Manovich Research Report 2
Examine how the theoretical framework that Lev Manovich
presents for New Media can influence your approach to interactive multi media.
Using the slide presentation format within Flash, develop and present a 10
minute slide show that clearly and convincingly proves or disproves with visual
examples, headlines and spoken narration what Manovich writes in one of these
direct quotes or paraphrases:
Procedure
Read: The Language of New Media, by Lev Manovich, pages 94 to 160
Select a partner that you can collaborate with on this project.
Select
statement: Choose one
of these statements or questions below by Manovich to be researched. Selection
of the statement is on a first-come-first-serve basis. No two research groups
are to investigate the same statement.
Research: Using the assigned reading, linked references and collections of
pertinent interactive screen images (or other relevant images), find visual and
written or vocal evidence for your interpretation of the statement, and/or your
arguments for or against the statement.
Select images: Show at least ten images.
Write headlines: bullet statements for your screen. Do not use long paragraphs of
text on the screen which can not be read by your viewers during the time you
show the pertinent slides, while they are also listening to what you will speak
or read out-loud from your narration script.
Other visuals: Develop diagrams, charts as needed to aid the understanding of
your statement and/or to substantiate the statement or its evidence.
Narration: Write and type in easily readable form (14 point double spaced
type) the statements to be read (or spoken from memory without direct reading)
that will accommodate the screens you present as part of your slide
presentation.
Present: In class, present your audio-visual observation with the evidence
and proofs. The total time for your teamÕs presentation will be 15 minutes,
with seven to 10 minutes for presenting your material and 5 minutes for group
discussion.
Submit:
Before 5:00 PM on the scheduled submission date for this report, submit in the
appropriate folder on the Art Server both the FLA and SWF files. On the bottom
section of each slide enter in 14 or 16 point type, the text that you will read
during your in-class presentation. See file: Narration example.fla in the ART
383 folder on the Art Server.
Statements
|
1. |
The era
of the dynamic screen that began with cinema is now ending. |
|
2. |
The
history of modern surveillance technologies that began with photography has
had a major impact on computer technology and the culture it generates. |
|
3. |
A 3-D
scene is much more functional than a film or video shot of the same scene,
but, if it is to contain a similar level of detail, it may be much more
expensive to generate. |
|
4. |
ÒWhat is
the price the subject pays for the mastery of the world, focused and unified
by the screen?Ó |
|
5. |
How does
the shift from what film theorists call ÒprimitiveÓ to ÒclassicalÓ film
language impact on current computer experience? |
|
6. |
Where
does the cinema spectatorÕs identification with the camera eye impact on
current interactive computer experience and where doesnÕt it have a direct
impact? |
|
7. |
Explain
in detail with examples: ÒAlbertiÕs window, DurerÕs perspectival machines,
the camera obscura, photography, cinema–in all of these screen-based
apparatuses, the subject has to remain immobile.Ó |
|
8. |
Explain
and illustrate FriedbergÕs claim: The progressive mobilization of he image in
modernity was accompanied by the progressive imprisonment of the viewer: Òas
the ÔmobilityÕ of the gaze became more ÔvirtualÕ–as techniques were
developed to paint (and then to photograph) realistic images, as mobility was
implied by changes in lighting (and then cinematography)–the observer
became more immobile, passive, ready to receive the constructions of virtual
reality placed in front of his or her unmoving body.Ó |
|
9. |
Explain
and illustrate the consequences of ManovichÕs statement: ÒRather than
disappearing, the screen threatens to take over our offices and homes.Ó |
|
10. |
With
examples and text, explain MainovichÕs Òcultural interfacesÓ–new sets
of conventions for organizing cultural data. |
|
11. |
Using
specific computer languages and their resulting products, illustrate ÒÉ from
bare bones digital data to particular media objects, creative possibilities
are being increasingly restricted,Ó while allowing us to accomplish more
faster. |
|
12. |
Demonstrate
with examples: ÒIt is often claimed that the user of branching interactive
program becomes its coauthor: By choosing a unique path through the elements
of a work, she supposedly creates a new work. But it is also possible to see
this process in a different way. If a complete work is the sum of all
possible paths through its elements, then the user following a particular
path accesses only a part of the whole. In other words, the user is
activating only a part of the total work that already exists.Ó Could you also
demonstrate successful works of co-authorship? |
|
13. |
Demonstrate
with historical and current examples of recognized visual art works and
images of contemporary lifestyles, that the new media process of selection Ò
is a new type of authorship that corresponds neither to the premodern (before
Romanticism) idea of minor modification to the tradition nor to the modern
(nineteenth century and first half of the twentieth century) idea of a
creator-genius revolting against it. It does however, fit perfectly with the
logic of advanced industrial and post-industrial societies, where almost every
practical act involves, choosing from some menu, catalog, or database. In
fact as I have already noted, new media is the best available expression of
the logic of identity in these societies–choosing values from a number
of predefined menus.Ó |
|
14. |
Demonstrate
with examples of recognized works of visual art Ò In my view, this new
cultural condition [postmodernism] found its perfect reflection in the
emerging of software of the 1980s that privileged selection from ready-made
media elements over creating them from scratch. And to a large extent it is
this software that in fact made postmodernism possible.Ó |
|
15. |
With
examples of computer code, and resulting interesting images, show how ÒAll
these filters, whether manipulating image appearance, creating a transition
between moving images, or applying a filter to a piece of music, involve the
same principle: the algorithmic modification of an existing media object or
its parts.Ó |
|
16. |
With
examples of computer code, and resulting images, show how ÒWith new media,
ÔmalleabilityÕ becomes ÔvariabilityÕ.Ó |
|
17. |
With
text and visual examples, demonstrate the differences between ÒselectionÓ and
ÒcompositingÓ as defined by Manovich. |
|
18. |
With
visual examples of applied ÒselectionÓ, show how the following statement by
Manovich applies to the visual world of new media artistic forms: ÒThe DJ
best demonstrates its new logic: selection and combination of preexistent
elements. The DJ also demonstrates the true potential of this logic to create
artistic forms. Finally, the example of the DJ makes it clear that selection
is not an end in and of itself. The essence of the DJÕs art is the ability to
mix selected elements in rich and sophisticated ways.Ó |
|
19. |
That
evolution of MPEG allows us to trace the conceptual evolution in how we
understand new media – from a traditional ÒstreamÓ to a modular
composition, more similar in its logic to a structural computer program than
a traditional image or film. |
|
20. |
ÒThe
connection between the aesthetics of postmodernism and the operation of selection
also applies to compositing. Together, these two operations simultaneously
reflect and enable the postmodern practice of pastiche and quotation. They
work in tandem: One operation is used to select elements from the Òdatabase
of cultureÓ; another is used to assemble them into new objects. Thus, along
with selection compositing is the key operation of postmodern, or
computer-based, authorship.Ó |
|
21. |
The
instant changes in time and space characteristic of modern narrative, both in
literature and cinema, are now replaced by the continuous non-interrupted
first-person narrative of games and VR. |
|
22. |
Digital
compositing is like these other simulation techniques used to create fake
realities: fashion and makeup, realist painting, dioramas, military decoys
and VR. |
|
23. |
Before
the classical film period, the space of film theater and the screen space ere
clearly separated, much like in theater or vaudeville. Viewers were free to
interact, come and go, and maintain a psychological distance from the
cinematic narrative. Actors played to the audience, and the style was
strictly fontal. The composition of shots also emphasized frontality. |
|
24. |
Classical
Hollywood cinema positions each viewer inside the fictional space of the
narrative. |