Manovich Research Report 3
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 161 to 285
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 cannot 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
(or have read) during your in-class presentation. See file: Narration
example.fla in the ART 383 folder on the Art Server.
Statements
|
1 |
What do you think
of ManovichÕs argument that cinematographic images will dominate digital
imaging because: Realistic simulations are suitable for computer-based
practices of production and distribution. |
|
2 |
According to
Manovich, the essence of telepresence is that it is anti-presence. |
|
3 |
With
definitions and examples demonstrate how Manovich distinguishes between
communication (teleaction) and representation. |
|
4 |
According to
Manovich, from the point of view of the history of the technologies of
action, telepresence is a much more radical technology than virtual reality,
or computer simulations in general. |
|
5 |
With visual
examples and defining text, show how Bazin, Comolli and Bordwell/Staiger differ
from each other in their analysis of the application of cinematic realism to
3-D computer animation. |
|
6 |
From the mid
1970s until the end of the 1980s, computer imaging consisted in rapid
development of key algorithms for photorealistic 3-D image synthesis such as
Phong shading, texture mapping, bump mapping, reflection mapping and cast
shadows. During the same time we witnessed in the art world, photo realism,
neo-expressionism and postmodern ÒsimulationÓ photography. |
|
7 |
Unberto Eco
once defined a sign as something that can be used to tell a lie. |
|
8 |
According to
Manovich, Òif a traditional photograph always points to a past event, a
synthetic photograph [3-D computer rendering] points to a future event.Ó |
|
9 |
According to
Manovich, despite persistent experiments of avant-garde artists with modern
technologies of real-time communication – radio in the 1920s, video in
the 1970s, the Internet in the 1990s – the ability to communicate over
a physical distance in real time did not seem by itself to inspire
fundamentally new aesthetic principles the way film or tape recording did. |
|
10 |
ÒWhy does
new media favor the database form over others? Can we explain its popularity
by analyzing the specificity of the digital medium and of computer
programming?Ó |
|
11 |
Manovich
argues that cinematographic images will dominate digital imaging because:
They share many qualities with natural perception and are easily processed by
the brain. |
|
12 |
What does Soviet
Socialist Realism have to do with differentiating between Jurassic Park and
Terminator 2? |
|
13 |
From the
1960s until late 1970s , computer imaging was mostly abstract because it was
algorithm-driven and the technologies for inputting photographs into a
computer were not easily accessible. Similarly, the art world was dominated
by nonrepresentational movements, such as conceptual art, minimalism and
performance, or at least approached representation with a strong sense of
irony and distance as in the case of pop art. |
|
14 |
Walter
Benjamin and Paul Virilio equate nature with spatial distance between the
observer and the observed, and they see technologies as destroying this
distance. |
|
15 |
According to
Manovich, the ability to ÒteleportÓ instantly from one server to another, to
be able to explore a multitude of documents located on computers around the
world, all from one location, is much more important than being able to
perform physical actions in one remote location. |
|
16 |
According to
Manovich, ÒWhile modernist avant-garde theater and film directors
deliberately highlighted the machinery and conventions involved in producing
and keeping the illusion in their works — for instance, having
actors directly address the audience or pulling away the camera to show the
crew and the set — the systematic Òauto-deconstructionÓ performed by
computer objects, applications, interfaces, and hardware does not seem to
distract the user from giving in to the reality effect.Ó |
|
17 |
What is
ManovichÕs answer to this question and explain why he chooses to answer it:
ÒCan we expect that cinematographic images will at some point be replaced by
very different images whose appearance will be more in tune with their
underlying computer-based logic?Ó |
|
18 |
In contrast
to older action-enabling representational technologies, real-time image
instruments literally allow us to touch objects over distance, thus making possible
their easy destruction as well. The potential aggressiveness of looking turns
out to be rather more innocent than the actual aggression of electronically
enabled touch. |
|
19 |
According to
Manovich, popular media has downplayed the concept of telepresence in favor
of the concept of virtual reality. |
|
20 |
Manovich
calls the new realism [interactive digital media] metarealism since it
incorporates its own critique inside itself. Metarealism is based on
oscillation between illusion and its destruction, between immersing a viewer
and directly addressing the viewer. The new metarealism demands cognitive
multitasking from the user. |
|
21 |
According to
Manovich: ÒSynthetic computer-generated imagery is not an inferior
representation of our reality, but a realistic representation of a different
reality.Ó |
|
22 |
If power,
according to Latour, includes the ability to manipulate resources at a
distance, then teleaction provides a new and unique kind of power, such as
.......................... |
|
23 |
According to
Manovich, the concept of an aesthetic object as an object , that is, a
self-contained structure limited in space and/or time, is fundamental to all
modern thinking about aesthetics. |
|
24 |
In the more
dominant modern tendency to read distance negatively, distance becomes
responsible for creating the gap between spectator and spectacle, for
separating subject from object, for putting the first in the position of
transcendental mastery and rendering the second inert. |
|
25 |
ÒWhat is the
relationship between the database and another form that has traditionally
dominated human culture–narrative? |
|
26 |
ÒThe open
nature of the Web as a medium (Web pages are computer files that can always
be edited) means that Web sites never have to be complete; and they rarely
are.Ó |
|
27 |
ÒAs the
1990Õs progressed, artists increasingly began to approach the database more
critically.Ó |
|
28 |
ÒWhile
computer games do not follow a database logic, they appear to be ruled by
another logic–that of the algorithm.Ó |
|
29 |
ÒThe more
complex the data structure of a computer program, the simpler the algorithm
needs to be, and vice versa.Ó |
|
30 |
ÒIn the
1990Õs, when the new role of the computer as a Universal Media Machine became
apparent, already computerized societies went into a digitizing craze.Ó |
|
31 |
ÒThe compute
age brought with it a new cultural algorithm: reality -> media -> data
-> database.Ó |
|
32 |
ÒÉdatabase
and narrative are natural enemies.Ó |
|
33 |
ÒIn computer
programming, data structures and algorithms need each other; they are equally
important for a program to work. What happens is the cultural sphere? Do
databases and narratives have the same status in computer culture?Ó |
|
34 |
What are the
different computer game categories? What are the differences in the types of
navigable spaces in each of these categories? |
|
35 |
Doom and
Myst follow the psychological tensions of modern literature, theater and
cinema narratives. |
|
36 |
ÒInstead of narration
and description, we may be better off thinking of games in terms of narrative
actions and exploration.Ó |
|
37 |
ÒIn contrast
to the modern novel, action-oriented games do not have that much dialog, but
looking and acting are indeed the key activities performed by a player.Ó |
|
38 |
ÒÉ active
treatment of space is the exception rather than the rule in new media.
Although new media objects favor the use of space for representations of all
kinds, virtual spaces are most often not true spaces butt collections of
separate objects. Or, to put this in a slogan: There is no space in
cyberspace.Ó |
|
39 |
Erwin
Panofsky established a parallel between the history of spatial representation
and the evolution of abstract thought, in which the former moves from the
space of individual objects in antiquity to the representation of space as
continuous and systematic in modernity. |
|
40 |
Ò...
computer-generated worlds are actually much more haptic and aggregate than
optic and systematic.Ó |
|
41 |
The common
superimposition of animated characters, still images, digital movies, and
other elements over a separate background defines common computer space as
mostly aggregate space rather than optic and systematic space. |
|
42 |
Ò ...
although 3-D computer-generated virtual worlds are usually rendered in linear
perspective, they are really collections of separate objects, unrelated to
each other. In view of this, the common argument that 3-D computer simulations
return us to Renaissance perspective and therefore, from the viewpoint of
twentieth-century abstraction, should be considered regressive, turns out to
be ungrounded.Ó |
|
43 |
Ò ...we may
connect the American ideology of democracy with its paranoid fear of
hierarchy and centralized control with the flat structure of the Web, where
every page exists on the same level of importance as any other and where any
two sources connected through hyper linking have equal weight.Ó |
|
44 |
ÒÉ focus on
the viewer offers an important lesson for new media designers, who often
forget that what they are designing is not an object in itself but a viewerÕs
experience in time and space.Ó |
|
45 |
What do you
think of Manovich's contrasts between the Navigator and the Explorer? Charles
BaudelaireÕs flaneur in contrast with nineteenth century American writers
James Fenimore CooperÕs and Mark TwainÕs adventurer? How do they relate to
computer navigation? |