the artwork in the station before boarding the train, struggling to maintain a comfortable personal space as the train car fills with commuters, students, tourists, panhandlers and all manner of persons.<br />
	In each vignette (father, husband, wife) the pace of images proceeds coincident with the pace (and relative peace) of the commute:  pedestrian=slow, meandering pace; driver=frantic and fast paced, with the world fleeting by as if on screen, until traffic jam; rail rider=speedy and steady pace.  The image-speed will not be “real time” but will be “proportional time”.  That is, each of the three characters spends the same amount of time traveling within the storyworld (diegetic time), but standard cinematic techniques of time compression and ellipses, in addition to the rapid image speed, will allow the portrayal of significantly different distances covered by the different modes of transport.<br />
	The progress of each character can be followed by means of an interactive map.  The icon representing each character will move along his or her route appropriately and the user can investigate each.</p>

<p>Interaction Design:  The screen is divided into 5 frames, on large and four _ size thumbnails on the left hand side of the screen (one per character and one for the map).  The map has three icons (each color coded to the character's costume) moving in proportion to the corresponding characters' commute.  Clicking the icon will load that commuter's image track into the large window.  To begin the piece, the three character thumbnails are not loaded, all characters are on screen in the large window and selecting a character populates the sidebar thumbnails and loads that character's image-track into the main window.</p>

<p>Misc. Notes:  Currently thinking that the “image track” is still image montage, sound design (not described above) also a key element to capturing the experience of these commutes/lifestyles.</p>

<p>TBD elements:  title, authoring platform, narrative closure.<br />
</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>sruston</dc:creator>
<dc:date>2005-02-25T10:43:27-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/the_mp3_experim.html">
<title>The MP3 Experiment</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/the_mp3_experim.html</link>
<description><![CDATA[<p><a href="http://www.improveverywhere.com/">Improv Everywhere</a> is a New York-based performance art group (or purveyor of large-scale, witty pranks - your pick).  Their exploits are consistently smart, funny, and well-documented.</p>

<p>One of their recent projects was the <a href="http://www.improveverywhere.com/mission_view.php?mission_id=44">MP3 Experiment</a>, inspired by the Flaming Lips' <a href="http://www.flaminglips.com/content/live/shows/s02a.php?sid=b1b674e5ed2fecad61ef2295e3693ea3">Parking Lot Experiments</a> and <a href="http://www.flaminglips.com/content/live/shows/s04a.php?sid=b1b674e5ed2fecad61ef2295e3693ea3">Headphone Concerts</a> and Andy Kaufman's <a href="http://www.amazon.com/exec/obidos/tg/detail/-/B00004SPY8/102-8116286-6476925?v=glance">Performance at Carnegie Hall</a>.  Weeks in advance, participants were instructed to download a 27-minute mp3 file to their audio-player of choice and told the location and time of the performance.  At the theatre, each audience-member donned headphones and started their mp3 players at the same time.  Throughout the performance, participants were instructed to blow bubbles, give high fives, divide into groups (including secret instructions to each group), take photographs, and dance.  All done in complete silence as seen by the outside viewer!</p>

<p>As visual media players become more portable and pervasive, one can imagine a similar project incorporating an active audience that reacts in groups to pieces of video each member is individually presented with.  Perhaps participants are shown a set of shapes that they must form in groups (a la <a href="http://www.director-file.com/gondry/Dlv.html">Michel Gondry's music video for "Mad World"</a>), or they are given a map of some space and led on a treasure hunt with the added temporal challenge of clues being uncovered along a timeline.  Not everyone would have to have the exact same video either.  Groups could be instructed to use different versions, or technology permitting, video streams could be changed in real-time based on location or other variables.</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>jeppink</dc:creator>
<dc:date>2005-02-25T00:53:09-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/venice_canals_m.html">
<title>Venice canals movie map</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/venice_canals_m.html</link>
<description><![CDATA[<p>This project is inspired by the Aspen Movie Map and would use the Korsakow system to map the four city blocks that now comprise the space of the Venice canals by three modes of conveyance: boat, car and foot. The space is very contained and perfectly suited to such an exploration. In addition, Korsakow is coincidentally configured to present a three-link interface that would give access to the different modes of transportation, with decision points at each intersection as well as hidden "gateway" points where one could switch from one means of conveyance to another. For this class, I believe it would also be interesting to insert some sort of narrative motivation into the space -- most likely a kind of explorational game structure that requires navigating parts of the space by all three modes in order to solve a puzzle or uncover a story. <br />
<img alt="veniceCanals.jpg" src="http://interactive.usc.edu/classes/499-compfilm/archives/veniceCanals.jpg" width="537" height="536" /></p>]]></description>
<dc:subject></dc:subject>
<dc:creator>sanderson</dc:creator>
<dc:date>2005-02-24T09:15:51-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/kinoautomat.html">
<title>KinoAutomat</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/02/kinoautomat.html</link>
<description><![CDATA[<p>What is considered to be the world's first interactive movie, "KinoAutomat", created by <a href="http://www.naimark.net/writing/trips/praguetrip.html">Rad&uacute;z &#268;in&#269;era</a> and first shown at the Czech Pavilion at Expo 67 in Montreal, is about to be released soon for <a href="http://www.kinoautomat.org">DVD</a>. Thanks to Chris Hales, another active <a href="http://www.causeandeffect.tk/">interactive filmmaker</a> from England. Chris teaches one of the few interactive television courses in Europe : a 10-week <a href="http://www.mlab.uiah.fi/laika">course </a>at the Finnish <a href="http://www.mlab.uiah.fi/">MediaLab </a>of UIAH.</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>mlew</dc:creator>
<dc:date>2005-02-20T13:42:34-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/jordan_crandall.html">
<title>Jordan Crandall: Drive</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/jordan_crandall.html</link>
<description><![CDATA[<p>It took me awhile to focus on one selection from our vast Future Cinema book, as the notion of narrative filmmaking for computational media still pulsates in my head. When I read an article, my mind wanders and I think of random or tangential ideas associated with the text. Maybe I have ADD. Anyway, one selection that seemed most disturbing and therefore stuck out most was Jordan Crandall’s Drive. It seemed to focus on the difference between motion pictures and tracking devices. He shows a series of 7 films that blend cinematographic conventions with military target-finding technology, tracking systems and pattern recognition programs. The article describes a section of the video (track 6, projectile/gaze) as being presented on two separate screens. One screen is a close up of a man’s eye as he gazes at his subject. The camera picks up on his blinks, in slow motion, and how the eye adjusts each time to what it is seeing. The other screen, which is projected opposite of the first, is found footage of military infrared shots, target lock-on systems, and computer images that are specialized in locating and classifying moving vehicles. The video suggests an increasing militarization of the human gaze. Our ways of seeing are constantly changing based on new technologies that capture images. What was created for the military is now being exposed to the civilian population in a growing demand. </p>

<p>This installation seemed to indicate a disturbing evolution where human beings are becoming more mechanical due to the advancement of technology. This theme is played out all across the arts for generations. It is not an original idea, but this presentation packs a powerful punch using multiple projections.<br />
</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>mwilliams</dc:creator>
<dc:date>2005-01-29T19:26:31-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/the_intelligent_1.html">
<title>The Intelligent Image: Neurocinema or Quantum Cinema? (Peter Weibel)</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/the_intelligent_1.html</link>
<description><![CDATA[<p>Weibel delineates the technical/perceptual evolution of the cinematic apparatus, making paradigmatic distinction between the ‘classical model’ of cinematography (“the writing of motion”)/external observer and opsigraphy (“the writing of seeing”)/internal observer. The spirit of the latter can be seen in its pre-formalized stage in the work of avant-gardists such as Vertov, who gave us the term “Kinoglaz”, the camera eye. With the advent of video [Latin: I see] it became possible to formalize ‘cyberspace’, where an observer is actually able to observe him/herself. This explosion of classical cinema opens a whole can of worms—Virtual Reality, the Indexical Image (nanotechnological, chemical, and molecular manipulation of the observer/environment relation), Neurocinema (the complete virtualization of perception), and Quantum Cinema (complete breakdown of the observer/environment divide by entangling multiple observers/authors in massive parallel virtual worlds with bi-directional, non-local, artificially intelligent interactivity)—which eventually, in theory, will be a “step toward liberating humanity from the natural prison of space and time.” Spooky.</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>ntanaka</dc:creator>
<dc:date>2005-01-28T11:41:22-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/lynn_hershman_l_1.html">
<title>Lynn Hershman Leeson: Lorna Teknolust</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/lynn_hershman_l_1.html</link>
<description><![CDATA[<p>After browsing through numerous articles in the Future cinema book, I personally found the “TeknoLust” by Lynn Hershman Leeson very interesting. Her experiments using interactivity for film making lets the user participate into her story and gives them choices to form their own narrative. She uses technology to realize her projects which opens a new door with each successive project in Interactive Filmmaking. </p>

<p>In 1979, her first interactive art videodisc called “Lorna” was the first experimentation towards interactive filmmaking to create an experience that uses moving images to defy conventional structure, whether this be the creation of alternate endings to the script and soundtracks. I believe her experimental film “Lorna” has given a new direction towards Interactive cinema with non linear form of story telling. Lorna involves interactive environment, videodisc, monitor, remote control interface; sound, video footage basically a mixed media based system. In this system users can interact and make choices for the videotaped character, Lorna, an agoraphobic woman who has difficulty making choices for her self. Every object in Lorna’s tiny apartment has a number. Pressing each object accesses video and sound information about Lorna’s fears and dreams as well as her history, personal conflicts and possible future. Some of these can be seen backwards, forwards, at increased or decreased speed, and from several perspectives though the footage is only of seventeen minutes. </p>

<p>Her other project called “Deep Contact” was also the first Interactive sexual fantasy videodisc. This piece invites participants to actually touch their “guide” Marion on any part of her body via a touch screen monitor. Adventures develop depending upon which body part is touched. I find such technical and artistic experimentation with installations very important for development of interactive filmmaking.<br />
 <br />
</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>ptomar</dc:creator>
<dc:date>2005-01-28T09:05:45-08:00</dc:date>
</item>
<item rdf:about="http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/future_cinema_s.html">
<title>Future Cinema Spotlight:  Marnix de Nijs</title>
<link>http://interactive.usc.edu/classes/499-compfilm/archives/2005/01/future_cinema_s.html</link>
<description><![CDATA[<p>While perusing Future Cinema and thinking about our discussion last week about physical interfaces, the entry describing Marnix de Nijs' somewhat irreverently titled work Run Motherfucker Run caught my eye.  This piece is an installation consisting of treadmill (physical interface), large video screen, computer controllers and speakers.  The viewer runs on the treadmill, a faster pace yields quicker passage through cinematic environment and a brighter image; a slower pace yields a darker image.  Immediately connections to horror, heist and thriller genres become apparent.  What a fantastic interface for intensifying fear, anxiety and thrill by directly manipulating physiological parameters associated with those emotions (shortness of breath, elevated heart rate, perspiration, etc.)</p>

<p>Much of de Nijs' work “explores the dynamic clash between bodies, machines and other media.”  What I find most interesting about de Nijs' use of the viewer's own body as an interface/control device in Run Motherfucker Run is its capacity (here only loosely appropriated) to affect both stylistic and narrative components of the piece.  As described in Future Cinema, only two things change with speed on the treadmill:  pace through the landscape/environment and brightness of image.  Conceivably, parameters could be introduced to affect the timeline of a plot (affecting the meetings of various characters), as well as embedding markers in the film that would control changes in the speed or angle of the treadmill, contesting the viewer's ability to exercise control.<br />
</p>]]></description>
<dc:subject></dc:subject>
<dc:creator>sruston</dc:creator>
<dc:date>2005-01-28T00:41:05-08:00</dc:date>
</item>


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