Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread Simon Biggs
Hi Sean

I am aware of the examples you give ­ but that was not the sort of thing I
meant when suggesting some form of data analysis of a text. I was thinking
more about how you could mash-up discourse analysis, corpus linguistics and
reader reception theory, on the one hand, and empirical linguistics and
statistical semantic modelling, on the other. I imagine it would be a mess
so was entertained by what a possible visualisation might resemble (a car
crash?). If you look at
http://hosted.simonbiggs.easynet.co.uk/installations/utter/index.htm you
might see something like this. The point I was seeking to make is that it
seems ambitious to apply quantitative analytical methods to the
understanding of something as subjective, fugitive and motile as a text (or
other cultural artefact).

I work a little bit with the Centre for Speech Technology Research here in
Edinburgh ( http://www.cstr.ed.ac.uk/ ) and some of their most interesting
work is in the multi-modal modelling of affect in speech, looking at
automatic recognition of socio-linguistic interaction between humans in
tightly constrained and controlled situations (eg: meetings). Speaking with
the people leading this research is enlightening as they recognise how
complex and difficult this area of research is. They are very humble about
their outcomes to date and what they imagine might be possible in the medium
(eg: 5-10 years) term, which is very modest (perhaps slightly better
automatic phone answering systems or improved data-tagging). This is
profoundly different to what is required to analyse the existence of a text
³in reading².

Sorry to be off-topic again.

Best

Simon


Simon Biggs

Research Professor
edinburgh college of art
s.bi...@eca.ac.uk
www.eca.ac.uk

Creative Interdisciplinary Research into CoLlaborative Environments
CIRCLE research group
www.eca.ac.uk/circle/

si...@littlepig.org.uk
www.littlepig.org.uk
AIM/Skype: simonbiggsuk



From: Sean Cubitt scub...@unimelb.edu.au
Reply-To: soft_skinned_space empyre@lists.cofa.unsw.edu.au
Date: Thu, 04 Feb 2010 09:20:30 +1100
To: soft_skinned_space empyre@lists.cofa.unsw.edu.au
Subject: Re: [-empyre-] visualization as the new language of theory

Footnotes:

On novel as data, see Franco Moretti¹s attempts to derive maps from large
samples of novels (eg criminalLondon as described in London-set detective
fiction: I¹m afraid I dioon¹t find it hugely convincing, but there it
is.Lexical analysis (eg Jacobson and Levi-Strauss¹s famous analysis of Les
Chats) and discourse analysis (Norman fairclough and Teun van Dijk) likewise
undertake lexical and syntactical analsyes with considerable succes,
articulating the formalist and hermeneutic/political-ethical in areas like
van Dijk¹s work on racism

David Chirot mentions Menezes wonderful work. See also  Adalaide Morris and
Thomas SWISS (eds), New Media Poetic(small plug for Leonardo Books!); and my
favourite Ian Hamilton Finlay A Visual Primer by Abrioux



On 3/02/10 8:39 PM, Simon Biggs s.bi...@eca.ac.uk wrote:

 A number of interesting threads are evident in this posting.
 
 The primary hypothesis seems to concern why there has been an avoidance of
 employing quantitative research methodologies in the arts and humanities.
 Following from that, the questions raised are foundational, asking whether
 this is primarily due to the epistemic and cultural histories of such research
 or the character of the data-sets encountered, or both. Indeed, can one speak
 of data-sets within the typical foci of the arts and humanities (manuscripts,
 films, artworks, music, etc). Can a novel be rendered as a data-set? Can a
 reader¹s interpretation of a text be rendered as data, accepting that a novel
 exists not only within the pages of a book but in the context of its (public
 and private) reception? Is what is the case for a novel also the case for
 other cultural artefacts, such as animation, or do different kinds of cultural
 artefacts require different analytical models? If a novel, or other artefact,
 can be rendered as data then what value might flow from that? If we were to
 visualise a data-set derived from a quantitative analysis of a text and its
 interpretation (the latter proposition would seem to require mind-reading
 technology we currently do not possess, whatever might be claimed for current
 scanning and imaging technologies) would that visualisation really be worth a
 thousand words?
 
 Subsequent to these questions, we might need to inquire into how and why
 conventional quantitative methods are applied within their normal contexts and
 ask whether the outcomes revealed through that analysis reveal positive or
 negative consequences for research in the arts and humanities. We might then
 seek to steer our inquiry towards addressing whether such methods are
 necessarily appropriate in the traditional quantitative sciences. We might
 ask, sympathetically, as is proposed here in the application of quantitative
 methods to traditionally qualitative subjects, 

Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread Timothy Murray
Hi, Tom,

Your suggest that animation has migrated from image development to 
movement is fascinating.I'm wondering how you would distinguish 
animation from cinema or even video in this regard.  Is there a 
fundamental difference if we think of movement as the 'thing'?

And could you say more about your suggestion that affect is crucial 
to judging how layers move across media, even transnationally.  Is 
your concept of affect tied to motion/movement itself, or need it be 
related also to narrative and to the national/transnational 
distinctions that narrative (and image) often foreground.

I know that there is strong interest across the -empyre- community in 
the linkage between affect/narrative/movement, so it would also be 
interesting to hear from other subscribers who migth have specific 
projects of animation in mind, such as the performative display of 
transnationalism, say, in the interactive animations of Tamiko Thiel 
or in the sexual disjunctions of Sadie Benning.

Any thoughts?

Tim

Hi Renate,

If I could intervene...

I think this is precisely where the question of movement and the 
analytics of movement is crucial.

It is often said by scholars in Japan that character design has 
replaced character animation; in fact, they say, there is so much 
emphasis on design and typography that animation itself is 
vanishing.  This has almost become established wisdom. Yet within 
the animation and video game industries in Japan theses days (and 
remember these remain really large industries) they say that, if 
there is not the same kind of movement attributed to characters with 
the frame (by thinking across frames), it is in order to allow them 
to flash across media.   In other words, I don't think that this is 
something that can be measured.  Although I am really interested in 
the sort of cultural analytics that Lev presented, I think that they 
avoid the question of movement, and thus a host of other issues that 
we now associate with poststructuralism and deconstruction.  That 
sort of analytics is ultimately data about images.

In animation, movement introduces questions about sites of 
indeterminacy which are where interactions happen.  This is where 
one can speak of a affect and of a field for the emergence of power 
formations.

I previously mentioned that multiplanar image, because it is with 
the layering of sheets of celluloid to produce animation that 
limited animators in Japan discovered that the actual design of 
image layers mattered less than the movement between them.  This 
doesn't mean that they give up on design.  In fact, design and 
typography became even more pronounced.  But by moving away from 
animating characters and other entities, they found that the design 
became mobile across media, as if suppressing movement at one level 
allowed them to impart movement at another level (across media). 
This explains a great deal about why Japanese animations enjoy such 
success in distribution through internet fansubs and scanlations 
(adding new layers of design).  It is about the movement of layers 
across media, even transnationally.  And affect becomes really 
crucial to gauging this.  Because you can't suppress movement at one 
level and enhance it at another without fundamentally changing 
interactions.

There is a wonderful animated film - toL's Tamala 2010 - that plays 
with these dynamics, partly as an avant-garde critique of circuits 
of production and distribution of animation, partly as a perfect 
expression of it.

Tom


-- 
Timothy Murray
Director, Society for the Humanities
http://www.arts.cornell.edu/sochum/
Curator, The Rose Goldsen Archive of New Media Art, Cornell Library
http://goldsen.library.cornell.edu
Professor of Comparative Literature and English
A. D. White House
Cornell University
Ithaca, New York 14853
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[-empyre-] design vs. animation

2010-02-04 Thread Renate Ferro
Dear empyre,

Our discussion this month is on animation and from my perspective
animation is a very broad and all encompassing medium and includes not
only high corporate production (disney, pixar) but also independent
artistic production.  That said what fascinates me is that there seem to
be two, maybe three trajectories of the discussion so far.  So I post this
question to all of you (I think this points to Tim's last post about film
theory) what's the advantage of theorizing about the moving animation as
opposed to the still frame?  What does it mean to take images that were
meant to be still, a painting for example, and activate the still image
via  data visualization?  What are the implications of studying the haptic
flow of the moving image and its affect?  Can we come up with some kind of
theoretical agreement about its effect on the maker, the theorist and the
viewer?

I think that the trend in Japan that Tom describes is one that warrants
some time to talk about.
snip
 It is often said by scholars in Japan that character design has replaced
character animation; in fact, they say, there is so much emphasis on
design and typography that animation itself is vanishing.

It has been my observation that in watching most particularly art
students, their obsession with making obscures their understanding of what
is between and certainly of what is overall received by the viewer.  In
observing the computing students working on gaming, their obsession with
the programmatic aspects clouds their visions of the image and also the
moving images overall affect on the viewer. For this reason I see the
process of animation a multi-disciplinary venture.  Just look at the
credits of the movie Avatar and the orchestration of the cast of
thousands!


Thanks Tom for the link to toL's Tamala 2010...I'll share it with my
students tomorrow as well as  your glorious description of the theory of
culture and flow!

Best to all of you.
 Renate


Renate Ferro
Visiting Assistant Professor
Department of Art
Cornell University, Tjaden Hall
Ithaca, NY  14853

Email:   r...@cornell.edu
Website:  http://www.renateferro.net


Co-moderator of _empyre soft skinned space
http://www.subtle.net/empyre
http://en.wikipedia.org/wiki/Empyre

Art Editor, diacritics
http://muse.jhu.edu/journals/dia/





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Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread Thomas LaMarre, Prof.
Tim,

The differences between cinema and animation are really interesting, and 
historically they develop out of different sets of techniques that today are 
coming together in novel ways.  I am thinking primarily of cel animation here 
but the techniques do apply to animation more broadly.

With the introduction of celluloid sheets into animation in the mid-1910s, 
animators were able to play with layered images with greater flexibility.  
There is a material limit, of course, to how many sheets one can stack and 
still film them, and with celluloid sheets animators gradually moved toward 
using animation stands (which became standard in the 1930s), which are 
basically apparatuses to keep the sheets separate, allowing for better 
lightening between sheets but also allowing animators to move sheets to produce 
movement within the image.  Sliding sheets relative to one another produced a 
sense of movement.

Already animation was gravitating toward compositing or 'editing within the 
image' rather than montage as in cinema.  And needless to say, animated films 
are usually not edited like live action films are; the layered image sequences 
are expensive to produce, so you don't start cutting and hacking the footage.  
In this sense even montage is subordinated to the 'multiplanar image,' that is, 
an image composed of image layers.  And the force of the moving image is not 
channeled into camera movement but into character movement.

The gaps between sheets in the image become very palpable under conditions of 
movement, that is, when images are projected.  This is one kind of shock of the 
image so to speak.  So a lot of technique in animation was channeled into 
managing the sense of movement between layers.  This is what I like to call an 
animetic machine.  For it is machine in Guattari's sense of the word - folding 
into it all manner of other modes of expression, techniques, etc.

Disney is famous for doing his all to suppress this movement between layers, in 
two ways: exaggerating the fluidity of character animation (full animation) and 
developing the multiplanar camera system.  This latter allowed animators to 
produce a sense of movement into depth by continually readjusting the intervals 
and relations between celluloid sheets in the animation stand.  It felt like 
the mobile cinematic camera-almost.  It was also really labor intensive, making 
for huge Fordist production studios. In effect, Disney made animation more like 
cinema in the sense that he struggled to suppress the effects of the 
multiplanar image by using the multiplanar camera system to eliminate the sense 
of gaps between layers and to make the image feel solid enough to move into.  
But I would say that this actually runs counter to the tendencies of animation.

It was the renegades from Disney who turned to limited animation, where 
character animation is deliberately reduced, and graphic design comes to the 
fore, at the same time that movement between layers becomes more palpable and a 
site of experimentation.  Japanese limited animation (anime) studios from the 
1960s on took these experiments in all sorts of odd fantastical directions.

This sort of dynamics - emphasizing or suppressing the multiplanarity of the 
image - persists today.  Software packages for the Disney-style multiplanar 
camera system are built into computer animation, and many digital animations 
today work to suppressed the play between layers.  Interesting enough, those 
that do not - a great deal of anime, Japanese video games, and video art - have 
discovered a very different potential of the moving image, one that is today 
the basis for transnational media mixes.  It is not just evil corporations that 
are working with this potential of the moving image; very localized fan 
cultures and media groups have made this sort of animetic machine the basis for 
a range of novel modes of expression.

This is where the question of affect for me seems crucial, and Deleuze's work 
on cinema very useful.

In effect, full animation (especially of the Disney brand) is much like the 
classical cinema that Deleuze characterized in terms of movement-image 
(actually a subordination of variety of image types to the action-image).  The 
trend of limited animation is toward the time-image, and animation starts to 
think and feel, for the movement-image can no longer contain the variety of 
images within the action-image.  This happens in a specific way in limited 
animation, where movement is spread across the surface of the image, and the 
elements of the image are thoroughly dehierarchized.  There are no central 
versus peripheral elements.  We might say that this invites spectators to put 
together the elements of the images and across the images in any manner they 
like.  But since this is an event, they are already doing it without 
invitation.  In the context of Japanese limited animation, this marks the rise 
of affect-centered do-it-yourself narratives.  And 

Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread davin heckman
Having seen Lev Manovich's presentation at DAC, I am dazzled by the
strong potential of cultural analytics.  I have been doing the
pauper's version of this for years, telling some of my more dedicated
visual culture students: head to the library, grab a stack of bound
periodicals (or one of the various design annuals) and flip through
them manually, after looking at twenty years, you will see a
progression.  Shifts in palette, layout, font.  What this enhanced
method allows is for a person to do the same thing, except with a
certain layer of abstraction imposed by larger quantities, and without
the distraction of overt content.  The strength of this method, as I
see it, is not in the conclusive nature of such analysis, but in the
support that it offers for certain types of thinking about visual
culture.  For instance, you would not be able to point to particular
changes in rhetoric and narrative, but at points of radical shifts in
visual composition, you could go back and see if the visual shifts
correspond with shifts in ways of thinking/speaking.

A particularly interesting case study, I imagine, would be to look at
cinematic imagery across the period in which CGI is introduced.  While
digital effects strive for a certain continuity with the visual
register of the remainder of the film (for instance, the Matrix, for
all its animation, works hard to keep its animated sequences
consistent with the live action sequences), it would be interesting to
see how the introduction of this technology transforms the overall
character of live action.  In other words, will our conception of
reality become cartoonish?  I would speculate that the tendency with
representational innovation moves along the same path as technological
innovation in general.  It begins with a few eccentric, paradigm
shifting examples, but then as the technology is universally adopted,
it is moderated by a strong reactionary tendency, and the process of
change happens more slowly from this point out.  (I don't know if this
model of change is specific to consumer cultures and the need to
maintain profitability in the face of revolutionary change).  Using
these sort of macroscopic views would help us understand these
phenomena better, provided they are constantly recirculated through
various critical approaches.  In other words, they can alert us to
shifts, but cannot interpret those shifts.

A second interesting relationship would be to map the effectiveness of
culture industries in initiating shifts in popular taste.  For
instance, it is a common practice for clothing designers to decide
which color schemes will be in style for a given season.  The new
color scheme must at once depart significantly from previous regimes
(to ensure more purchasing), to be internally coherent (so that this
year's styles will function at sufficient scale to be profitable), to
be distinct from competing brands, and to be desirable to their
clientele.  It would be interesting to study the epidemiology of
subdued colors or clashing juxtapositions.  (Although you run a
real risk of teaching people how to sell crap more effectively
so, I suppose any knowledge generated by this method should be married
to wisdom of some sort.).

What I would hope to see emerge out of the long range use of cultural
analytics is a more robust critique of the various analytical
processes themselves.  If cultural studies scholars learn how to use
and interpret these studies, we have opened the back door to a more
fully developed study of an emerging force in the culture at large.
Where we find problems with cultural analytics, we will also find
problems with the various other data-mining projects that are being
used to predict and manipulate human behavior without concern for
humanistic questions (rather, the description of people's shopping
habits, for example, is being used as an explanation for human
behavior  Detroit makes SUVs because people buy SUVs.).

Finally, I have to admire the openness with which this work is being
shared.  I simply do not have the resources or technical support to
have supercomputers do this work.  And the fact that someone is doing
it in the spirit of the University, from a humanistic perspective,
means that this type of study is not totally monopolized by military
and corporate institutions.  It is, in the end, a scary form of
knowledge both for what it can reveal about human behavior AND for its
general inaccessibility.  But, it is knowledge, nonetheless.

Davin
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Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread davin heckman
I just had a chance to look at Patrick Crogan's excellent article THE
NINTENDO Wii, VIRTUALISATION AND GESTURAL ANALOGICS:
http://culturemachine.net/index.php/cm/article/view/374/397
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Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread Gregory Ulmer
Simon Biggs wrote:
 Hi Sean

 I am aware of the examples you give – but that was not the sort of 
 thing I meant when suggesting some form of data analysis of a text. I 
 was thinking more about how you could mash-up discourse analysis, 
 corpus linguistics and reader reception theory, on the one hand, and 
 empirical linguistics and statistical semantic modelling, on the 
 other. I imagine it would be a mess so was entertained by what a 
 possible visualisation might resemble (a car crash?). If you look at 
 http://hosted.simonbiggs.easynet.co.uk/installations/utter/index.htm 
 you might see something like this. The point I was seeking to make is 
 that it seems ambitious to apply quantitative analytical methods to 
 the understanding of something as subjective, fugitive and motile as a 
 text (or other cultural artefact).
//

  Ambitious, and necessary... Data analysis is an important aspect of 
these threads (although my interest includes text).  Are you perhaps 
stating precisely the challenge to data/text mining, to design or 
develop a means of accessing this (connotative?) level of discourse?  I 
am thinking for example of the Digging into Data Challenge
http://www.diggingintodata.org/
 ( I participated with a group that was not awarded one of the few 
grants).  What do you do with a million books? (or umpteen million, 
thinking of the Google digitizing project) ... or a million animations?  
The challenge relates to my post in October about the possibility of 
inventing an approach to Web Ontologies using poststructuralist 
ontologies.  Lev's work is relevant here of course.  As the (more or 
less) entire archive of books becomes available online via full text 
search, we will be (are) in a condition of the information sublime.  Is 
the unity between the animation question and text mining found at the 
level of database design or Web Ontologies (if all content is digital)?
  Learning much...
  thanks everyone for the bibliographies

Greg

-- 
*Gregory L. Ulmer*
http://www.english.ufl.edu/~glue
http://heuretics.wordpress.com
 University of Florida


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Re: [-empyre-] visualization as the new language of theory

2010-02-04 Thread Renate Ferro
Davin,
Paul Ward will be our guest on empyre in a couple of weeks.  Thanks so
much for citing his work.
Renate


 This is a great discussion.  And there are lots of interesting twists
 and turns, so forgive me for ignoring a whole bunch of other things to
 that I can focus on one:

 Simon Biggs asked:   Seeking to assure the topic remains the focus I
 will ask whether animation, closely related to visualisation in some
 ways, might be a cultural form of expression with particular relevance
 in a world that is being progressively rendered instrumentalised
 through gradual processes of quantitative ordering.

 I think this is one of the most important questions to ask about
 animation.  While there are certainly purely aesthetic elements to the
 increasing prominence of animation, there are also a whole bunch of
 really important cultural, technological, and economic questions that
 are related. While the visual aesthetics of animation are significant,
 there is also an aesthetic dimension to the temporality of animation.
 How motion is represented is, in my opinion, often related to how
 space and time are experienced.  The constraints of space and time are
 significant both in how they contribute to our notions of reality and
 how they exist in tension with our desires.  (I am going to
 cannibalize an article that I wrote a while ago, so pardon the abrupt
 shift in tone).

  In his article on Jurassic Park, Alan Cholodenko notes that animation
 may very well be what cinema has aspired to all along: By means of
 computer animation techniques operating not at the old 'mechanical'
 level of the exotechnical but at the level of the esotechnical,
 Jurassic Park ecstacizes the process which it declares to be at work
 in 'cinema' 'itself', pushing the special effect to its limit, its
 fulfillment and annihilation. While Paul Ward, in Animation Studies,
 Disciplinarity and Discursivity, posits a definition of animation
 studies that situates it as a cultural studies artifact par
 excellence: My suggestion is that we need to develop a discursive
 view of apparently 'multi-sited' fields of knowledge, like Animation
 Studies: rather than making what are ultimately false calls for
 recognition of yet another free-standing discipline, the dialogic and
 dialectical relationship between fields of knowledge must be seen as
 the central focus (par. 1). In other words, animation is formed at
 the points of contact between several disciplines - it is mass media,
 fine art, literature, and/or cinema. Indeed, in this context, the
 argument put forward by Ward in Animated Realities on realism
 affirms the representational power of animated images.

 If we take the claims of theorists like Ward and Cholodenko seriously,
 we are poised to reconsider just what we mean when we speak of
 animation. If, we accept, as I've described above that animation is a
 process of assembling still images from outside of the constraints of
 space and time in series to create motion, then we have a meaningful
 lens for understanding the pleasures of traditional animation. Common
 cartoon gags that run through works of animation icons like Tex Avery,
 Friz Freling, Ub Iwerks, Chuck Jones, Bob Clampett (running off of a
 cliff and pausing to contemplate the situation, the use of Rube
 Goldberg machines, the superelastic cartoon body, the direct address
 of the viewer, the appearance of the animator's hand, etc.) suggest
 both meticulous attention to comic timing and a desire to perpetually
 accomplish the impossible.

 In the era of analog production, this tension between order and
 revolution finds free reign in the animated realm. And though the
 manipulation of clock time does exist in traditional cinema
 (particularly in the process of editing), the time of production for
 the animator is a time of perpetual editing undergirded by pressures
 (to complete the work and get it to market). But nevertheless, the
 animator performs seamlessly a series of impossible jump cuts,
 assembling the pictorial world outside of time. Hence the interest in
 representing this process playfully, in pushing it, and testing its
 boundaries. And, given the industrial employment of audiences, this
 playfulness surely found pleasure in the possibility of subverting the
 hard rules of space and time through subjective practices (this
 playfulness also appears films like Chaplin's Modern Times or Keaton's
 Cops).

 In the digital era this changes. As CGI and other digital production
 techniques have become more common, we have seen applications of the
 technology which showcase their novelty (see for instance, the Bullet
 Time slow motion of The Matrix, the re-release of the Star Wars
 Trilogy, or technocentric spectacle of Tron). But the emergence of a
 CGI-film aesthetic in films (like 300 and Beowulf), the common use
 of CGI for TV series (like Babylon 5, Stargate SG-1, and the new
 Battlestar Gallactica), and CGI commercials (like Pepsi's I'm
 Spartacus commercial)