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		<title>Digital environments</title>
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		<updated>2020-09-02T15:07:36Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Early digital films */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As mentioned before, the digital environment is based on ''binary code'' (of discrete bits) and each image in a film will be sampled in pixels. The digital computer process these signals through software that change the code. Although the digital signal is sent electronically, it is not manipulable in the same way as the video signal. For example, while one can bend an analog electrical signal by adding resistance in the wires, the digital signal &amp;quot;high/low&amp;quot; bits cannot be bent to a new signal. And if one tried to mount Paik magnets on a computer cabinet to &amp;quot;scramble&amp;quot; the signal, or &amp;quot;scratch&amp;quot; a DVD like a vinyl record, the signal would work normally until the load became too heavy and playback stopped.&lt;br /&gt;
&lt;br /&gt;
With it's built-in noise sensitivity, the digital hardware does not bend, but only break. The digital filmmaker must, so to speak, play the game on the terms of the environment and use software if any film should ever come out of the digital computer's &amp;quot;black box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A large part of the programs found in the digital environment are remediates the effects and structure of the other environments. This includes non-linear editing software that mimic the clipboard and optical printer. Image editing software that mimics analog development techniques and collage. VJ apps that mimic the video synthesizer with button, cable and handle interfaces. Animation software that automates the traditional key-frame/in-between process. And so on. Reproducing these well-known forms, the digital can seem almost an anonymous environment, but as designer Anthony Dunne has noted, this familiarity is also very problematic: &amp;quot;Designers using existing codes and conventions to make new products more familiar often unconsciously reproduce aspects of the ideology encoded in their borrowed motifs. The easy communication and transparency striving for champions of user-friendliness simply make our seduction by machines more comfortable.&amp;quot; (Dunne 1998: 30). On the one hand, software designers like to reassure and seduce us by showing us the things we know in new packaging, but on the other hand, these tools can easily reproduce ideological values. The &amp;quot;black box&amp;quot; of the computer is particularly suspicious here, because it so rarely reveals it's nature.&amp;lt;sup&amp;gt;Hmm... I'm very sceptical of the Dunne quote as something specifically digital. This would be a feature of design in any environment, obviously.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is important to note that I do not see the digital computer itself as a film machine. First of all, the &amp;quot;computer&amp;quot; is not even one type of machine - for example, Whitney's first film machines were mechanical computers that could execute one kind of program and did it primarily in the environment that I have called plastic-mechanical. But even if one regards the &amp;quot;computer&amp;quot; as the digital, personal computer capable of performing many kinds of operations on everything from text files to video material, it is also not a film machine, but a platform for the digital environment, which we shall see from the creative practice in which it is used.&lt;br /&gt;
&lt;br /&gt;
By contrast, computer programs are film machines to the extent that they create, manipulate and display the video files. Most programs will have a graphic user interface that makes them accessible to the user of the computer, and of course they require the computer hardware to run. But essentially, a program's possible operations are defined by the software's built-in packages of functions and algorithms. Although interfaces also play an important role in the filmmakers' practice, it is the packages that determine the capabilities and limitations of the software, and these are often the subject of a software manufacturer's patent.&lt;br /&gt;
&lt;br /&gt;
In the light of the digital, a number of media theorists have re-read the avant-garde film history, in a way where they demonstrate that many of these films could easily have been programmed &amp;lt;ref&amp;gt;see Le Grice 1996 on Eggeling and Manovich 2001 on Vertov&amp;lt;/ref&amp;gt;. Among other things, artist Barbara Lattanzi took the consequence of this programmability and designed open-source software over classic &amp;quot;structural films&amp;quot; such as Hollis Frampton's ''Critical Mass'' (1971), which lays down the film's special cut pattern over any film clip (Enns 2011)&lt;br /&gt;
&lt;br /&gt;
Finally, there are also filmmakers who turn their practice towards playback software as film machines - perhaps in the absence of being able to hack the screen itself. E.g. compression of video files is a theme of Nick Briz' ''Black Compressed'' (2009), where a black screen has undergone repeated manipulation by video file compression. Just as the emulsion film couldn't render Wilfred's real motion at 24 fps, and video merges images into interlaces, digital films are compressed by merging single pixels into blocks ([https://en.wikipedia.org/wiki/Intra-frame_coding intra-frame coding]). The effect is particularly noticeable on black surfaces, and in Nick Briz' film, what was supposed to be a black image is suddenly filled with small flakes in a slightly lighter variations.&lt;br /&gt;
&lt;br /&gt;
Finally, video files are also temporarily compressed ([https://en.wikipedia.org/wiki/Inter_frame inter-frame coding]). Because most video file formats do not have full information about all the frames of the movie, they have divided them into primary I-frames that contain information about the whole picture, and a large amount of intermediate P and B frames that the computer calculates. Gregory Zinman explains: &amp;quot;P-frames contain information predicting the changes in the image between the current frame and the previous one, and B-frames contain information predicting the image differences between the previous, current, and subsequent frames. Because P- and B -frames use data from previous and forward frames, they are more compressed than I-frames.&amp;quot; (Zinman 2015: 107). The intermediate frames are thus continuously calculated as relative differences from the latest and upcoming I-frames. Thus, if removing I-frames from a movie file, you suddenly start a domino effect in the video, where all the middle frames are forced to &amp;quot;reach out&amp;quot; to find the nearest reference point.&lt;br /&gt;
&lt;br /&gt;
This effect is called ''data mashing'' and the result is often a psychedelic color pool of digital flicker. Among other things. Takeshi Murata has used the technique in ''Monster Movie'' (2005) where he removed key frames in a clip from an old horror B-film. The work alternates between the suddenly recognizable shots and abstract explosions of digital colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the digital? ==&lt;br /&gt;
Notes on the digital 10th of July 2019 + modified 23th of December 2019&lt;br /&gt;
&lt;br /&gt;
As the literature shows, it is hard to define what &amp;quot;digital film&amp;quot; is and how to distinct it.&lt;br /&gt;
&lt;br /&gt;
'''Digital''' is opposed to analog - this should be distinguished from the term '''computer''' (both analog and digital computers exist) and '''electronic''' (an electronic computer is not necessarily digital and a digital computer isn't necessarily electronic). These are ''substantial'' aspects of the digital.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Analog !! Digital&lt;br /&gt;
|-&lt;br /&gt;
| Continuous || Discrete&lt;br /&gt;
|-&lt;br /&gt;
| Low precision || High precision&lt;br /&gt;
|-&lt;br /&gt;
| Measuring || Counting&lt;br /&gt;
|-&lt;br /&gt;
| Immediate || Sequential&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some ''pragmatic'' aspects of the digital are '''interactivity''', '''automation''' and '''programmability''' (hardware and software). As we have seen in the history of cinemachines, a lot of these aspects are already there. Interactivity is known from video synthesizers and installations. Automation [].&lt;br /&gt;
&lt;br /&gt;
Lev Manovich connects the digital film &amp;quot;'''animation'''&amp;quot;, e.g. a detachment from the indexical condition of photographic film. Another way to describe digital film is through &amp;quot;virtual camera&amp;quot; as seen in Projecting a Camera (Gravity, Ice Age).&lt;br /&gt;
&lt;br /&gt;
Finally, the '''internet''' should be mentioned as a non-necessary cause. It also causes cultural forms such as sharing, re-mixing etc. Also streaming of media.&lt;br /&gt;
&lt;br /&gt;
'''Universal Turing Machine'''?&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
There are several historical hybrids of analog and digital systems.&lt;br /&gt;
&lt;br /&gt;
On the one hand, a lot of analog system implement analog controls - e.g. control of laser lights, control units in video synthesizers, and so on. This is described in Larry Cuba's report on &amp;quot;Digital film&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Most digital systems began with analog displays - first as vector graphics on oscilloscopes and later as composite signals on CRT raster displays. This spilled in to the term &amp;quot;video game&amp;quot;, and the first major &amp;quot;digital disc&amp;quot;, Laserdisc, was a hybrid of digital encoding of an analog composite signal. Similarly the VGA signal is serial RGB-signal open to analog manipulation. DVI combines both digital and analog signal standards.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;real&amp;quot; digital systems comes with random-access memory storage such as DVDs.&lt;br /&gt;
Digital display types are LED, LCD and so on.&lt;br /&gt;
The digital signal is on HDMI.&lt;br /&gt;
&lt;br /&gt;
How to define it?&lt;br /&gt;
* As display? (oscilloscope, CRT, neon sign, LED, LCD, Plasma)&lt;br /&gt;
* As signal/encoding? (composite, VGA, DVI, HDMI)&lt;br /&gt;
* Storage? (VHS, Laserdisc, DVD, Blu-Ray, streaming)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a definition based on signal, the question remains: What are the operations of the digital?&lt;br /&gt;
&lt;br /&gt;
We must base these in:&lt;br /&gt;
* Data as information&lt;br /&gt;
&lt;br /&gt;
bytes are the encoding entity of the digital - these may be alphanumeric, images, sounds, even programs&lt;br /&gt;
&lt;br /&gt;
random access memory/storage is something that is essentially digital&lt;br /&gt;
&lt;br /&gt;
the digital processor defines the operations of the digital. These might be&lt;br /&gt;
* logical&lt;br /&gt;
* mathematical (adding, substracting, multiplying and so on of operands)&lt;br /&gt;
* database (sort, find)&lt;br /&gt;
* memory (read, write, goto)&lt;br /&gt;
and more.&lt;br /&gt;
&lt;br /&gt;
These are archetypal models of the digital machines, e.g. developed in advanced mathematics, in textile weaving and more.&lt;br /&gt;
&lt;br /&gt;
What does educational computers such as Geniac and Minivac teach us about computers?&lt;br /&gt;
&lt;br /&gt;
How can reality be translated into &amp;quot;digital objects&amp;quot;? (Niels Ove Finnemann's speak)&lt;br /&gt;
&lt;br /&gt;
How does early digital cinema (and art) help define what is &amp;quot;digital&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
== Fra arbejdspapir (20/7-2019) ==&lt;br /&gt;
'''ERKENDELSE:'''&lt;br /&gt;
&lt;br /&gt;
Det er måske relativt få af disse displays, hvor der er opbygget et &amp;quot;system&amp;quot; omkring dem, så det giver mening at tale om storage, processor, source osv. (mest film-projektor, raster tv).&lt;br /&gt;
&lt;br /&gt;
Tilgengæld er det meget udfoldet i optisk miljø og muligvis i digital miljø. Det kan hjælpe med at aflive myten om, at der er &amp;quot;mange digitale ting lige pludselig&amp;quot;....?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VEDR DIGITAL:'''&lt;br /&gt;
* Mange digitale &amp;quot;forløbere&amp;quot; er hybrider med andre miljøer, fx.&lt;br /&gt;
** digital kontrol af laser/lys-show (optisk miljø)&lt;br /&gt;
** digital plotting på filmstrimmel (plastisk miljø) - herunder med elektrisk skrivemaskine, med linje (pantograf) og med dot/line-plotter&amp;lt;br&amp;gt;+ langtidseksponering af bevægelse på film (optisk-plastisk-kombination)&lt;br /&gt;
** digital konvertering til CRT - herunder vektor og raster (elektronisk miljø)&lt;br /&gt;
* Det egentlige digitale er et signal kendetegnet ved, at det &amp;quot;pakkes&amp;quot; (encodes og decodes), men i kodningen kan det ikke direkte manipuleres (modsat et elektronisk signal, der kan forstyrres)&lt;br /&gt;
* Der findes grader af interaktive og non-interaktive teknologier i det digitale - det gør der nok også i de andre miljøer...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early digital films ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Film !! Year !! Artist !! Programmer !! Software !! Hardware !! Other techniques !! Institution&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Homage to Rameau&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1967&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM at UCLA[4]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Permutations&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;Jack Citron,&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;Porter Rosenberry&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | &amp;quot;Polar Geometric Display Program&amp;quot; and &amp;quot;animated Design Program&amp;quot; (programmed in GRAF - on FORTRAN system)[4]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM 360 w/ IBM 2250 vector display systems[4]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Optical printer (color)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM at UCLA[4], Medical center at UCLA [10]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Osaka 1-2-3&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM at UCLA[4]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Matrix I&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Cal Tech[3]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Matrix II&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Cal Tech[3]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Matrix III&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Dean Anschultz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Information International FR 80 (?)&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Triple-I [3]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Arabesque&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1975&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Film plotter&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Optical printer (color)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Triple-I [10]. Funded by NEA grant&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Moon drum. Twelve works for videodisc&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1989-1995&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Jerry Reed (based on Jack Citron?)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Whitney-Reed RDTD (Radius-Differential Theta Differential)&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | First Fig&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1974&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | NASA’s Jet Propulsion Lab&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 3/78 (Objects and Transformations)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1978&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | GRASS&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Two Space&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1979&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | RAP&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | COM + PDP-10[1]&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Los Angeles firm Information International Inc. (III)&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Star Wars: Death Star Instructions&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1977&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | GRASS&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [[PDP-11/45]]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Transferred via Mitchell camera&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Circle Graphics Habitat at University of Illinois, Chicago[wiki]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Calculated Movements&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1985&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;2GRASS environment on Cuba's own PC&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;[2]&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Cuba's first raster graphics-film (solid - 4 shades)[2]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Recorded with Ly-onLamb system[2]&lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Pixillation&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1970&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Bell Labs(?)&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Olympiad&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | UFOs&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Enigma&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Googolplex&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Apotheosis&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Affinities&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Kinesis&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1975&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Alae&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1975&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Metamorphosis&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1974&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Poemfield #2&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1966&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Stan van der Beek&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | BEFLIX (extends FORTRAN)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM 7090 (mainframe)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Stromberg-Carlson SC2040 microfilm recorder for output&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Bell Labs&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Hummingbird&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968-70&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Charles Csuri, James Shaffer&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| Punch Cards, IBM 1130&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [5][8]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Kitty (Кошечка)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Nikolai Konstantinov&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| BESM-4&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [6][8]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Metadata&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Alain Clavier Peter Foldès&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [7][8]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | NLoops&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1989&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Vibeke Sorensen&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | CalArts[9]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [http://visualmusic.org/Biography/CalypsoCameo.htm|Calypso Cameo]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1983&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Vibeke Sorensen and Tom DeWitt&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [9]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SOURCES:'''&lt;br /&gt;
[1] = Larry Cuba: “Computer Animation Primer”&lt;br /&gt;
&lt;br /&gt;
[2] = Wayne Carlson: “Computer Graphics and Computer Animation” ([https://osu.pb.unizin.org/graphicshistory/ https://osu.pb.unizin.org/graphicshistory/])&lt;br /&gt;
&lt;br /&gt;
[3] = http://www.cs.cmu.edu/~ph/nyit/masson/history.htm&lt;br /&gt;
&lt;br /&gt;
[4] = Richard Stamp: “Experiments in Motion Graphics - or, when John Whitney met Jack Citron and the IBM 2250” ([https://blog.animationstudies.org/?p=426 https://blog.animationstudies.org/?p=426] )&lt;br /&gt;
&lt;br /&gt;
[5] = &amp;quot;Hummingbird&amp;quot; at Csuri Project, Ohio University ([https://csuriproject.osu.edu/index.php/Detail/objects/775])&lt;br /&gt;
&lt;br /&gt;
[6] = &amp;quot;Kitty&amp;quot; at RU Wiki: [https://ru.wikipedia.org/wiki/%D0%9A%D0%BE%D1%88%D0%B5%D1%87%D0%BA%D0%B0_(%D0%BC%D1%83%D0%BB%D1%8C%D1%82%D1%84%D0%B8%D0%BB%D1%8C%D0%BC)]&lt;br /&gt;
&lt;br /&gt;
[7] = Metadata at YouTube: [https://www.youtube.com/watch?v=vkxrVpzPK4U&amp;amp;app=desktop]&lt;br /&gt;
&lt;br /&gt;
[8] = [https://en.wikipedia.org/wiki/Computer_animation]&lt;br /&gt;
&lt;br /&gt;
[9] = [http://visualmusic.org/Biography/Index.html]&lt;br /&gt;
&lt;br /&gt;
[10] = Mail from Larry Cuba (02.09.2020)&lt;br /&gt;
&lt;br /&gt;
'''PIONEERS:'''&lt;br /&gt;
* John Whitney&lt;br /&gt;
* Lillian Schwartz&lt;br /&gt;
* Stan van der Beek&lt;br /&gt;
* Larry Cuba&lt;br /&gt;
* Charles Csuri = morphing figures&lt;br /&gt;
* Robert Abel&lt;br /&gt;
* Steve Beck&lt;br /&gt;
* Karl Sims (parallel computing)&lt;br /&gt;
* Jeffy Schier/Woody Vasulka&lt;br /&gt;
&lt;br /&gt;
== Programming languages ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Header text !! Examples !! Characteristics !! Conversion&lt;br /&gt;
|-&lt;br /&gt;
| Machine code (source code)&amp;lt;br&amp;gt;(1st generation) || Machine instruction (&amp;quot;opcode&amp;quot;) directly readable by processor - as stream of raw binary data or encoded as hex, octal or decimal || Front panel of PDP-8/E || || Machine code is fed into a processor whose instruction set defines the manipulation of registers and so on&lt;br /&gt;
|-&lt;br /&gt;
| Assembly code (symbolic machine code)&amp;lt;br&amp;gt;(2nd generation) || One human-readable line pr. machine instruction - symbols for opcodes, addresses, numbers and strings.&amp;lt;br&amp;gt;Also: Macro (macro-instructions) of grouped instructions || MASM (Microsoft) || Describes writing instructions to specific (named) registers in computer.&amp;lt;br&amp;gt;No &amp;quot;return&amp;quot; and thus no concept of &amp;quot;function&amp;quot; || Assembler converts assembly code into executable machine code&lt;br /&gt;
|-&lt;br /&gt;
| Compiler language || || C || Operations on ''named variables'' rather than &amp;quot;shift position&amp;quot; (e.g. n as int). || Compiler converts to assembly language (e.g. for a specific architecture)&lt;br /&gt;
|-&lt;br /&gt;
| High level with some low level || || PL/S&amp;lt;br&amp;gt;BLISS&amp;lt;br&amp;gt;BCPL, extended ALGOL (for Burroughs large systems)&amp;lt;br&amp;gt;C || ||&lt;br /&gt;
|-&lt;br /&gt;
| High level (first major)&amp;lt;br&amp;gt;(autocodes) || First widespread high-level machine-independent language || Fortran&amp;lt;br&amp;gt;[BASIC??]&amp;lt;br&amp;gt;[also COBOL] || nested functions&amp;lt;br&amp;gt;while-do&amp;lt;br&amp;gt;if-then-else&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ASSEMBLER (SIMULATOR):&lt;br /&gt;
* https://schweigi.github.io/assembler-simulator/ = super nice!&lt;br /&gt;
* http://carlosrafaelgn.com.br/Asm86/ = x86 assembler&lt;br /&gt;
&lt;br /&gt;
== Digital main themes ==&lt;br /&gt;
* Key frame animation&lt;br /&gt;
* Skeletal animation&lt;br /&gt;
* Programmability&lt;br /&gt;
* &amp;quot;Routing&amp;quot; inputs and outputs&lt;br /&gt;
* Transcoding (e.g. text to video)&lt;br /&gt;
* Virtual projection (shading, perspective, 3D, texture, light/shadows)&lt;br /&gt;
* Morphing&lt;br /&gt;
&lt;br /&gt;
== Cellular Automata ==&lt;br /&gt;
Amazing ressource: https://www.conwaylife.com/wiki/Main_Page&lt;br /&gt;
[https://en.wikipedia.org/wiki/Gun_(cellular_automaton) Gun at wiki]&lt;br /&gt;
&lt;br /&gt;
== NEW ISSUES ==&lt;br /&gt;
* Machine learning [wekinator]&lt;br /&gt;
* Quantum computing&lt;br /&gt;
* Neurale netværk&lt;br /&gt;
* Deep fake (digital transplantation - Pinscreen app [stammer fra SFX])&lt;br /&gt;
* Virtual reality (interactivity)&lt;br /&gt;
* Datamoshing as compression&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DATAMOSHING in popular culture ==&lt;br /&gt;
Intro to &amp;quot;Unfriended: Dark Web&amp;quot; (glitching &amp;quot;RTL releasing&amp;quot;) - produced as screencast, ie. a [https://en.wikipedia.org/wiki/Computer_screen_film computer screen film]&lt;br /&gt;
&lt;br /&gt;
== Interface as film ==&lt;br /&gt;
produced as screencast, ie. a [https://en.wikipedia.org/wiki/Computer_screen_film computer screen film]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Digital_environments&amp;diff=303</id>
		<title>Digital environments</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Digital_environments&amp;diff=303"/>
		<updated>2020-09-02T15:04:08Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Early digital films */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As mentioned before, the digital environment is based on ''binary code'' (of discrete bits) and each image in a film will be sampled in pixels. The digital computer process these signals through software that change the code. Although the digital signal is sent electronically, it is not manipulable in the same way as the video signal. For example, while one can bend an analog electrical signal by adding resistance in the wires, the digital signal &amp;quot;high/low&amp;quot; bits cannot be bent to a new signal. And if one tried to mount Paik magnets on a computer cabinet to &amp;quot;scramble&amp;quot; the signal, or &amp;quot;scratch&amp;quot; a DVD like a vinyl record, the signal would work normally until the load became too heavy and playback stopped.&lt;br /&gt;
&lt;br /&gt;
With it's built-in noise sensitivity, the digital hardware does not bend, but only break. The digital filmmaker must, so to speak, play the game on the terms of the environment and use software if any film should ever come out of the digital computer's &amp;quot;black box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A large part of the programs found in the digital environment are remediates the effects and structure of the other environments. This includes non-linear editing software that mimic the clipboard and optical printer. Image editing software that mimics analog development techniques and collage. VJ apps that mimic the video synthesizer with button, cable and handle interfaces. Animation software that automates the traditional key-frame/in-between process. And so on. Reproducing these well-known forms, the digital can seem almost an anonymous environment, but as designer Anthony Dunne has noted, this familiarity is also very problematic: &amp;quot;Designers using existing codes and conventions to make new products more familiar often unconsciously reproduce aspects of the ideology encoded in their borrowed motifs. The easy communication and transparency striving for champions of user-friendliness simply make our seduction by machines more comfortable.&amp;quot; (Dunne 1998: 30). On the one hand, software designers like to reassure and seduce us by showing us the things we know in new packaging, but on the other hand, these tools can easily reproduce ideological values. The &amp;quot;black box&amp;quot; of the computer is particularly suspicious here, because it so rarely reveals it's nature.&amp;lt;sup&amp;gt;Hmm... I'm very sceptical of the Dunne quote as something specifically digital. This would be a feature of design in any environment, obviously.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is important to note that I do not see the digital computer itself as a film machine. First of all, the &amp;quot;computer&amp;quot; is not even one type of machine - for example, Whitney's first film machines were mechanical computers that could execute one kind of program and did it primarily in the environment that I have called plastic-mechanical. But even if one regards the &amp;quot;computer&amp;quot; as the digital, personal computer capable of performing many kinds of operations on everything from text files to video material, it is also not a film machine, but a platform for the digital environment, which we shall see from the creative practice in which it is used.&lt;br /&gt;
&lt;br /&gt;
By contrast, computer programs are film machines to the extent that they create, manipulate and display the video files. Most programs will have a graphic user interface that makes them accessible to the user of the computer, and of course they require the computer hardware to run. But essentially, a program's possible operations are defined by the software's built-in packages of functions and algorithms. Although interfaces also play an important role in the filmmakers' practice, it is the packages that determine the capabilities and limitations of the software, and these are often the subject of a software manufacturer's patent.&lt;br /&gt;
&lt;br /&gt;
In the light of the digital, a number of media theorists have re-read the avant-garde film history, in a way where they demonstrate that many of these films could easily have been programmed &amp;lt;ref&amp;gt;see Le Grice 1996 on Eggeling and Manovich 2001 on Vertov&amp;lt;/ref&amp;gt;. Among other things, artist Barbara Lattanzi took the consequence of this programmability and designed open-source software over classic &amp;quot;structural films&amp;quot; such as Hollis Frampton's ''Critical Mass'' (1971), which lays down the film's special cut pattern over any film clip (Enns 2011)&lt;br /&gt;
&lt;br /&gt;
Finally, there are also filmmakers who turn their practice towards playback software as film machines - perhaps in the absence of being able to hack the screen itself. E.g. compression of video files is a theme of Nick Briz' ''Black Compressed'' (2009), where a black screen has undergone repeated manipulation by video file compression. Just as the emulsion film couldn't render Wilfred's real motion at 24 fps, and video merges images into interlaces, digital films are compressed by merging single pixels into blocks ([https://en.wikipedia.org/wiki/Intra-frame_coding intra-frame coding]). The effect is particularly noticeable on black surfaces, and in Nick Briz' film, what was supposed to be a black image is suddenly filled with small flakes in a slightly lighter variations.&lt;br /&gt;
&lt;br /&gt;
Finally, video files are also temporarily compressed ([https://en.wikipedia.org/wiki/Inter_frame inter-frame coding]). Because most video file formats do not have full information about all the frames of the movie, they have divided them into primary I-frames that contain information about the whole picture, and a large amount of intermediate P and B frames that the computer calculates. Gregory Zinman explains: &amp;quot;P-frames contain information predicting the changes in the image between the current frame and the previous one, and B-frames contain information predicting the image differences between the previous, current, and subsequent frames. Because P- and B -frames use data from previous and forward frames, they are more compressed than I-frames.&amp;quot; (Zinman 2015: 107). The intermediate frames are thus continuously calculated as relative differences from the latest and upcoming I-frames. Thus, if removing I-frames from a movie file, you suddenly start a domino effect in the video, where all the middle frames are forced to &amp;quot;reach out&amp;quot; to find the nearest reference point.&lt;br /&gt;
&lt;br /&gt;
This effect is called ''data mashing'' and the result is often a psychedelic color pool of digital flicker. Among other things. Takeshi Murata has used the technique in ''Monster Movie'' (2005) where he removed key frames in a clip from an old horror B-film. The work alternates between the suddenly recognizable shots and abstract explosions of digital colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the digital? ==&lt;br /&gt;
Notes on the digital 10th of July 2019 + modified 23th of December 2019&lt;br /&gt;
&lt;br /&gt;
As the literature shows, it is hard to define what &amp;quot;digital film&amp;quot; is and how to distinct it.&lt;br /&gt;
&lt;br /&gt;
'''Digital''' is opposed to analog - this should be distinguished from the term '''computer''' (both analog and digital computers exist) and '''electronic''' (an electronic computer is not necessarily digital and a digital computer isn't necessarily electronic). These are ''substantial'' aspects of the digital.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Analog !! Digital&lt;br /&gt;
|-&lt;br /&gt;
| Continuous || Discrete&lt;br /&gt;
|-&lt;br /&gt;
| Low precision || High precision&lt;br /&gt;
|-&lt;br /&gt;
| Measuring || Counting&lt;br /&gt;
|-&lt;br /&gt;
| Immediate || Sequential&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some ''pragmatic'' aspects of the digital are '''interactivity''', '''automation''' and '''programmability''' (hardware and software). As we have seen in the history of cinemachines, a lot of these aspects are already there. Interactivity is known from video synthesizers and installations. Automation [].&lt;br /&gt;
&lt;br /&gt;
Lev Manovich connects the digital film &amp;quot;'''animation'''&amp;quot;, e.g. a detachment from the indexical condition of photographic film. Another way to describe digital film is through &amp;quot;virtual camera&amp;quot; as seen in Projecting a Camera (Gravity, Ice Age).&lt;br /&gt;
&lt;br /&gt;
Finally, the '''internet''' should be mentioned as a non-necessary cause. It also causes cultural forms such as sharing, re-mixing etc. Also streaming of media.&lt;br /&gt;
&lt;br /&gt;
'''Universal Turing Machine'''?&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
There are several historical hybrids of analog and digital systems.&lt;br /&gt;
&lt;br /&gt;
On the one hand, a lot of analog system implement analog controls - e.g. control of laser lights, control units in video synthesizers, and so on. This is described in Larry Cuba's report on &amp;quot;Digital film&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Most digital systems began with analog displays - first as vector graphics on oscilloscopes and later as composite signals on CRT raster displays. This spilled in to the term &amp;quot;video game&amp;quot;, and the first major &amp;quot;digital disc&amp;quot;, Laserdisc, was a hybrid of digital encoding of an analog composite signal. Similarly the VGA signal is serial RGB-signal open to analog manipulation. DVI combines both digital and analog signal standards.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;real&amp;quot; digital systems comes with random-access memory storage such as DVDs.&lt;br /&gt;
Digital display types are LED, LCD and so on.&lt;br /&gt;
The digital signal is on HDMI.&lt;br /&gt;
&lt;br /&gt;
How to define it?&lt;br /&gt;
* As display? (oscilloscope, CRT, neon sign, LED, LCD, Plasma)&lt;br /&gt;
* As signal/encoding? (composite, VGA, DVI, HDMI)&lt;br /&gt;
* Storage? (VHS, Laserdisc, DVD, Blu-Ray, streaming)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a definition based on signal, the question remains: What are the operations of the digital?&lt;br /&gt;
&lt;br /&gt;
We must base these in:&lt;br /&gt;
* Data as information&lt;br /&gt;
&lt;br /&gt;
bytes are the encoding entity of the digital - these may be alphanumeric, images, sounds, even programs&lt;br /&gt;
&lt;br /&gt;
random access memory/storage is something that is essentially digital&lt;br /&gt;
&lt;br /&gt;
the digital processor defines the operations of the digital. These might be&lt;br /&gt;
* logical&lt;br /&gt;
* mathematical (adding, substracting, multiplying and so on of operands)&lt;br /&gt;
* database (sort, find)&lt;br /&gt;
* memory (read, write, goto)&lt;br /&gt;
and more.&lt;br /&gt;
&lt;br /&gt;
These are archetypal models of the digital machines, e.g. developed in advanced mathematics, in textile weaving and more.&lt;br /&gt;
&lt;br /&gt;
What does educational computers such as Geniac and Minivac teach us about computers?&lt;br /&gt;
&lt;br /&gt;
How can reality be translated into &amp;quot;digital objects&amp;quot;? (Niels Ove Finnemann's speak)&lt;br /&gt;
&lt;br /&gt;
How does early digital cinema (and art) help define what is &amp;quot;digital&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
== Fra arbejdspapir (20/7-2019) ==&lt;br /&gt;
'''ERKENDELSE:'''&lt;br /&gt;
&lt;br /&gt;
Det er måske relativt få af disse displays, hvor der er opbygget et &amp;quot;system&amp;quot; omkring dem, så det giver mening at tale om storage, processor, source osv. (mest film-projektor, raster tv).&lt;br /&gt;
&lt;br /&gt;
Tilgengæld er det meget udfoldet i optisk miljø og muligvis i digital miljø. Det kan hjælpe med at aflive myten om, at der er &amp;quot;mange digitale ting lige pludselig&amp;quot;....?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VEDR DIGITAL:'''&lt;br /&gt;
* Mange digitale &amp;quot;forløbere&amp;quot; er hybrider med andre miljøer, fx.&lt;br /&gt;
** digital kontrol af laser/lys-show (optisk miljø)&lt;br /&gt;
** digital plotting på filmstrimmel (plastisk miljø) - herunder med elektrisk skrivemaskine, med linje (pantograf) og med dot/line-plotter&amp;lt;br&amp;gt;+ langtidseksponering af bevægelse på film (optisk-plastisk-kombination)&lt;br /&gt;
** digital konvertering til CRT - herunder vektor og raster (elektronisk miljø)&lt;br /&gt;
* Det egentlige digitale er et signal kendetegnet ved, at det &amp;quot;pakkes&amp;quot; (encodes og decodes), men i kodningen kan det ikke direkte manipuleres (modsat et elektronisk signal, der kan forstyrres)&lt;br /&gt;
* Der findes grader af interaktive og non-interaktive teknologier i det digitale - det gør der nok også i de andre miljøer...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early digital films ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Film !! Year !! Artist !! Programmer !! Software !! Hardware !! Other techniques !! Institution&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Homage to Rameau&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1967&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM at UCLA[4]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Permutations&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;Jack Citron,&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;Porter Rosenberry&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | &amp;quot;Polar Geometric Display Program&amp;quot; and &amp;quot;animated Design Program&amp;quot; (programmed in GRAF - on FORTRAN system)[4]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM 360 w/ IBM 2250 vector display systems[4]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Optical printer (color)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM at UCLA[4], Medical center at UCLA [10]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Osaka 1-2-3&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM at UCLA[4]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Matrix I&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Cal Tech[3]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Matrix II&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Cal Tech[3]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Matrix III&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Dean Anschultz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Information International FR 80 (?)&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Triple-I [3]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Arabesque&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1975&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Optical printer (color)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Triple-I [10]. Funded by NEA grant&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Moon drum. Twelve works for videodisc&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1989-1995&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | John Whitney&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Jerry Reed (based on Jack Citron?)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Whitney-Reed RDTD (Radius-Differential Theta Differential)&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | First Fig&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1974&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | NASA’s Jet Propulsion Lab&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 3/78 (Objects and Transformations)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1978&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | GRASS&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Two Space&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1979&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | RAP&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | COM + PDP-10[1]&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Los Angeles firm Information International Inc. (III)&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Star Wars: Death Star Instructions&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1977&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | GRASS&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [[PDP-11/45]]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Overført via Mitchell camera&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Circle Graphics Habitat at University of Illinois, Chicago[wiki]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Calculated Movements&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1985&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Larry Cuba&lt;br /&gt;
|| &amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;2GRASS environment på Cuba’s egen PC&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#000000;&amp;quot;&amp;gt;[2]&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Cuba’s første raster graphics-film (solid - 4 farver)[2]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Optaget m/ Ly-onLamb system[2]&lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Pixillation&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1970&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Bell Labs(?)&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Olympiad&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | UFOs&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Enigma&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Googolplex&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Apotheosis&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Affinities&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1972&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Kinesis&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1975&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Alae&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1975&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Metamorphosis&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1974&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Lillian Schwartz&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Poemfield #2&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1966&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Stan van der Beek&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Ken Knowlton&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | BEFLIX (extends FORTRAN)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | IBM 7090 (mainframe)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Stromberg-Carlson SC2040 microfilm recorder for output&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Bell Labs&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Hummingbird&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968-70&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Charles Csuri, James Shaffer&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| Punch Cards, IBM 1130&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [5][8]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Kitty (Кошечка)&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1968&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Nikolai Konstantinov&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|| BESM-4&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [6][8]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Metadata&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1971&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Alain Clavier Peter Foldès&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [7][8]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | NLoops&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1989&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Vibeke Sorensen&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | CalArts[9]&lt;br /&gt;
|- style=&amp;quot;border:1pt solid #000000;padding:0.0694in;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [http://visualmusic.org/Biography/CalypsoCameo.htm|Calypso Cameo]&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | 1983&lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | Vibeke Sorensen and Tom DeWitt&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
||&lt;br /&gt;
|| &lt;br /&gt;
| style=&amp;quot;color:#000000;&amp;quot; | [9]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SOURCES:'''&lt;br /&gt;
[1] = Larry Cuba: “Computer Animation Primer”&lt;br /&gt;
&lt;br /&gt;
[2] = Wayne Carlson: “Computer Graphics and Computer Animation” ([https://osu.pb.unizin.org/graphicshistory/ https://osu.pb.unizin.org/graphicshistory/])&lt;br /&gt;
&lt;br /&gt;
[3] = http://www.cs.cmu.edu/~ph/nyit/masson/history.htm&lt;br /&gt;
&lt;br /&gt;
[4] = Richard Stamp: “Experiments in Motion Graphics - or, when John Whitney met Jack Citron and the IBM 2250” ([https://blog.animationstudies.org/?p=426 https://blog.animationstudies.org/?p=426] )&lt;br /&gt;
&lt;br /&gt;
[5] = &amp;quot;Hummingbird&amp;quot; at Csuri Project, Ohio University ([https://csuriproject.osu.edu/index.php/Detail/objects/775])&lt;br /&gt;
&lt;br /&gt;
[6] = &amp;quot;Kitty&amp;quot; at RU Wiki: [https://ru.wikipedia.org/wiki/%D0%9A%D0%BE%D1%88%D0%B5%D1%87%D0%BA%D0%B0_(%D0%BC%D1%83%D0%BB%D1%8C%D1%82%D1%84%D0%B8%D0%BB%D1%8C%D0%BC)]&lt;br /&gt;
&lt;br /&gt;
[7] = Metadata at YouTube: [https://www.youtube.com/watch?v=vkxrVpzPK4U&amp;amp;app=desktop]&lt;br /&gt;
&lt;br /&gt;
[8] = [https://en.wikipedia.org/wiki/Computer_animation]&lt;br /&gt;
&lt;br /&gt;
[9] = [http://visualmusic.org/Biography/Index.html]&lt;br /&gt;
&lt;br /&gt;
[10] = Mail from Larry Cuba (02.09.2020)&lt;br /&gt;
&lt;br /&gt;
'''PIONEERS:'''&lt;br /&gt;
* John Whitney&lt;br /&gt;
* Lillian Schwartz&lt;br /&gt;
* Stan van der Beek&lt;br /&gt;
* Larry Cuba&lt;br /&gt;
* Charles Csuri = morphing figures&lt;br /&gt;
* Robert Abel&lt;br /&gt;
* Steve Beck&lt;br /&gt;
* Karl Sims (parallel computing)&lt;br /&gt;
* Jeffy Schier/Woody Vasulka&lt;br /&gt;
&lt;br /&gt;
== Programming languages ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Header text !! Examples !! Characteristics !! Conversion&lt;br /&gt;
|-&lt;br /&gt;
| Machine code (source code)&amp;lt;br&amp;gt;(1st generation) || Machine instruction (&amp;quot;opcode&amp;quot;) directly readable by processor - as stream of raw binary data or encoded as hex, octal or decimal || Front panel of PDP-8/E || || Machine code is fed into a processor whose instruction set defines the manipulation of registers and so on&lt;br /&gt;
|-&lt;br /&gt;
| Assembly code (symbolic machine code)&amp;lt;br&amp;gt;(2nd generation) || One human-readable line pr. machine instruction - symbols for opcodes, addresses, numbers and strings.&amp;lt;br&amp;gt;Also: Macro (macro-instructions) of grouped instructions || MASM (Microsoft) || Describes writing instructions to specific (named) registers in computer.&amp;lt;br&amp;gt;No &amp;quot;return&amp;quot; and thus no concept of &amp;quot;function&amp;quot; || Assembler converts assembly code into executable machine code&lt;br /&gt;
|-&lt;br /&gt;
| Compiler language || || C || Operations on ''named variables'' rather than &amp;quot;shift position&amp;quot; (e.g. n as int). || Compiler converts to assembly language (e.g. for a specific architecture)&lt;br /&gt;
|-&lt;br /&gt;
| High level with some low level || || PL/S&amp;lt;br&amp;gt;BLISS&amp;lt;br&amp;gt;BCPL, extended ALGOL (for Burroughs large systems)&amp;lt;br&amp;gt;C || ||&lt;br /&gt;
|-&lt;br /&gt;
| High level (first major)&amp;lt;br&amp;gt;(autocodes) || First widespread high-level machine-independent language || Fortran&amp;lt;br&amp;gt;[BASIC??]&amp;lt;br&amp;gt;[also COBOL] || nested functions&amp;lt;br&amp;gt;while-do&amp;lt;br&amp;gt;if-then-else&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ASSEMBLER (SIMULATOR):&lt;br /&gt;
* https://schweigi.github.io/assembler-simulator/ = super nice!&lt;br /&gt;
* http://carlosrafaelgn.com.br/Asm86/ = x86 assembler&lt;br /&gt;
&lt;br /&gt;
== Digital main themes ==&lt;br /&gt;
* Key frame animation&lt;br /&gt;
* Skeletal animation&lt;br /&gt;
* Programmability&lt;br /&gt;
* &amp;quot;Routing&amp;quot; inputs and outputs&lt;br /&gt;
* Transcoding (e.g. text to video)&lt;br /&gt;
* Virtual projection (shading, perspective, 3D, texture, light/shadows)&lt;br /&gt;
* Morphing&lt;br /&gt;
&lt;br /&gt;
== Cellular Automata ==&lt;br /&gt;
Amazing ressource: https://www.conwaylife.com/wiki/Main_Page&lt;br /&gt;
[https://en.wikipedia.org/wiki/Gun_(cellular_automaton) Gun at wiki]&lt;br /&gt;
&lt;br /&gt;
== NEW ISSUES ==&lt;br /&gt;
* Machine learning [wekinator]&lt;br /&gt;
* Quantum computing&lt;br /&gt;
* Neurale netværk&lt;br /&gt;
* Deep fake (digital transplantation - Pinscreen app [stammer fra SFX])&lt;br /&gt;
* Virtual reality (interactivity)&lt;br /&gt;
* Datamoshing as compression&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DATAMOSHING in popular culture ==&lt;br /&gt;
Intro to &amp;quot;Unfriended: Dark Web&amp;quot; (glitching &amp;quot;RTL releasing&amp;quot;) - produced as screencast, ie. a [https://en.wikipedia.org/wiki/Computer_screen_film computer screen film]&lt;br /&gt;
&lt;br /&gt;
== Interface as film ==&lt;br /&gt;
produced as screencast, ie. a [https://en.wikipedia.org/wiki/Computer_screen_film computer screen film]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Cine-Machines_are_optokinetic_instruments&amp;diff=302</id>
		<title>Cine-Machine as Method: Cine-Machines are optokinetic instruments</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Cine-Machines_are_optokinetic_instruments&amp;diff=302"/>
		<updated>2020-08-30T15:05:33Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At this point of departure, I want to define a film machine as an optical-kinetic instrument used to create moving images. An example could be a film projector or a TV which converts a signal from respectively film reel and antenna. Both machines are optical in the sense that they do not create material objects, but only images of light, and they are kinetic in that they combine these images into an illusion of movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO SELF: Dette kapitel burde udvides med et bredere overview af perspektiver:&lt;br /&gt;
* Marxistisk materialism og Foucault (dispositiv), Althusser&lt;br /&gt;
* Kunsthistorisk materialism:&lt;br /&gt;
** Historisk: Semper vs Reigl (husk Semper's forskel på industri og håndværk)&lt;br /&gt;
** Nuværende: Tim Ingold Being Alive, Lehmann, Monika Wagner&lt;br /&gt;
* Filmhistorisk materialisme:&lt;br /&gt;
** Technical-material history: Barry Salt&lt;br /&gt;
** Media archaeology&lt;br /&gt;
** Film archaeology: Mannoni, Werner Nekes&lt;br /&gt;
** The Cinematic Apparatus (også Vilem Flusser, Lev Manovich(?))&lt;br /&gt;
* Film in expanded field (måske bedre i introduktionen?)&lt;br /&gt;
* Mediality studies?&lt;br /&gt;
MEN SÅ: Fra idehistorisk til metodisk spørgsmål = Algoritme og Animation&lt;br /&gt;
&lt;br /&gt;
Algoritme viderefører en del af disse traditioner.&lt;br /&gt;
&lt;br /&gt;
Animation må inddrage Einfåuhlung, fænomenologi, musikalitet, mv., mv. (TBA) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The kaleidoscope as a film machine ==&lt;br /&gt;
From the definition, a kaleidoscope can be considered a film machine, although it has traditionally been perceived as pre-cinematic. The kaleidoscope consists of an ''optical'' separation of the signal (the colored pieces behind the end of the tube) and the display that the viewer contemplates in the tube, as well as a ''kinetic'' union when patterns are transformed into other patterns as the user's hand rotates the tube.&lt;br /&gt;
&lt;br /&gt;
If we are to identify the traces of the kaleidoscope in the imaging, it is easy to observe its inclinations. It is, on the one hand, an instrument that forms a seemingly infinite number of patterns with changing shapes and colors. We are astounded by its ability to create ever-new configurations, and without its images necessarily resembling reality, they suggest stars, flowers, Islamic ornaments, etc. At the same time, it's movement allows us to perceive each pattern in opposition to the solid reality from which we know the star, flower and ornament - the kaleidoscope is a window into a ''fluid reality'' where we can experience the coherence of these patterns in sliding transformations.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the actual, material mirror construction in the tube means that all the patterns follow the same basic shape with the same symmetrical necessarity. Its attractive ability to create an almost infinite series of pattern modulations is challenged by the fact that the kaleidoscope cannot form all patterns: it can only accommodate those which follow its symmetrical principle.&lt;br /&gt;
&lt;br /&gt;
Thus, as a film machine, the kaleidoscope operates on some specific epistemological terms. It can, on the one hand, expand our world by allowing us to experience another fluid reality, where flower patterns are connected with star patterns. But at the same time, it also obscures reality, precisely because it's endless imagination is limited to the symmetrical configurations and sliding transformations.&lt;br /&gt;
&lt;br /&gt;
Now let's assume that all film machines operate within this tension between expanding and obscuring our reality. The same assumption has been made about the mediality of the film, because each mediality also constitutes conditions that make them express reality in a certain way (cf. Elleström 2012). However, my criticism of this theory is that these conditions should be even more firm by anchoring the discussion in the concrete, material film machines, rather than an abstract and contingent idea such as &amp;quot;film mediality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Material studies ==&lt;br /&gt;
When I make this claim to put material and machines into focus, this aligns with a broader &amp;quot;material turn&amp;quot; in contemporary art historical research. Among others, Ann-Sophie Lehmann has argued that a hylomorphic paradigm has dominated the Western world's understanding of art since the Renaissance. The paradigm originates from Aristotle, and in it lies both a ''dualist'' assumption that idea and material are separate categories, and a ''hierarchical'' assumption that the idea is more important than the material.&lt;br /&gt;
&lt;br /&gt;
In art works, this means that works are perceived as &amp;quot;material manifestations of an immaterial idea&amp;quot; in the sense that &amp;quot;an ideal image of a form precedes the material appearance of that form in the physical world&amp;quot;. In other words, the same idea and form can be transferred between different materials without substantially changing the meaning of the idea. Namely, the materials are &amp;quot;merely a carrier of meaning, but not meaningful in itself&amp;quot; (all Lehmann 2015: 22).&lt;br /&gt;
&lt;br /&gt;
In contrast to the hylomorphic paradigm, &amp;quot;material studies&amp;quot; insist on seeing idea and material as a unity, e.g. by recognizing that materials can also be components of meaning (e.g., such as Monika Wagner's &amp;quot;material iconography&amp;quot; in ''Das Material der Kunst'' (2002)), or even that the materials can resist the idea and become an autonomous agent in creative practice.&lt;br /&gt;
&lt;br /&gt;
In particular, the latter idea presupposes an intimacy with the material, which Lehmann believes has been neglected in academic discourse. Here, art is often de-materialized to reach a &amp;quot;higher&amp;quot; level of art theory that is detached from materiality. The knowledge of materials, on the other hand, is the subject for &amp;quot;non-academic spaces and activities (eg making, collecting and preserving art in the studio and the museum) &amp;quot; (ibid: 23)&lt;br /&gt;
&lt;br /&gt;
But enough of the historical perspectives of materiality. What should interest us is the methodological problem of detecting the traces of agency in material. Lehmann believes that there is a historical tendency to reduce material issues to a causal relationship, often leading to technological determinism. To avoid this risk, she suggests James Gibson's concept of affordance as a possible foundation. The idea is that materials can ''afford'' a particular application or behavior, e.g. that buttons afford being pushed while handles afford being grabbed. There are always perceptual affordances where the actual action must always be performed by a human(?) agent, and thus not an indispensable causality. (ibid: 32)&lt;br /&gt;
&lt;br /&gt;
In this way, the concept enables an openness that allows materials and tools to be understood in the creative practice among other factors, such as art-historical imitation, mimesis, etc. At the same time, the concept holds that specific materials promote particular forms of practice.&lt;br /&gt;
&lt;br /&gt;
== From material to substance ==&lt;br /&gt;
In comparison to the empirical data of traditional art history, film phenomena differ by using signals and machines rather than materials and tools. This relationship causes some terminological and methodological problems.&lt;br /&gt;
&lt;br /&gt;
Therefore I would, first of all, like to clarify that the &amp;quot;material&amp;quot;, whose agency I seek to prove in the works, should more precisely be called a &amp;quot;substance&amp;quot;. In metaphysics, the term connotes both a causative substance (''tilgrundliggende'') of objects, as well as something &amp;quot;underlying&amp;quot; (''underliggende'') that we do not have direct access to. The substance (as a kind of Ding-an-sich) stands in opposition to the appearance of the object.&lt;br /&gt;
&lt;br /&gt;
The material of a sculpture can be marble and a painting's material can be oil on canvas. Similarly, if we regard the material of the film, this must be light (and sound), because that is what makes the film sensible to us, whether this comes from a screen, a canvas, a kaleidoscope hole or something fourth.&amp;lt;sup&amp;gt;This needs clarification: Why is oil and marble not visually perceived too, thus being &amp;quot;of light&amp;quot;? The answer lies in the &amp;quot;optical&amp;quot; vs &amp;quot;plastic&amp;quot; nature of the medium. The TV with moving images is not a &amp;quot;material&amp;quot; in the same way as when light bounces of a sculpture or a painting to conceive a virtual space. Why?&amp;lt;/sup&amp;gt; It's materiality consists of the display which causes changes in light that resemble motion, regardless of which underlying technology it uses.&lt;br /&gt;
&lt;br /&gt;
But what we are seeking as an imprint in the cinematic artifact is something more underlying, which is actually closer to the traces of the tool in a piece of visual art (e.g. of a brush or a chisel). The film medium as an art form is based on modern technology and therefore dependent on different machines used in combination. We know that before the work appears on the display as a movie, it exists as a signal (a film reel, a VHS tape, a hard disk, etc.) that is produced, processed and transmitted by machines. Signals can be light particles, frames on an emulsion strip, an electrical signal or a binary code, but in any case, the final display phenomenon arises from an ecology of machines that create, translate, modify and display this signal.&lt;br /&gt;
&lt;br /&gt;
Returning to the kaleidoscope, we can more easily imagine what is meant by a causative substance. We recognize it's symmetrical inclinations and given that there are only two components that can be varied - the glass pieces at the bottom and the angle of the mirrors - without any external sources (except ambient lightning conditions), it seems obvious to follow the appearing patterns in the monocle back to the mechanical structure. Although the range of patterns in the kaleidoscope is large, it is limited, because all of them are variations of the same basic form.&lt;br /&gt;
&lt;br /&gt;
The monocle at the top of the kaleidoscope is a movie-like display where the user can see the graphical ''output'' of the mechanism. Here the position of the glass pieces determines an optical signal sent into the tube, while the pivot mirrors modify this signal by distorting it. We will label the pieces of glass as an ''input'', where the signal originates, the mirrors that modify as a ''parameter'', the hole at the top as the ''output'' and the unit of the input-parameter-output system as an ''algorithm''. I will from now on draw diagrams of algorithms as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Kaleido-chart.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
The box in the middle is the algorithm itself. Circles on the left are inputs, the arrows on the bottom are parameters, and the circles on the right are outputs. The small boxes on the arrows indicate the type of signal being sent. Here I use:&lt;br /&gt;
&lt;br /&gt;
[[File:Symbols.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
The algorithm metaphor states that if we know the values ​​of input and parameter, we can predict what output this specific kaleidoscope will provide. Thus, the term can be used to generalize a film machine's graphical potentials (''grafiske mulighedsrum'') through abstract description. The algorithm is not itself a thing that appears in the film machine (or is filmable), but an abstract set of relationships that can be observed in the form of the realized ''appearances'' in a film. Thus, any pattern in the kaleidoscope will be a particular representation of the general algorithm of the kaleidoscope, and all outputs (patterns) can be interpreted as indexical imprints of a specific film machine's algorithm.&lt;br /&gt;
&lt;br /&gt;
== On the trail of imprints ==&lt;br /&gt;
Both the affordances and the algorithm will be used as concepts to detect the imprints of film machines to a cinematic artifact. However, it is not the interpretation but the detection of imprints that is the focus, and it is therefore important to distinguish this method from ex. material iconography, where the connotations of the materials are used for symbolic interpretation&amp;lt;sup&amp;gt;This should refer back to the tradition described above.&amp;lt;/sup&amp;gt;, as well as from mere meta-cinematic effects, where film works refer to their materials, tools and creation process, in order to enforce the recipient's self-awareness and alienation&amp;lt;sup&amp;gt;This should refer back to descriptions above, including &amp;quot;Materialist Film&amp;quot; by Gidal, Verfremdung in apparatus theory (ideology), and perhaps Kyndrup's &amp;quot;effects&amp;quot;.&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The problem in these approaches is that they usually deal with signs that are conventionalized. In Peirce's typology of signs they are symbols, whereas the traces we seek are the direct indexical imprints of the film machine. In ''The Signature of All Things'' (2009), Agamben has linked Peirce's index with a broader idea-historical concept of the signature. To Agamben, the signature also appears in the art-historical context, for example when the art connoisseur Morelli closely studies paintings to determine if a work is authentic or a fraud:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Instead of focusing attention [..] on more visible stylistic and iconographic characteristics, Morelli examined insignificant details like ear lobes, the shape of fingers and toes, and&amp;quot; even, ''horribly dictu'' ... such an unpleasant subject as fingernails. &amp;quot; where stylistic control loosens up in the execution of secondary details, the more individual and unconscious traits of the artist can abruptly emerge, traits that &amp;quot;escaped without his being aware of it.&amp;quot;&amp;quot;(Agamben 2009: 69)&lt;br /&gt;
&lt;br /&gt;
By turning the attention away from the subject matter and towards details, errors and noise, a connoisseur will see the imprints that are the signature of the individual artist and reveal a forgery. The same shift of focus away from the &amp;quot;motif&amp;quot; also occurs when Freud focuses on the slip of the tongue and traumas, as well as when the detail in deconstructivist analysis punctures the whole (ibid: 70).&lt;br /&gt;
&lt;br /&gt;
The idea of ​​the imprints in details, bugs and noise will also continue in this thesis. In Chapter 2, I will initially address the four environments to explore how the primary technologies of film mediality make their imprints. The chapter then raises the question of the validity of this method, because the conversion between film formats and the digital environment's integration of &amp;quot;analog glitch&amp;quot; filters have, in many aspects, undermined the security of the signature at a static level of signification. In comparison, the concept of the algorithm (as will be discussed in Chapter 3) can both maintain a relationship to the environments and use a more dynamic concept of signification that also incorporates motions, transformations and compositional principles.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=301</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=301"/>
		<updated>2020-08-30T14:35:10Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 leitmotifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in ''Rainbow Dance''. The appearance is based on the optical printer's matte technique, e.g. when it turns the silhouette of a figure into an abstract texture, making Lye able to use a figure as a hole in the background for a new space. Whereas this practice reflects the DVS's dynamic filling of shapes with textures, Lye's use realizes an algorithmic potential of the optical printer. Normally, the free scraping of a figure is not associated with transitions in mainstream cinematic practice, but Lye uses it as a transition, e.g. when the figure remains constant as the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and thus working with the optical printer this relationship can foster the fusion of the two appearances, so that the scraping takes over the function of the wipe and becomes a transition between shots. This use is particularly linked to the optical printer, and is even today in contrast to many digital film machines, where the matte-based ''wipes'' and exposure-based ''dissolves'' and ''fades'' are standardized as transition parameters in most editors' interfaces.&lt;br /&gt;
&lt;br /&gt;
The ''split screen'' appearance is another continuation of this problem. It is a technique that appears both optical printer, video synthesizer and digital TV graphics, however, in the migration between the environments, we can observe an increasing spatial dynamization of the picture-in-picture effect that reflects a changing parametric embedding in algorithms. In the optical printer, the appearance is made by the matte parameter, and this elaborate practice is automatized in &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the position, size and perspective become the new parameters that let's the artist model and even animate each input signal immediately. The ultimate limitation of the video synthesizer is that it can only modulate an image in flat dimensions. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like graphics in TV's photographic space, e.g. in the news broadcast on DR1.&lt;br /&gt;
&lt;br /&gt;
The '''echo effect''' is seen in Lye's ''Rainbow Dance'', where the jumping silhouette leaves a colored trace of the movement, and in ''Illuminated Music'', where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif is a continuation of Marey's photographs, where several stages of a movement is exposed on the same photograph, so that the result is a figure stretched in time and space. In Lye, the appearance is made by an optical printer, which exposes the figure several times on the same ''frame'', but here the movement must unfold in the flat dimension in order to keep the movement clear. In Beck, the echoes are made by video feedback, where this motif holds both spatial and temporal dimensions because the repetition in space is also a delay in time as the video camera records the screen displaying it's own image. Here the video format reveals an essential feature as it projects the echo into the depths of the image. The echoes gradually merges and becomes a new figure, and its strident movements are direct traces of the video feedback's cybernetic system as it re-balances itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the analysis of the six ''leitmotifs'' shows, the question of the material as opposed to historical motivation of a motif is complex, and will probably rarely be answered as either/or. It is, however, a question that we can be posed to examine the nuances of origin. Of course, we cannot isolate an artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and even when a motif is deeply rooted in a cine-machine, it always requires an artist who has a hand on the machine or uses it in a final work. However, my examination shows that we can strengthen our sensitivity to what new features of the motifs that indicate the cine-machine's agency.&lt;br /&gt;
&lt;br /&gt;
The problem has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. But our analytical search for detectable has a potential to reframe the problem as a film archaeological issue. Then we can ask what film history would appear if we shift the focus to investigate the cine-machines' own history and to map their imitations, transformations and ruptures?&lt;br /&gt;
&lt;br /&gt;
To answer this question, the algorithm model can be an obvious basis for this study. First, it allows us to distinguish between an appearance and a parameter-based imitation of a motif; secondly, the algorithm gives an expectation of what a practice will be like given a specific cine-machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions under which new cine-machines can be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between cine-machines, and what improvements, refinements and standardization they bring, and (3) how these cine-machines' changing algorithms manifest themselves historically in the film language, because the invisibility of machines in canonized film history can be challenged at significant points by the film history/ies of cine-machines.&lt;br /&gt;
&lt;br /&gt;
== The digital cine-machine ==&lt;br /&gt;
The further possibilities of the cine-machine method is not limited to historical issues. It is also a matter of understanding the technological dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
In conclusion, I will return to the issue from [[Skeletons_in_the_machine|a previous chapter]] and ask how the cine-machine model can explain the (mis)use of analog noise in the DR documentary ''Skeletterne i Skat''. Considered as static signs, the series is problematic because (1) it mixes noise effects from separate environments and (2) it consistently associates visible framelines with cuts between scenes - two features that indicate how signs that were previously indexical are detached from their technological context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if we examine them with the cine-machine's method. But in return, we can also detect how the errors are actually traces of the digital editing software if we look for a deeper cause than ignorance or postmodernism.&lt;br /&gt;
&lt;br /&gt;
The typical digital non-linear editing software uses a timeline interface where clips are sequenced and cropped. These clips that come from other sources are the program's inputs. In addition, I want to highlight two parameters: First, ''filters'' that are put on top of one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, ''transitions'' that are put between two clips to make a transition, much like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified these few components of the software's algorithm, it is now possible to demonstrate how the DR program's use of noise could be a practice promoted by the software's algorithm. The first group of error may indicate that the emulsion film scratches and error exposure as well as the flicker and scanlines of the video are all appearances generated by filter parameters. This means that in the interface these are presented as the same tool, e.g. effects that add graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance generated by a transition parameter, that is, the skipping framelines is presented along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes. If this is the case, the cine-machine could account for the consistent use of the effect as a transition between clips.&lt;br /&gt;
&lt;br /&gt;
However, these misinterpretations should not lead to a general condemnation of the digital environment, because it is precisely a practice associated with the specific film machines (software) and not the digital computer as such that causes it.&lt;br /&gt;
&lt;br /&gt;
Through the history of the cine-machines, we have seen that the imitation of machines have always reduced and expanded certain aspects of the previous. That is why these genealogies require that we become aware of these processes. In particular, the spread of digital film (and image) cine-machines has a huge impact on creative practice. An example is the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These effects are historically associated with specific apparatuses and techniques of development that required money, time and technical talent to use them. But with apps and software, there is a new condition where the appearances have become economized, standardized and automatized, so that everyone can use them. I.e. the appearances that were initially technical and experimental become democratized as users acquire them through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
Examined through the algorithmic model of the cine-machine method, we can see how the appearances in Instagram are also being conventionalized. Just like in the editing software, the algorithmic scheme with filters has an impact on practice. But in addition to confusion of machines and environments that the practice of filters may risks, there is also a significant parametric reduction. Instead of imitating, for example, the parameters of the dark chamber, such as the temperature, concentrations and application times of the chemicals, filters merely imitate the end products, i.e. appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if we compare Instagram with Adobe Photoshop, it becomes clear that digital environment cannot be generalized into one category. In Photoshop, there is precisely a similarly wide range of parameters that can be used. In the context of cine-machines the same could be said of Adobe AfterEffects with it's ''key-frame''-based editor. The software thus promotes a practice that is full of parameters and which is just as cumbersome as working with the optical printer. Furthermore, many of it's algorithmic capabilities are not just imitations and simulations of previous cine-machine techniques - they go even further into the digital environment and even enables the user to program their own plug-ins for customized effects.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for evaluating these interfaces, as the method contributes with a central distinction between input, parameter, output and appearance, as well as with knowledge about how these conditions can be detected in and has influenced works.&lt;br /&gt;
&lt;br /&gt;
Thus the cine-machine method is in opposition to both digital aesthetics and traditional film studies. Compared to the former, because the subject is fundamentally expanded to include all four environments. And compared to the latter, because the method challenges the traditional accentuation of works, whereas works are now empirical data that is secondary to illuminate the cine-machine as an object. With these two crucial differences, it is possible with the history of the cine-machines not just to interpret the digital as a new era, but also as a return to 19th-century optomechanical cine-machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes, and spent hours exploring and be entangled by them.&lt;br /&gt;
&lt;br /&gt;
Back then the use was recreational and playful, and it was not intended to create works, but merely be a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example, a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to how the thaumatrope and zoetrope made the user experience the newly discovered perceptual phenomena such as the phi effect and the inertia of the eye, when they turned the disc or drum and watch the figures merge or come alive.&lt;br /&gt;
&lt;br /&gt;
While the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the individual user, who acquires the perceptual and substantive behavior of the algorithm and explores their unity. In this regard, the finished works can be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the underlying cine-machine can &amp;quot;animate&amp;quot;. In this respect, the theory of the cine-machine not only becomes a checklist for whether this or that motif is used in the work of a specific cine-machine, but also a way of bringing that work back to life, knowing it's cine-machine origins and thus entering a dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the cine-machine method can illuminate how the acquisition of an algorithm allows us to experience the systems contained in the individual technologies and environments. Not only do we interact with the cine-machines, we also through them. They let us interact with algorithms that we acquire, for example when the algorithm originates from a geometric equation (Whitney), the projector and strip synthesis (Lye), an analog electronic systems (Beck), the laws of optics (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). Even if these topics are as diverse as the different cine-machines, they do share one common principle: That the cine-machine allows the algorithm to be experienced cinematically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=300</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=300"/>
		<updated>2020-08-30T14:34:48Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* The digital cine-machine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 leitmotifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in ''Rainbow Dance''. The appearance is based on the optical printer's matte technique, e.g. when it turns the silhouette of a figure into an abstract texture, making Lye able to use a figure as a hole in the background for a new space. Whereas this practice reflects the DVS's dynamic filling of shapes with textures, Lye's use realizes an algorithmic potential of the optical printer. Normally, the free scraping of a figure is not associated with transitions in mainstream cinematic practice, but Lye uses it as a transition, e.g. when the figure remains constant as the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and thus working with the optical printer this relationship can foster the fusion of the two appearances, so that the scraping takes over the function of the wipe and becomes a transition between shots. This use is particularly linked to the optical printer, and is even today in contrast to many digital film machines, where the matte-based ''wipes'' and exposure-based ''dissolves'' and ''fades'' are standardized as transition parameters in most editors' interfaces.&lt;br /&gt;
&lt;br /&gt;
The ''split screen'' appearance is another continuation of this problem. It is a technique that appears both optical printer, video synthesizer and digital TV graphics, however, in the migration between the environments, we can observe an increasing spatial dynamization of the picture-in-picture effect that reflects a changing parametric embedding in algorithms. In the optical printer, the appearance is made by the matte parameter, and this elaborate practice is automatized in &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the position, size and perspective become the new parameters that let's the artist model and even animate each input signal immediately. The ultimate limitation of the video synthesizer is that it can only modulate an image in flat dimensions. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like graphics in TV's photographic space, e.g. in the news broadcast on DR1.&lt;br /&gt;
&lt;br /&gt;
The '''echo effect''' is seen in Lye's ''Rainbow Dance'', where the jumping silhouette leaves a colored trace of the movement, and in ''Illuminated Music'', where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif is a continuation of Marey's photographs, where several stages of a movement is exposed on the same photograph, so that the result is a figure stretched in time and space. In Lye, the appearance is made by an optical printer, which exposes the figure several times on the same ''frame'', but here the movement must unfold in the flat dimension in order to keep the movement clear. In Beck, the echoes are made by video feedback, where this motif holds both spatial and temporal dimensions because the repetition in space is also a delay in time as the video camera records the screen displaying it's own image. Here the video format reveals an essential feature as it projects the echo into the depths of the image. The echoes gradually merges and becomes a new figure, and its strident movements are direct traces of the video feedback's cybernetic system as it re-balances itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the analysis of the six ''leitmotifs'' shows, the question of the material as opposed to historical motivation of a motif is complex, and will probably rarely be answered as either/or. It is, however, a question that we can be posed to examine the nuances of origin. Of course, we cannot isolate an artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and even when a motif is deeply rooted in a cine-machine, it always requires an artist who has a hand on the machine or uses it in a final work. However, my examination shows that we can strengthen our sensitivity to what new features of the motifs that indicate the cine-machine's agency.&lt;br /&gt;
&lt;br /&gt;
The problem has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. But our analytical search for detectable has a potential to reframe the problem as a film archaeological issue. Then we can ask what film history would appear if we shift the focus to investigate the cine-machines' own history and to map their imitations, transformations and ruptures?&lt;br /&gt;
&lt;br /&gt;
To answer this question, the algorithm model can be an obvious basis for this study. First, it allows us to distinguish between an appearance and a parameter-based imitation of a motif; secondly, the algorithm gives an expectation of what a practice will be like given a specific cine-machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions under which new cine-machines can be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between cine-machines, and what improvements, refinements and standardization they bring, and (3) how these cine-machines' changing algorithms manifest themselves historically in the film language, because the invisibility of machines in canonized film history can be challenged at significant points by the film history/ies of cine-machines.&lt;br /&gt;
&lt;br /&gt;
== The digital cine-machine ==&lt;br /&gt;
The further possibilities of the cine-machine method is not limited to historical issues. It is also a matter of understanding the technological dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
In conclusion, I will return to the issue from [[Skeletons_in_the_machine|a previous chapter]] and ask how the cine-machine model can explain the (mis)use of analog noise in the DR documentary ''Skeletterne i Skat''. Considered as static signs, the series is problematic because (1) it mixes noise effects from separate environments and (2) it consistently associates visible framelines with cuts between scenes - two features that indicate how signs that were previously indexical are detached from their technological context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if we examine them with the cine-machine's method. But in return, we can also detect how the errors are actually traces of the digital editing software if we look for a deeper cause than ignorance or postmodernism.&lt;br /&gt;
&lt;br /&gt;
The typical digital non-linear editing software uses a timeline interface where clips are sequenced and cropped. These clips that come from other sources are the program's inputs. In addition, I want to highlight two parameters: First, ''filters'' that are put on top of one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, ''transitions'' that are put between two clips to make a transition, much like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified these few components of the software's algorithm, it is now possible to demonstrate how the DR program's use of noise could be a practice promoted by the software's algorithm. The first group of error may indicate that the emulsion film scratches and error exposure as well as the flicker and scanlines of the video are all appearances generated by filter parameters. This means that in the interface these are presented as the same tool, e.g. effects that add graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance generated by a transition parameter, that is, the skipping framelines is presented along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes. If this is the case, the cine-machine could account for the consistent use of the effect as a transition between clips.&lt;br /&gt;
&lt;br /&gt;
However, these misinterpretations should not lead to a general condemnation of the digital environment, because it is precisely a practice associated with the specific film machines (software) and not the digital computer as such that causes it.&lt;br /&gt;
&lt;br /&gt;
Through the history of the cine-machines, we have seen that the imitation of machines have always reduced and expanded certain aspects of the previous. That is why these genealogies require that we become aware of these processes. In particular, the spread of digital film (and image) cine-machines has a huge impact on creative practice. An example is the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These effects are historically associated with specific apparatuses and techniques of development that required money, time and technical talent to use them. But with apps and software, there is a new condition where the appearances have become economized, standardized and automatized, so that everyone can use them. I.e. the appearances that were initially technical and experimental become democratized as users acquire them through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
Examined through the algorithmic model of the cine-machine method, we can see how the appearances in Instagram are also being conventionalized. Just like in the editing software, the algorithmic scheme with filters has an impact on practice. But in addition to confusion of machines and environments that the practice of filters may risks, there is also a significant parametric reduction. Instead of imitating, for example, the parameters of the dark chamber, such as the temperature, concentrations and application times of the chemicals, filters merely imitate the end products, i.e. appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if we compare Instagram with Adobe Photoshop, it becomes clear that digital environment cannot be generalized into one category. In Photoshop, there is precisely a similarly wide range of parameters that can be used. In the context of cine-machines the same could be said of Adobe AfterEffects with it's ''key-frame''-based editor. The software thus promotes a practice that is full of parameters and which is just as cumbersome as working with the optical printer. Furthermore, many of it's algorithmic capabilities are not just imitations and simulations of previous cine-machine techniques - they go even further into the digital environment and even enables the user to program their own plug-ins for customized effects.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for evaluating these interfaces, as the method contributes with a central distinction between input, parameter, output and appearance, as well as with knowledge about how these conditions can be detected in and has influenced works.&lt;br /&gt;
&lt;br /&gt;
Thus the cine-machine method is in opposition to both digital aesthetics and traditional film studies. Compared to the former, because the subject is fundamentally expanded to include all four environments. And compared to the latter, because the method challenges the traditional accentuation of works, whereas works are now empirical data that is secondary to illuminate the cine-machine as an object. With these two crucial differences, it is possible with the history of the cine-machines not just to interpret the digital as a new era, but also as a return to 19th-century optomechanical cine-machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes, and spent hours exploring and be entangled by them.&lt;br /&gt;
&lt;br /&gt;
Back then the use was recreational and playful, and it was not intended to create works, but merely be a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example, a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to how the thaumatrope and zoetrope made the user experience the newly discovered perceptual phenomena such as the phi effect and the inertia of the eye, when they turned the disc or drum and watch the figures merge or come alive.&lt;br /&gt;
&lt;br /&gt;
While the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the individual user, who acquires the perceptual and substantive behavior of the algorithm and explores their unity. In this regard, the finished works can be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the underlying cine-machine can &amp;quot;animate&amp;quot;. In this respect, the theory of the cine-machine not only becomes a checklist for whether this or that motif is used in the work of a specific cine-machine, but also a way of bringing that work back to life, knowing it's cine-machine origins and thus entering a dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the cine-machine method can illuminate how the acquisition of an algorithm allows us to experience the systems contained in the individual technologies and environments. Not only do we interact with the cine-machines, we also through them. They let us interact with algorithms that we acquire, for example when the algorithm originates from a geometric equation (Whitney), the projector and strip synthesis (Lye), an analog electronic systems (Beck), the laws of optics (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). Even if these topics are as diverse as the different cine-machines, they do share one common principle: That the cine-machine allows the algorithm to be experienced cinematically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=299</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=299"/>
		<updated>2020-08-30T11:40:35Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* The digital filmmaker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 leitmotifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in ''Rainbow Dance''. The appearance is based on the optical printer's matte technique, e.g. when it turns the silhouette of a figure into an abstract texture, making Lye able to use a figure as a hole in the background for a new space. Whereas this practice reflects the DVS's dynamic filling of shapes with textures, Lye's use realizes an algorithmic potential of the optical printer. Normally, the free scraping of a figure is not associated with transitions in mainstream cinematic practice, but Lye uses it as a transition, e.g. when the figure remains constant as the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and thus working with the optical printer this relationship can foster the fusion of the two appearances, so that the scraping takes over the function of the wipe and becomes a transition between shots. This use is particularly linked to the optical printer, and is even today in contrast to many digital film machines, where the matte-based ''wipes'' and exposure-based ''dissolves'' and ''fades'' are standardized as transition parameters in most editors' interfaces.&lt;br /&gt;
&lt;br /&gt;
The ''split screen'' appearance is another continuation of this problem. It is a technique that appears both optical printer, video synthesizer and digital TV graphics, however, in the migration between the environments, we can observe an increasing spatial dynamization of the picture-in-picture effect that reflects a changing parametric embedding in algorithms. In the optical printer, the appearance is made by the matte parameter, and this elaborate practice is automatized in &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the position, size and perspective become the new parameters that let's the artist model and even animate each input signal immediately. The ultimate limitation of the video synthesizer is that it can only modulate an image in flat dimensions. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like graphics in TV's photographic space, e.g. in the news broadcast on DR1.&lt;br /&gt;
&lt;br /&gt;
The '''echo effect''' is seen in Lye's ''Rainbow Dance'', where the jumping silhouette leaves a colored trace of the movement, and in ''Illuminated Music'', where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif is a continuation of Marey's photographs, where several stages of a movement is exposed on the same photograph, so that the result is a figure stretched in time and space. In Lye, the appearance is made by an optical printer, which exposes the figure several times on the same ''frame'', but here the movement must unfold in the flat dimension in order to keep the movement clear. In Beck, the echoes are made by video feedback, where this motif holds both spatial and temporal dimensions because the repetition in space is also a delay in time as the video camera records the screen displaying it's own image. Here the video format reveals an essential feature as it projects the echo into the depths of the image. The echoes gradually merges and becomes a new figure, and its strident movements are direct traces of the video feedback's cybernetic system as it re-balances itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the analysis of the six ''leitmotifs'' shows, the question of the material as opposed to historical motivation of a motif is complex, and will probably rarely be answered as either/or. It is, however, a question that we can be posed to examine the nuances of origin. Of course, we cannot isolate an artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and even when a motif is deeply rooted in a cine-machine, it always requires an artist who has a hand on the machine or uses it in a final work. However, my examination shows that we can strengthen our sensitivity to what new features of the motifs that indicate the cine-machine's agency.&lt;br /&gt;
&lt;br /&gt;
The problem has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. But our analytical search for detectable has a potential to reframe the problem as a film archaeological issue. Then we can ask what film history would appear if we shift the focus to investigate the cine-machines' own history and to map their imitations, transformations and ruptures?&lt;br /&gt;
&lt;br /&gt;
To answer this question, the algorithm model can be an obvious basis for this study. First, it allows us to distinguish between an appearance and a parameter-based imitation of a motif; secondly, the algorithm gives an expectation of what a practice will be like given a specific cine-machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions under which new cine-machines can be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between cine-machines, and what improvements, refinements and standardization they bring, and (3) how these cine-machines' changing algorithms manifest themselves historically in the film language, because the invisibility of machines in canonized film history can be challenged at significant points by the film history/ies of cine-machines.&lt;br /&gt;
&lt;br /&gt;
== The digital cine-machine ==&lt;br /&gt;
The further possibilities of the cine-machine method is not limited to historical issues. It is also a matter of understanding the technological dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
In conclusion, I will return to the issue from [[Skeletons_in_the_machine|a previous chapter]] and ask how the cine-machine model can explain the (mis)use of analog noise in the DR documentary ''Skeletterne i Skat''. Considered as static signs, the series is problematic because (1) it mixes noise effects from separate environments and (2) it consistently associates visible framelines with cuts between scenes - two features that indicate how signs that were previously indexical are detached from their technological context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if we examine them with the cine-machine's method. But in return, we can also detect how the errors are actually traces of the digital editing software if we look for a deeper cause than ignorance or postmodernism.&lt;br /&gt;
&lt;br /&gt;
The typical digital non-linear editing software uses a timeline interface where clips are sequenced and cropped. These clips that come from other sources are the program's inputs. In addition, I want to highlight two parameters: First, ''filters'' that are put on top of one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, ''transitions'' that are put between two clips to make a transition, much like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified these few components of the software's algorithm, it is now possible to demonstrate how the DR program's use of noise could be a practice promoted by the software's algorithm. The first group of error may indicate that the emulsion film scratches and error exposure as well as the flicker and scanlines of the video are all appearances generated by filter parameters. This means that in the interface these are presented as the same tool, e.g. effects that add graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance generated by a transition parameter, that is, the skipping framelines is presented along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes. If this is the case, the cine-machine could account for the consistent use of the effect as a transition between clips.&lt;br /&gt;
&lt;br /&gt;
However, these misinterpretations should not lead to a general condemnation of the digital environment, because it is precisely a practice associated with the specific film machines (software) and not the digital computer as such that causes it.&lt;br /&gt;
&lt;br /&gt;
Through the history of the cine-machines, we have seen that the imitation of machines have always reduced and expanded certain aspects of the previous. That is why these genealogies require that we become aware of these processes. In particular, the spread of digital film (and image) cine-machines has a huge impact on creative practice. An example is the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These effects are historically associated with specific apparatuses and techniques of development that required money, time and technical talent to use them. But with apps and software, there is a new condition where the appearances have become economized, standardized and automatized, so that everyone can use them. I.e. the appearances that were initially technical and experimental become democratized as users acquire them through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
Examined through the algorithmic model of the cine-machine method, we can see how the appearances in Instagram are also being conventionalized. Just like in the editing software, the algorithmic scheme with filters has an impact on practice. But in addition to confusion of machines and environments that the practice of filters may risks, there is also a significant parametric reduction. Instead of imitating, for example, the parameters of the dark chamber, such as the temperature, concentrations and application times of the chemicals, filters merely imitate the end products, i.e. appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if we compare Instagram with Adobe Photoshop, it becomes clear that digital environment cannot be generalized into one category. In Photoshop, there is precisely a similarly wide range of parameters that can be used. In the context of cine-machines the same could be said of Adobe AfterEffects with it's ''key-frame''-based editor. The software thus promotes a practice that is full of parameters and which is just as cumbersome as working with the optical printer. Furthermore, many of it's algorithmic capabilities are not just imitations and simulations of previous cine-machine techniques - they go even further into the digital environment and even enables the user to program their own plug-ins for customized effects.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=298</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=298"/>
		<updated>2020-08-30T11:08:07Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* The 6 motifs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 leitmotifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in ''Rainbow Dance''. The appearance is based on the optical printer's matte technique, e.g. when it turns the silhouette of a figure into an abstract texture, making Lye able to use a figure as a hole in the background for a new space. Whereas this practice reflects the DVS's dynamic filling of shapes with textures, Lye's use realizes an algorithmic potential of the optical printer. Normally, the free scraping of a figure is not associated with transitions in mainstream cinematic practice, but Lye uses it as a transition, e.g. when the figure remains constant as the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and thus working with the optical printer this relationship can foster the fusion of the two appearances, so that the scraping takes over the function of the wipe and becomes a transition between shots. This use is particularly linked to the optical printer, and is even today in contrast to many digital film machines, where the matte-based ''wipes'' and exposure-based ''dissolves'' and ''fades'' are standardized as transition parameters in most editors' interfaces.&lt;br /&gt;
&lt;br /&gt;
The ''split screen'' appearance is another continuation of this problem. It is a technique that appears both optical printer, video synthesizer and digital TV graphics, however, in the migration between the environments, we can observe an increasing spatial dynamization of the picture-in-picture effect that reflects a changing parametric embedding in algorithms. In the optical printer, the appearance is made by the matte parameter, and this elaborate practice is automatized in &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the position, size and perspective become the new parameters that let's the artist model and even animate each input signal immediately. The ultimate limitation of the video synthesizer is that it can only modulate an image in flat dimensions. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like graphics in TV's photographic space, e.g. in the news broadcast on DR1.&lt;br /&gt;
&lt;br /&gt;
The '''echo effect''' is seen in Lye's ''Rainbow Dance'', where the jumping silhouette leaves a colored trace of the movement, and in ''Illuminated Music'', where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif is a continuation of Marey's photographs, where several stages of a movement is exposed on the same photograph, so that the result is a figure stretched in time and space. In Lye, the appearance is made by an optical printer, which exposes the figure several times on the same ''frame'', but here the movement must unfold in the flat dimension in order to keep the movement clear. In Beck, the echoes are made by video feedback, where this motif holds both spatial and temporal dimensions because the repetition in space is also a delay in time as the video camera records the screen displaying it's own image. Here the video format reveals an essential feature as it projects the echo into the depths of the image. The echoes gradually merges and becomes a new figure, and its strident movements are direct traces of the video feedback's cybernetic system as it re-balances itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the analysis of the six ''leitmotifs'' shows, the question of the material as opposed to historical motivation of a motif is complex, and will probably rarely be answered as either/or. It is, however, a question that we can be posed to examine the nuances of origin. Of course, we cannot isolate an artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and even when a motif is deeply rooted in a cine-machine, it always requires an artist who has a hand on the machine or uses it in a final work. However, my examination shows that we can strengthen our sensitivity to what new features of the motifs that indicate the cine-machine's agency.&lt;br /&gt;
&lt;br /&gt;
The problem has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. But our analytical search for detectable has a potential to reframe the problem as a film archaeological issue. Then we can ask what film history would appear if we shift the focus to investigate the cine-machines' own history and to map their imitations, transformations and ruptures?&lt;br /&gt;
&lt;br /&gt;
To answer this question, the algorithm model can be an obvious basis for this study. First, it allows us to distinguish between an appearance and a parameter-based imitation of a motif; secondly, the algorithm gives an expectation of what a practice will be like given a specific cine-machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions under which new cine-machines can be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between cine-machines, and what improvements, refinements and standardization they bring, and (3) how these cine-machines' changing algorithms manifest themselves historically in the film language, because the invisibility of machines in canonized film history can be challenged at significant points by the film history/ies of cine-machines.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=297</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=297"/>
		<updated>2020-08-30T11:07:30Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* The machine genealogy as a film-historiographical approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in ''Rainbow Dance''. The appearance is based on the optical printer's matte technique, e.g. when it turns the silhouette of a figure into an abstract texture, making Lye able to use a figure as a hole in the background for a new space. Whereas this practice reflects the DVS's dynamic filling of shapes with textures, Lye's use realizes an algorithmic potential of the optical printer. Normally, the free scraping of a figure is not associated with transitions in mainstream cinematic practice, but Lye uses it as a transition, e.g. when the figure remains constant as the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and thus working with the optical printer this relationship can foster the fusion of the two appearances, so that the scraping takes over the function of the wipe and becomes a transition between shots. This use is particularly linked to the optical printer, and is even today in contrast to many digital film machines, where the matte-based ''wipes'' and exposure-based ''dissolves'' and ''fades'' are standardized as transition parameters in most editors' interfaces.&lt;br /&gt;
&lt;br /&gt;
The ''split screen'' appearance is another continuation of this problem. It is a technique that appears both optical printer, video synthesizer and digital TV graphics, however, in the migration between the environments, we can observe an increasing spatial dynamization of the picture-in-picture effect that reflects a changing parametric embedding in algorithms. In the optical printer, the appearance is made by the matte parameter, and this elaborate practice is automatized in &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the position, size and perspective become the new parameters that let's the artist model and even animate each input signal immediately. The ultimate limitation of the video synthesizer is that it can only modulate an image in flat dimensions. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like graphics in TV's photographic space, e.g. in the news broadcast on DR1.&lt;br /&gt;
&lt;br /&gt;
The '''echo effect''' is seen in Lye's ''Rainbow Dance'', where the jumping silhouette leaves a colored trace of the movement, and in ''Illuminated Music'', where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif is a continuation of Marey's photographs, where several stages of a movement is exposed on the same photograph, so that the result is a figure stretched in time and space. In Lye, the appearance is made by an optical printer, which exposes the figure several times on the same ''frame'', but here the movement must unfold in the flat dimension in order to keep the movement clear. In Beck, the echoes are made by video feedback, where this motif holds both spatial and temporal dimensions because the repetition in space is also a delay in time as the video camera records the screen displaying it's own image. Here the video format reveals an essential feature as it projects the echo into the depths of the image. The echoes gradually merges and becomes a new figure, and its strident movements are direct traces of the video feedback's cybernetic system as it re-balances itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the analysis of the six ''leitmotifs'' shows, the question of the material as opposed to historical motivation of a motif is complex, and will probably rarely be answered as either/or. It is, however, a question that we can be posed to examine the nuances of origin. Of course, we cannot isolate an artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and even when a motif is deeply rooted in a cine-machine, it always requires an artist who has a hand on the machine or uses it in a final work. However, my examination shows that we can strengthen our sensitivity to what new features of the motifs that indicate the cine-machine's agency.&lt;br /&gt;
&lt;br /&gt;
The problem has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. But our analytical search for detectable has a potential to reframe the problem as a film archaeological issue. Then we can ask what film history would appear if we shift the focus to investigate the cine-machines' own history and to map their imitations, transformations and ruptures?&lt;br /&gt;
&lt;br /&gt;
To answer this question, the algorithm model can be an obvious basis for this study. First, it allows us to distinguish between an appearance and a parameter-based imitation of a motif; secondly, the algorithm gives an expectation of what a practice will be like given a specific cine-machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions under which new cine-machines can be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between cine-machines, and what improvements, refinements and standardization they bring, and (3) how these cine-machines' changing algorithms manifest themselves historically in the film language, because the invisibility of machines in canonized film history can be challenged at significant points by the film history/ies of cine-machines.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=296</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=296"/>
		<updated>2020-08-30T10:44:14Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* The 6 motifs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in ''Rainbow Dance''. The appearance is based on the optical printer's matte technique, e.g. when it turns the silhouette of a figure into an abstract texture, making Lye able to use a figure as a hole in the background for a new space. Whereas this practice reflects the DVS's dynamic filling of shapes with textures, Lye's use realizes an algorithmic potential of the optical printer. Normally, the free scraping of a figure is not associated with transitions in mainstream cinematic practice, but Lye uses it as a transition, e.g. when the figure remains constant as the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and thus working with the optical printer this relationship can foster the fusion of the two appearances, so that the scraping takes over the function of the wipe and becomes a transition between shots. This use is particularly linked to the optical printer, and is even today in contrast to many digital film machines, where the matte-based ''wipes'' and exposure-based ''dissolves'' and ''fades'' are standardized as transition parameters in most editors' interfaces.&lt;br /&gt;
&lt;br /&gt;
The ''split screen'' appearance is another continuation of this problem. It is a technique that appears both optical printer, video synthesizer and digital TV graphics, however, in the migration between the environments, we can observe an increasing spatial dynamization of the picture-in-picture effect that reflects a changing parametric embedding in algorithms. In the optical printer, the appearance is made by the matte parameter, and this elaborate practice is automatized in &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the position, size and perspective become the new parameters that let's the artist model and even animate each input signal immediately. The ultimate limitation of the video synthesizer is that it can only modulate an image in flat dimensions. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like graphics in TV's photographic space, e.g. in the news broadcast on DR1.&lt;br /&gt;
&lt;br /&gt;
The '''echo effect''' is seen in Lye's ''Rainbow Dance'', where the jumping silhouette leaves a colored trace of the movement, and in ''Illuminated Music'', where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif is a continuation of Marey's photographs, where several stages of a movement is exposed on the same photograph, so that the result is a figure stretched in time and space. In Lye, the appearance is made by an optical printer, which exposes the figure several times on the same ''frame'', but here the movement must unfold in the flat dimension in order to keep the movement clear. In Beck, the echoes are made by video feedback, where this motif holds both spatial and temporal dimensions because the repetition in space is also a delay in time as the video camera records the screen displaying it's own image. Here the video format reveals an essential feature as it projects the echo into the depths of the image. The echoes gradually merges and becomes a new figure, and its strident movements are direct traces of the video feedback's cybernetic system as it re-balances itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the six lead motif analyzes show, the question of the motive versus historical motivation of the motif is complex, and will probably rarely be answered as either / or. It is, on the other hand, a question that we can ask to examine the nuances of origin. Of course, we cannot isolate the artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and although a motif is widely conveyed by a filmmaker, it also requires an artist who has a hand on the machine or who makes it a work. However, the analyzes show that we can, however, strengthen our sensitivity to what new features in the subject may indicate the film machine's agent.&lt;br /&gt;
&lt;br /&gt;
The issue has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. On the other hand, our analytical search for demonstrable traces in the specific film works opens up to rephrase the issue into a film archaeological issue. What history would account for instead changing the focus to investigate the filmmakers' own history and to map their imitations, transformations and fractures?&lt;br /&gt;
&lt;br /&gt;
For this project, the algorithm acts as an obvious model that can form the basis for this study. First, it allows us to distinguish between a appearance and a parameter-based imitation of a subject, and secondly, the algorithm gives an expectation of what practice will be associated with a given film machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions for new film machines to be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between film machines, and what improvements, refinements and streamlining they bring, and (3) how these film machines' changing algorithms manifest themselves historically in the film language, since the canonized film story's invisibility of the machines at significant points could be challenged by the film history (s) of the filmmakers.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=295</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=295"/>
		<updated>2020-08-30T10:17:31Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* The 6 motifs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
The application of the algorithm model to compare and map the cine-machines of this study has also given some clarity on how cine-machines imitate each other and how to examine this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and it's function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the cine-machines can be seen as a systematization of the observations brought about by the study of the six ''leitmotifs''. Common to these motifs is that all of them can be observed in two or more of the film machines examined here. We can even prove that their presence in these specific works is a trace of the underlying cine-machines, either as a symbol, an affordance or an algorithmic necessity. On the other hand, they pose an art-historical problem because they also occur across cine-machines and environments. So how can we determine whether they are motivated by the cine-machine used (similar to a material-technological approach) or by film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the '''dot''' in three environments. In all cases, it had a symbolic character feature, referring to the digital pixel in ''Arabesque'', the emulsion film's perforation in ''A Color Box'', and the TV screen's grid lines in ''Illuminated Music''. In this way, the same phenomenon is charged with different meanings depending on the context of the environment. In ''A Color Box'' it is not the actual strip perforation we see, and the appearance is thus symbolic. In ''Arabesque'', the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm generates the screen in geometric points. Here the dot ''is'' the computer's discrete unit that let's the circle pixelate and dissolve into Arabesque's running points. Finally, Beck's dot appears as a unit that is both a building block like a single TV flicker, but which also in itself contains an ocean of flicker underneath. It shows a reality which is not the digital discrete, but the analog video signal's continuous divisibility and it's underlying oscillating voltages.&lt;br /&gt;
&lt;br /&gt;
We found the '''gap''' from symmetry in Beck, but it was also previously made by optical printers, e.g. in Pat O'Neill's ''7362''. In DVS, this motif is caused by the ''center reference'' signal of the VtP module, which is fundamental to the operation of this synthesizer. The motif is found in ''Illuminated Music'', e.g. when it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur alongside false imitations of the gap, which seek to camouflage the distinction between natural and unnatural occurrences. His use differs from O'Neill's use of symmetry as an abstraction strategy. In ''7362'', O'Neill's abstractions seem motivated by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. In contrast Beck goes against the machine and seeks to hide the symmetry as a constituent feature. Later, in the digital environment, the gap has also found a popular culture, e.g. in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth software.&lt;br /&gt;
&lt;br /&gt;
The '''wave''' is a central motif, both in Lye's ''A Color Box'' and in Beck. In Lye's, the motif is a variation of the &amp;quot;running strip&amp;quot; (''strimmelløb''), an effect often used in direct film to vitalize the film material and confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it into a wave, he revitalizes another aspect of the projector, namely that it cuts the continuous film strip into successive frames. At the same time, the wave creates a new appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from scrolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their tendency to wave only in the vertical direction is due to the horizontal loading principle of the environment. Thus, a possible genealogy from the chemical-mechanical environment is not Lye's direct films, but the slit scan photography, where the wave effect is horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The '''color blending''' of the cine-machines is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, the gap and the wave. Nevertheless, the use of color holds deep traces of the cine-machines' algorithms. In ''Rainbow Dance'', Lye used Gasparcolor as a cine-machine, utilizing the system's color rolls as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in ''color fantasy''. In addition, the process also allows him to emancipate the color as an independent image element. E.g. they can be used to express kinetic energy when the three tennis players hit the ball, or to contradict spatial dimensions when he uses the Gasparcolor's color layers like the spatial layers of cell animation, but then let's the fore-, middle- and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image generating structure of the DVS, where it necessarily comes ''after'' form and motion, when the color chord module fills the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue that strives towards the pure with light as substance. However, the DVS is not bound in this color process because Beck, with the module, can ''program'' how the specific interactions between elements should show color. In this way, the film machine introduces a break with both Gasparcolor and the color printing of the optical printer in a way that anticipates the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the '''dynamic free scraping''' used by Lye in Rainbow Dance. The appearance is based on the optical printer's matte technique, e.g. promotes turning the silhouette of a figure into an abstract texture, with Lye using the figure as a hole in the background for a new space. Where this practice reflects the DVS's dynamic filling of shapes with texture, Lye's use includes an algorithmic conveyance of the optical printer. For where the free scraping of a character has not been associated with transitions in normal cinematic practice, Lye uses it as a transition, where e.g. the figure remains constant while the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Here both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and in the work with the optical printer this relationship can foster the fusion of the two appearances so that the scraping takes over the function of the flip-flop and becomes a stage transition. This use is particularly linked to the optical printer, and continues to be unlike many digital film machines, where the matte-based wipes and exposure-based dissolves and fades have all become intersectional parameters used in most editors' interfaces. .&lt;br /&gt;
&lt;br /&gt;
In continuation of this problem is also the split screen appearance, which as a technique goes back in both optical printer, video synthesizer and digital TV graphics. However, in the genealogy of this motif between the environments, we see an increasing spatial dynamics of the picture-in-picture, reflecting a changing parametric embedding in their algorithms. In the optical printer, the appearance comes from the math parameter, and this elaborate process is dynamized into &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the cut, position, size and skew become the new parameters that let the artist model and even animate each input signal. with immediate effect. The final limitation of the video synthesizer is that it can only modulate the image as a surface. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like integration of graphics into TV's photographic space, e.g. in the TV newspaper on DR1.&lt;br /&gt;
&lt;br /&gt;
The echo effect is seen in Lye's Rainbow Dance, where the bouncing silhouette exposes colored traces of the movement, and in Illuminated Music, where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif extends by Marey's photographs, where one stage of motion is exposed on the same photograph, so the result is a figure stretched in time and space. The appearance here comes from the optical printer, which exposes the subject several times on the same frame, but therefore it must also allow the movement to unfold in the surface so that it remains clear. Also in Beck, whose echoes are made by video feedback, the subject holds both space and time dimensions, with the repetition in space being a delay in time as the camera films the screen displaying its own image. But here, the video format reveals its essence in that it projects the echo into the depths of the image. The echo gradually merges and becomes a new figure, and its strident movements are direct traces of the feedback technique's cybernetic system, which is about to re-balance itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the six lead motif analyzes show, the question of the motive versus historical motivation of the motif is complex, and will probably rarely be answered as either / or. It is, on the other hand, a question that we can ask to examine the nuances of origin. Of course, we cannot isolate the artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and although a motif is widely conveyed by a filmmaker, it also requires an artist who has a hand on the machine or who makes it a work. However, the analyzes show that we can, however, strengthen our sensitivity to what new features in the subject may indicate the film machine's agent.&lt;br /&gt;
&lt;br /&gt;
The issue has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. On the other hand, our analytical search for demonstrable traces in the specific film works opens up to rephrase the issue into a film archaeological issue. What history would account for instead changing the focus to investigate the filmmakers' own history and to map their imitations, transformations and fractures?&lt;br /&gt;
&lt;br /&gt;
For this project, the algorithm acts as an obvious model that can form the basis for this study. First, it allows us to distinguish between a appearance and a parameter-based imitation of a subject, and secondly, the algorithm gives an expectation of what practice will be associated with a given film machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions for new film machines to be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between film machines, and what improvements, refinements and streamlining they bring, and (3) how these film machines' changing algorithms manifest themselves historically in the film language, since the canonized film story's invisibility of the machines at significant points could be challenged by the film history (s) of the filmmakers.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=294</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=294"/>
		<updated>2020-08-30T09:17:40Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that are used to show the world, while there are others that are hidden. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the expansion of reality that these motives offer us is at the same time obscuring the limitations of the single machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle (''Later note: I'm not sure that this is correct!!''). Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a cine-machine, because as we saw in the analysis of the motifs, cine-machines can also imitate each other, and thus a ''sign'' is not necessarily exclusive to one practice. In contrast, with the ''algorithm model'' we can consider the cine-machine not just as the sum of some motifs, but also as the union of motifs in movement. In the algorithm, they are systematized by virtue of their causal inputs and parameters, and this means that the algorithm is not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of my investigation in the concept of algorithm is that by identifying a filmmaker's algorithm, it can build an isomorphic relation with the other filmmakers. It is obvious to apply the I/O model to geometric equations such as Whitney's ''Arabesque'', but even in less obvious practices the difference between input, parameter and output contributes to a new paradigm. Gasparcolor's three strips can be understood as inputs, and assuming this premise ''Rainbow Dance'' is an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the film strips that are copied, but here the parameter concept makes us distinguish sharply between the parameter-like appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animating substance (e.g. paint) is utilized to resemble. Here, the rapid pace of the projector accentuates the viewer's primary perception on the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's ''A Color Box'', where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through a general I/O mode. For example, it does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's tendency towards symmetry and Beck's oscillator inputs have afforded motifs and movement patterns in the work. The mixer has lead to additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. Finally, the video feedback allowed the dots to transform through it's cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
At the same time, the use of the algorithm model to compare and map the processed filmmakers has given some clarity on how filmmakers imitate each other and how to treat this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and its function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the filmmakers can be seen as a systematization of the observations brought about by the study of the six leads. Common to these motives is that everyone can be observed in two or more of the film machines treated here. We can even show that their presence in the specific works is a trace of the used film machines, either as a symbol, a conveyance or an algorithmic necessity. But at the same time, they present us with an art-historical problem, because they also occur across film machines and environments. So how can we determine whether they are motivated by the film machine used (similar to a material-technological approach) or by the film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the dot in three movie environments. In all cases, it had a symbolic character feature, referring to the Arabesque digital pixel, the emulsion film's perforation in A Color Box, and the TV screen's grid lines in Illuminated Music. The similar phenomenon is thus charged with different meanings depending on the context of the environment. In A Color Box it is not the actual strip perforation we see, and the appearance is thus symbolic. In Arabesque, the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm calculates the screen in geometric points. Here is the dot computer's discrete minority that lets the circle pixelate and dissolve it into Arabesque's running points. Faced with this, Beck's dot appears as a unit that is both a building block, for example. in TV flicker, but which also in itself contains a flicker. That reality is not the digital discrete, but the analog divisibility of the video signal and the underlying vibrating alternating voltage.&lt;br /&gt;
&lt;br /&gt;
We found the gap from symmetry at Beck, but it was previously made on optical printers, among other things. in Pat O'Neill's 7362. In DVS, the subject is carried by the center reference signal of the VtP module, which is fundamental to the imaging of this synthesizer. The motif is found in Illuminated Music, e.g. where it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur along with false instances of the gulf, which seek to camouflage the distinction between natural and unnatural occurrences. In this, his use differs from O'Neill's use of symmetry as an abstraction strategy. O'Neill's use of the prominence for abstraction seems, in 7362, to be promoted by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. Later, in the digital environment, the gap has also found a popular spread in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth program.&lt;br /&gt;
&lt;br /&gt;
The wave is a central motif, both in Lye's A Color Box and at Beck. At Lye, the subject is a variation of the strip, which is an applied revitalization in direct film that confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it wave, he revitalizes another aspect of the projector, namely that it engages the continuous film strip in successive frames. At the same time, the wave creates another appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from rolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their propensity to wave only vertically is due to advances in the horizontal loading principle of the environment. Thus, a possible genealogy in the chemical-mechanical environment does not point to Lye's striping, but to weary scan photography, whose wave effects are horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The color blending of the filmmakers is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, chasm and wave. Nevertheless, the use of color holds deep traces of the filmmakers' algorithm. In Rainbow Dance, Lye used Gasparcolor as a filmmaker, considering the system's strips as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in color fantasy. But in addition, the process also allows him to release the color as an independent image element, for example. expresses kinetic energy as the three tennis players hit the ball, or contradict spatial dimensions, using Gasparcolor's color layer like the spatial stratification of the cell animation, but letting the front, middle and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image structure of the DVS, where it necessarily comes by form and motion, with the color chord module of the film machine filling in the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue, and it causes its blends to escape the pure light as substance. But, crucially, the DVS is not bound in this color process because Beck, with the VtP module, can program how to express specific interactions between surfaces in color. In this way, the film machine introduces a break with both Gasparcolor and the color printer of the optical printer, which in many ways prejudges the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the dynamic free scraping used by Lye in Rainbow Dance. The appearance is based on the optical printer's matte technique, e.g. promotes turning the silhouette of a figure into an abstract texture, with Lye using the figure as a hole in the background for a new space. Where this practice reflects the DVS's dynamic filling of shapes with texture, Lye's use includes an algorithmic conveyance of the optical printer. For where the free scraping of a character has not been associated with transitions in normal cinematic practice, Lye uses it as a transition, where e.g. the figure remains constant while the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Here both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and in the work with the optical printer this relationship can foster the fusion of the two appearances so that the scraping takes over the function of the flip-flop and becomes a stage transition. This use is particularly linked to the optical printer, and continues to be unlike many digital film machines, where the matte-based wipes and exposure-based dissolves and fades have all become intersectional parameters used in most editors' interfaces. .&lt;br /&gt;
&lt;br /&gt;
In continuation of this problem is also the split screen appearance, which as a technique goes back in both optical printer, video synthesizer and digital TV graphics. However, in the genealogy of this motif between the environments, we see an increasing spatial dynamics of the picture-in-picture, reflecting a changing parametric embedding in their algorithms. In the optical printer, the appearance comes from the math parameter, and this elaborate process is dynamized into &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the cut, position, size and skew become the new parameters that let the artist model and even animate each input signal. with immediate effect. The final limitation of the video synthesizer is that it can only modulate the image as a surface. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like integration of graphics into TV's photographic space, e.g. in the TV newspaper on DR1.&lt;br /&gt;
&lt;br /&gt;
The echo effect is seen in Lye's Rainbow Dance, where the bouncing silhouette exposes colored traces of the movement, and in Illuminated Music, where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif extends by Marey's photographs, where one stage of motion is exposed on the same photograph, so the result is a figure stretched in time and space. The appearance here comes from the optical printer, which exposes the subject several times on the same frame, but therefore it must also allow the movement to unfold in the surface so that it remains clear. Also in Beck, whose echoes are made by video feedback, the subject holds both space and time dimensions, with the repetition in space being a delay in time as the camera films the screen displaying its own image. But here, the video format reveals its essence in that it projects the echo into the depths of the image. The echo gradually merges and becomes a new figure, and its strident movements are direct traces of the feedback technique's cybernetic system, which is about to re-balance itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the six lead motif analyzes show, the question of the motive versus historical motivation of the motif is complex, and will probably rarely be answered as either / or. It is, on the other hand, a question that we can ask to examine the nuances of origin. Of course, we cannot isolate the artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and although a motif is widely conveyed by a filmmaker, it also requires an artist who has a hand on the machine or who makes it a work. However, the analyzes show that we can, however, strengthen our sensitivity to what new features in the subject may indicate the film machine's agent.&lt;br /&gt;
&lt;br /&gt;
The issue has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. On the other hand, our analytical search for demonstrable traces in the specific film works opens up to rephrase the issue into a film archaeological issue. What history would account for instead changing the focus to investigate the filmmakers' own history and to map their imitations, transformations and fractures?&lt;br /&gt;
&lt;br /&gt;
For this project, the algorithm acts as an obvious model that can form the basis for this study. First, it allows us to distinguish between a appearance and a parameter-based imitation of a subject, and secondly, the algorithm gives an expectation of what practice will be associated with a given film machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions for new film machines to be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between film machines, and what improvements, refinements and streamlining they bring, and (3) how these film machines' changing algorithms manifest themselves historically in the film language, since the canonized film story's invisibility of the machines at significant points could be challenged by the film history (s) of the filmmakers.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Institutions&amp;diff=293</id>
		<title>Institutions</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Institutions&amp;diff=293"/>
		<updated>2020-05-02T22:36:46Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Table data for `institution`&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+'''institution'''&lt;br /&gt;
|-&lt;br /&gt;
 ! Country&lt;br /&gt;
 ! City&lt;br /&gt;
 ! Name&lt;br /&gt;
 ! Notes&lt;br /&gt;
 ! Website&lt;br /&gt;
 ! Channel&lt;br /&gt;
 ! FB&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Anthology Film Archives&lt;br /&gt;
 | &lt;br /&gt;
 | http://anthologyfilmarchives.org/&lt;br /&gt;
 | https://vimeo.com/user4117674&lt;br /&gt;
 | https://www.facebook.com/AnthologyFilmArchives/&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Electronic Arts Intermix (EAI)&lt;br /&gt;
 | Founded in 1971, EAI is a nonprofit resource that fosters the creation, exhibition, distribution and preservation of media art.&lt;br /&gt;
 | http://www.eai.org&lt;br /&gt;
 | &lt;br /&gt;
 | https://www.facebook.com/electronicartsintermix/&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | Los Angeles&lt;br /&gt;
 | Center for Visual Music&lt;br /&gt;
 | Archive devoted to Visual Music, Experimental Animation and Abstract Media. Library, store, distributor, curator, research center&lt;br /&gt;
 | www.centerforvisualmusic.org&lt;br /&gt;
 | https://vimeo.com/user4392897&lt;br /&gt;
 | https://www.facebook.com/Center-for-Visual-Music-6429507219/&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | &lt;br /&gt;
 | Criterion Collection&lt;br /&gt;
 | &lt;br /&gt;
 | criterion.com &lt;br /&gt;
 | https://vimeo.com/criterioncollection&lt;br /&gt;
 | https://www.facebook.com/CriterionCollection&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Icarus Films&lt;br /&gt;
 | Icarus Films is a leading distributor of documentary films.&lt;br /&gt;
 | http://www.icarusfilms.com/&lt;br /&gt;
 | https://vimeo.com/icarusfilms&lt;br /&gt;
 | https://www.facebook.com/IcarusFilms/&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | San Francisco&lt;br /&gt;
 | San Francisco Cinematheque&lt;br /&gt;
 | Since its founding in 1961, San Francisco Cinematheque has tirelessly advocated for the increased recognition of non-mainstream works of artist-made avant-garde/experimental cinema. In its steadfast dedication to exhibiting works of aesthetically adventurous cinema from all historical eras and geo-political locales, Cinematheque celebrates the breadth and depth of this vibrant art form in all its myriad expressivities and provides its audiences with aesthetic experiences offered by no other Bay Area arts institution. By exhibiting work, creating publications and maintaining an important historical research archive, Cinematheque has, over the years, supported the careers of literally thousands of film/video artists has become a major nexus in the international avant-garde film community.&lt;br /&gt;
 | www.sfcinematheque.org&lt;br /&gt;
 | https://vimeo.com/sfcinematheque&lt;br /&gt;
 | https://www.facebook.com/sanfranciscocinematheque&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Experimental Television Center&lt;br /&gt;
 | Unofficial: https://vimeo.com/channels/202377&lt;br /&gt;
 | experimentaltvcenter.org&lt;br /&gt;
 | &lt;br /&gt;
 | https://www.facebook.com/groups/53364734892/&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | Los Angeles&lt;br /&gt;
 | Flicker Alley&lt;br /&gt;
 | &lt;br /&gt;
 | http://www.flickeralley.com/&lt;br /&gt;
 | https://vimeo.com/flickeralley&lt;br /&gt;
 | https://www.facebook.com/FlickerAlley&lt;br /&gt;
|-&lt;br /&gt;
 | France&lt;br /&gt;
 | Paris&lt;br /&gt;
 | Re:Voir&lt;br /&gt;
 | &lt;br /&gt;
 | www.re-voir.com&lt;br /&gt;
 | https://vimeo.com/revoir&lt;br /&gt;
 | https://www.facebook.com/ReVoirVideos&lt;br /&gt;
|-&lt;br /&gt;
 | UK&lt;br /&gt;
 | London&lt;br /&gt;
 | Exploding Cinema&lt;br /&gt;
 | &lt;br /&gt;
 | explodingcinema.org&lt;br /&gt;
 | https://vimeo.com/channels/exploding&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | Los Angeles&lt;br /&gt;
 | IotaCenter&lt;br /&gt;
 | &lt;br /&gt;
 | http://www.iotacenter.org/&lt;br /&gt;
 | https://www.youtube.com/user/iotacenter&lt;br /&gt;
 | https://www.facebook.com/iotaCenter&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Jerome Foundation&lt;br /&gt;
 | For Jerome Hill&lt;br /&gt;
 | www.jeromefdn.org&lt;br /&gt;
 | https://vimeo.com/jeromefoundation&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | Michigan&lt;br /&gt;
 | Ann Arbor Film Festival&lt;br /&gt;
 | &lt;br /&gt;
 | http://www.aafilmfest.org/&lt;br /&gt;
 | https://vimeo.com/annarborfilmfestival&lt;br /&gt;
 | https://www.facebook.com/pages/Ann-Arbor-Film-Festival/108629900233&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | Chicago&lt;br /&gt;
 | Chicago Film Archives&lt;br /&gt;
 | &lt;br /&gt;
 | http://www.chicagofilmarchives.org/&lt;br /&gt;
 | &lt;br /&gt;
 | https://www.facebook.com/pages/Chicago-Film-Archives/77924363258&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Cinema 16&lt;br /&gt;
 | New York City-based film society by Amos Vogel&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | San Francisco&lt;br /&gt;
 | Canyon Cinema&lt;br /&gt;
 | Bruce Baillie&lt;br /&gt;
 | http://canyoncinema.com/&lt;br /&gt;
 | &lt;br /&gt;
 | https://www.facebook.com/canyoncinema&lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Collective for Living Cinema&lt;br /&gt;
 | presented work by filmmakers such as Ken Jacobs, Johan van der Keuken, Yvonne Rainer, Christine Vachon, Dziga Vertov and many others&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | UK&lt;br /&gt;
 | London&lt;br /&gt;
 | London Film-Makers' Co-op&lt;br /&gt;
 | Merged with London Video Arts to form LUX&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | UK&lt;br /&gt;
 | London&lt;br /&gt;
 | London Video Arts (LVA)&lt;br /&gt;
 | Merged with London Film-Makers' Co-op to form LUX&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | UK&lt;br /&gt;
 | London&lt;br /&gt;
 | LUX&lt;br /&gt;
 | the merger of the London Film-Makers' Co-op and the original London Video Arts (later variously named London Video Access and London Electronic Arts)&lt;br /&gt;
 | http://www.lux.org.uk/&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | Millennium Film Workshop&lt;br /&gt;
 | a non-profit media arts center and cinema&lt;br /&gt;
 | http://millenniumfilm.org/&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | Austria&lt;br /&gt;
 | Vienna&lt;br /&gt;
 | sixpackfilm&lt;br /&gt;
 | behind the label Index DVD - since 2004&lt;br /&gt;
 | http://www.sixpackfilm.com/&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | New York&lt;br /&gt;
 | The Film-Makers' Cooperative aka The New American Cinema Group&lt;br /&gt;
 | an artist-run, non-profit organization founded in 1962 in New York City by Jonas Mekas, Shirley Clarke, Stan Brakhage, Gregory Markopoulos, Lloyd Michael Williams and other filmmakers to distribute avant-garde films.&lt;br /&gt;
 | http://film-makerscoop.com/&lt;br /&gt;
 | https://vimeo.com/nacgfmc&lt;br /&gt;
 | https://www.facebook.com/pages/Filmmakers-Co-op/182419586670?ref=hl&lt;br /&gt;
|-&lt;br /&gt;
 | Denmark&lt;br /&gt;
 | Copenhagen&lt;br /&gt;
 | Dansk Film Institut (DFI)&lt;br /&gt;
 | &lt;br /&gt;
 | http://dfi.dk/&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | Canada&lt;br /&gt;
 | Montreal&lt;br /&gt;
 | National Film Board of Canada&lt;br /&gt;
 | &lt;br /&gt;
 | https://www.nfb.ca/&lt;br /&gt;
 | https://www.youtube.com/user/nfb&lt;br /&gt;
 | https://www.facebook.com/nfb.ca&lt;br /&gt;
|-&lt;br /&gt;
 | USA&lt;br /&gt;
 | Los Angeles&lt;br /&gt;
 | California Institute of the Arts&lt;br /&gt;
 | Experimental Animation Department founded by Jules Engel&lt;br /&gt;
 | https://calarts.edu/&lt;br /&gt;
 | https://www.youtube.com/user/calarts&lt;br /&gt;
 | https://www.facebook.com/calarts&lt;br /&gt;
|-&lt;br /&gt;
 | Danmark&lt;br /&gt;
 | &lt;br /&gt;
 | ABCinema&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | Canada&lt;br /&gt;
 | Toronto&lt;br /&gt;
 | Canadian Filmmakers Distribution Centre (CFMDC)&lt;br /&gt;
 | CFMDC's collection ranges from the 1950s to the present, and includes some of Canada's most original and well-respected works of art.&lt;br /&gt;
&lt;br /&gt;
Based in Toronto, Canada, CFMDC was founded in 1967 by a group of visionary filmmakers with the goal of increasing distribution opportunities, audiences and visibility for artists' and independent film. CFMDC dedicates itself to distributing films which operate not simply outside of the mainstream, but which are innovative and diverse in their origins and expressions. &lt;br /&gt;
 | http://cfmdc.org/&lt;br /&gt;
 | &lt;br /&gt;
 | https://www.facebook.com/cfmdcmembers&lt;br /&gt;
|-&lt;br /&gt;
 | Germany&lt;br /&gt;
 | Berlin (Department of Musicology)&lt;br /&gt;
 | Media Archaeological Fundus&lt;br /&gt;
 | The Media Archaeological Fundus (MAF) is a collection of various electromechanical and mechanical artefacts as they developed throughout time. Its aim is to provide a perspective that may inspire modern thinking about technology and media within its epistemological implications beyond bare historiography. Students, researchers and interested people are welcome to visit but also examine the so called Dead Media technologies.&lt;br /&gt;
 | https://www.musikundmedien.hu-berlin.de/de/medienwissenschaft/medientheorien/fundus/media-archaeological-fundus&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | Rochester, New York&lt;br /&gt;
 | Visual Studies Workshop&lt;br /&gt;
 | Collection of Laterna Magica slides and &amp;quot;Portable Channel&amp;quot; collection, moving images collection and they release the &amp;quot;AfterImage&amp;quot; journal.&lt;br /&gt;
 | http://www.vsw.org/collections/&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | DK&lt;br /&gt;
 | Ørbæk, Odense&lt;br /&gt;
 | Broadcast Support&lt;br /&gt;
 | TV production and sells used DVE-systems. Run by Claes Kristensen (Snedker)&lt;br /&gt;
 | http://broadcastsupport.eu/&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | Canada&lt;br /&gt;
 | Montreal (Quebec)&lt;br /&gt;
 | Daniel Langlois Foundation&lt;br /&gt;
 | Founded in 1997 by [[Daniel Langlois]]. Includes collections on Frank Malina [http://www.fondation-langlois.org/html/e/page.php?NumPage=234], the Vasulkas [http://www.fondation-langlois.org/html/e/page.php?NumPage=461], Experimental Television Center [http://www.fondation-langlois.org/html/e/page.php?NumPage=350] and Electronic Arts Intermix [http://www.fondation-langlois.org/html/e/page.php?NumPage=135]&lt;br /&gt;
 | http://www.fondation-langlois.org/html/e/page.php?NumPage=513&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
 | US&lt;br /&gt;
 | San Francisco, California&lt;br /&gt;
 | Letterman Digital Arts Center&lt;br /&gt;
 | Founded by George Lucas - combined home of Lucasfilm and Industrial Light and Magic&lt;br /&gt;
 | [https://www.lucasfilm.com/campuses/san-francisco/]&lt;br /&gt;
 | &lt;br /&gt;
 | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=292</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=292"/>
		<updated>2020-04-20T19:17:58Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--* master thesis--&amp;gt;&lt;br /&gt;
* main&lt;br /&gt;
** Main_Page|welcome&lt;br /&gt;
** Cine-Machine_as_Method:_Preface|preface&lt;br /&gt;
** Cine-Machine_as_Method:_Introduction|introduction&lt;br /&gt;
** Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments&lt;br /&gt;
* environments&lt;br /&gt;
** overview of environments|overview&lt;br /&gt;
** optical environment|optical&lt;br /&gt;
** plastic-mechanic environment|plastic&lt;br /&gt;
** electronic environment|electronic&lt;br /&gt;
** digital environments|digital&lt;br /&gt;
** skeletons in the machine|skeletons in the machine&lt;br /&gt;
* case studies&lt;br /&gt;
** Cine-Machine_as_Method:_Algorithm and Animation in the Digital Environment|ARABESQUE&lt;br /&gt;
* conclusion&lt;br /&gt;
** Cine-Machine_as_Method:_Conclusion|conclusion&lt;br /&gt;
* domains&lt;br /&gt;
** domains|domains&lt;br /&gt;
* foundation&lt;br /&gt;
** What is film archaeology?|film archaeology&lt;br /&gt;
** Media models|media models&lt;br /&gt;
** Mediality_Materiality_Machine | mediality/materiality/machine&lt;br /&gt;
//** hi|randompage&lt;br /&gt;
* materiality and discourse&lt;br /&gt;
** Materiality and Discourse|intro&lt;br /&gt;
** Pure Cinema|pure cinema&lt;br /&gt;
** Pure Material|pure material&lt;br /&gt;
** Phenomenology and Scope|phenomenology and scope&lt;br /&gt;
** Meta-Film and Hypermedia|meta-film and hypermedia&lt;br /&gt;
* machines&lt;br /&gt;
** atlas of machines|atlas&lt;br /&gt;
* KIAS&lt;br /&gt;
** KIAS primer|KIAS primer&lt;br /&gt;
* ressources&lt;br /&gt;
** books|books&lt;br /&gt;
** institutions|institutions&lt;br /&gt;
//* navigation&lt;br /&gt;
//** mainpage|mainpage-description&lt;br /&gt;
//** recentchanges-url|recentchanges&lt;br /&gt;
//** randompage-url|randompage&lt;br /&gt;
//** helppage|help-mediawiki&lt;br /&gt;
//* SEARCH&lt;br /&gt;
//* TOOLBOX&lt;br /&gt;
//* LANGUAGES--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=291</id>
		<title>Welcome to Cine-Machines!</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=291"/>
		<updated>2020-04-20T19:17:34Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Cine-Machine as Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site is still under construction but please look around - I hope you find it interesting.&lt;br /&gt;
&lt;br /&gt;
== Cine-Machine as Method ==&lt;br /&gt;
I'm slowly translating and expanding my master thesis which can be read on these pages:&lt;br /&gt;
* introduction and background&lt;br /&gt;
** [[Cine-Machine_as_Method:_Preface|preface]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Introduction|introduction]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments]]&lt;br /&gt;
* environments&lt;br /&gt;
** [[overview of environments|overview]]&lt;br /&gt;
** [[optical environment|optical]]&lt;br /&gt;
** [[plastic-mechanic environment|plastic]]&lt;br /&gt;
** [[electronic environment|electronic]]&lt;br /&gt;
** [[digital environments|digital]]&lt;br /&gt;
** [[Skeletons_in_the_machine|skeletons in the machine]]&lt;br /&gt;
* case studies&lt;br /&gt;
** [[Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment|ARABESQUE]]&lt;br /&gt;
* conclusion&lt;br /&gt;
** [[Cine-Machine_as_Method:_Conclusion|conclusion]]&lt;br /&gt;
&lt;br /&gt;
== More resources ==&lt;br /&gt;
Also visit [http://vhs-fabrikken.dk VHS-fabrikken]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=290</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=290"/>
		<updated>2020-04-20T18:09:39Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This page is an automatic translation&lt;br /&gt;
As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that we can show our world with, while there are others that they cannot show. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the extension of reality that these motives offer us is at the same time obscuring the deficiencies of the machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle. Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a film machine, because as we saw in the analysis of the motifs, film machines can also imitate each other, and thus a sign is not necessarily exclusive to one practice. In contrast, the algorithm model lets us understand that we can consider not only the film machine as the sum of some motifs, but also as the union of motifs. Namely, in the algorithm, they are systematized by virtue of their causal inputs and parameters, and this leads to the algorithm not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of using the concept of algorithm is that the identification of a filmmaker's algorithm builds an isomorphic relation with the other filmmakers. It is obvious to apply the I / O model to geometric equations such as Whitney's Arabesque, but also in less obvious contexts the difference between input, parameter and output contributes with new thought paths. Gasparcolor's three strips can be understood as inputs, and with this observation Rainbow Dance is similar to an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the strips that are copied, but here a problem with the parameter concept causes us to distinguish more sharply between the appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animation fabric (e.g. paint) is applied to resemble. Here, the rapid pace of the projector contributes to us perceptually primarily perceiving the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's A Color Box, where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through an overall I / O model, for example. does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's propensity for symmetry and Beck's oscillator inputs have promoted motifs and movement patterns in the work. The mixer has promoted additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. And finally, the video feedback allowed the dots to transform with its cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
At the same time, the use of the algorithm model to compare and map the processed filmmakers has given some clarity on how filmmakers imitate each other and how to treat this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and its function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the filmmakers can be seen as a systematization of the observations brought about by the study of the six leads. Common to these motives is that everyone can be observed in two or more of the film machines treated here. We can even show that their presence in the specific works is a trace of the used film machines, either as a symbol, a conveyance or an algorithmic necessity. But at the same time, they present us with an art-historical problem, because they also occur across film machines and environments. So how can we determine whether they are motivated by the film machine used (similar to a material-technological approach) or by the film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the dot in three movie environments. In all cases, it had a symbolic character feature, referring to the Arabesque digital pixel, the emulsion film's perforation in A Color Box, and the TV screen's grid lines in Illuminated Music. The similar phenomenon is thus charged with different meanings depending on the context of the environment. In A Color Box it is not the actual strip perforation we see, and the appearance is thus symbolic. In Arabesque, the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm calculates the screen in geometric points. Here is the dot computer's discrete minority that lets the circle pixelate and dissolve it into Arabesque's running points. Faced with this, Beck's dot appears as a unit that is both a building block, for example. in TV flicker, but which also in itself contains a flicker. That reality is not the digital discrete, but the analog divisibility of the video signal and the underlying vibrating alternating voltage.&lt;br /&gt;
&lt;br /&gt;
We found the gap from symmetry at Beck, but it was previously made on optical printers, among other things. in Pat O'Neill's 7362. In DVS, the subject is carried by the center reference signal of the VtP module, which is fundamental to the imaging of this synthesizer. The motif is found in Illuminated Music, e.g. where it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur along with false instances of the gulf, which seek to camouflage the distinction between natural and unnatural occurrences. In this, his use differs from O'Neill's use of symmetry as an abstraction strategy. O'Neill's use of the prominence for abstraction seems, in 7362, to be promoted by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. Later, in the digital environment, the gap has also found a popular spread in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth program.&lt;br /&gt;
&lt;br /&gt;
The wave is a central motif, both in Lye's A Color Box and at Beck. At Lye, the subject is a variation of the strip, which is an applied revitalization in direct film that confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it wave, he revitalizes another aspect of the projector, namely that it engages the continuous film strip in successive frames. At the same time, the wave creates another appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from rolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their propensity to wave only vertically is due to advances in the horizontal loading principle of the environment. Thus, a possible genealogy in the chemical-mechanical environment does not point to Lye's striping, but to weary scan photography, whose wave effects are horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The color blending of the filmmakers is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, chasm and wave. Nevertheless, the use of color holds deep traces of the filmmakers' algorithm. In Rainbow Dance, Lye used Gasparcolor as a filmmaker, considering the system's strips as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in color fantasy. But in addition, the process also allows him to release the color as an independent image element, for example. expresses kinetic energy as the three tennis players hit the ball, or contradict spatial dimensions, using Gasparcolor's color layer like the spatial stratification of the cell animation, but letting the front, middle and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image structure of the DVS, where it necessarily comes by form and motion, with the color chord module of the film machine filling in the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue, and it causes its blends to escape the pure light as substance. But, crucially, the DVS is not bound in this color process because Beck, with the VtP module, can program how to express specific interactions between surfaces in color. In this way, the film machine introduces a break with both Gasparcolor and the color printer of the optical printer, which in many ways prejudges the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the dynamic free scraping used by Lye in Rainbow Dance. The appearance is based on the optical printer's matte technique, e.g. promotes turning the silhouette of a figure into an abstract texture, with Lye using the figure as a hole in the background for a new space. Where this practice reflects the DVS's dynamic filling of shapes with texture, Lye's use includes an algorithmic conveyance of the optical printer. For where the free scraping of a character has not been associated with transitions in normal cinematic practice, Lye uses it as a transition, where e.g. the figure remains constant while the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Here both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and in the work with the optical printer this relationship can foster the fusion of the two appearances so that the scraping takes over the function of the flip-flop and becomes a stage transition. This use is particularly linked to the optical printer, and continues to be unlike many digital film machines, where the matte-based wipes and exposure-based dissolves and fades have all become intersectional parameters used in most editors' interfaces. .&lt;br /&gt;
&lt;br /&gt;
In continuation of this problem is also the split screen appearance, which as a technique goes back in both optical printer, video synthesizer and digital TV graphics. However, in the genealogy of this motif between the environments, we see an increasing spatial dynamics of the picture-in-picture, reflecting a changing parametric embedding in their algorithms. In the optical printer, the appearance comes from the math parameter, and this elaborate process is dynamized into &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the cut, position, size and skew become the new parameters that let the artist model and even animate each input signal. with immediate effect. The final limitation of the video synthesizer is that it can only modulate the image as a surface. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like integration of graphics into TV's photographic space, e.g. in the TV newspaper on DR1.&lt;br /&gt;
&lt;br /&gt;
The echo effect is seen in Lye's Rainbow Dance, where the bouncing silhouette exposes colored traces of the movement, and in Illuminated Music, where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif extends by Marey's photographs, where one stage of motion is exposed on the same photograph, so the result is a figure stretched in time and space. The appearance here comes from the optical printer, which exposes the subject several times on the same frame, but therefore it must also allow the movement to unfold in the surface so that it remains clear. Also in Beck, whose echoes are made by video feedback, the subject holds both space and time dimensions, with the repetition in space being a delay in time as the camera films the screen displaying its own image. But here, the video format reveals its essence in that it projects the echo into the depths of the image. The echo gradually merges and becomes a new figure, and its strident movements are direct traces of the feedback technique's cybernetic system, which is about to re-balance itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the six lead motif analyzes show, the question of the motive versus historical motivation of the motif is complex, and will probably rarely be answered as either / or. It is, on the other hand, a question that we can ask to examine the nuances of origin. Of course, we cannot isolate the artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and although a motif is widely conveyed by a filmmaker, it also requires an artist who has a hand on the machine or who makes it a work. However, the analyzes show that we can, however, strengthen our sensitivity to what new features in the subject may indicate the film machine's agent.&lt;br /&gt;
&lt;br /&gt;
The issue has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. On the other hand, our analytical search for demonstrable traces in the specific film works opens up to rephrase the issue into a film archaeological issue. What history would account for instead changing the focus to investigate the filmmakers' own history and to map their imitations, transformations and fractures?&lt;br /&gt;
&lt;br /&gt;
For this project, the algorithm acts as an obvious model that can form the basis for this study. First, it allows us to distinguish between a appearance and a parameter-based imitation of a subject, and secondly, the algorithm gives an expectation of what practice will be associated with a given film machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions for new film machines to be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between film machines, and what improvements, refinements and streamlining they bring, and (3) how these film machines' changing algorithms manifest themselves historically in the film language, since the canonized film story's invisibility of the machines at significant points could be challenged by the film history (s) of the filmmakers.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=289</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=289"/>
		<updated>2020-04-20T18:08:56Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that we can show our world with, while there are others that they cannot show. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the extension of reality that these motives offer us is at the same time obscuring the deficiencies of the machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle. Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a film machine, because as we saw in the analysis of the motifs, film machines can also imitate each other, and thus a sign is not necessarily exclusive to one practice. In contrast, the algorithm model lets us understand that we can consider not only the film machine as the sum of some motifs, but also as the union of motifs. Namely, in the algorithm, they are systematized by virtue of their causal inputs and parameters, and this leads to the algorithm not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of using the concept of algorithm is that the identification of a filmmaker's algorithm builds an isomorphic relation with the other filmmakers. It is obvious to apply the I / O model to geometric equations such as Whitney's Arabesque, but also in less obvious contexts the difference between input, parameter and output contributes with new thought paths. Gasparcolor's three strips can be understood as inputs, and with this observation Rainbow Dance is similar to an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the strips that are copied, but here a problem with the parameter concept causes us to distinguish more sharply between the appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animation fabric (e.g. paint) is applied to resemble. Here, the rapid pace of the projector contributes to us perceptually primarily perceiving the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's A Color Box, where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through an overall I / O model, for example. does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's propensity for symmetry and Beck's oscillator inputs have promoted motifs and movement patterns in the work. The mixer has promoted additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. And finally, the video feedback allowed the dots to transform with its cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
At the same time, the use of the algorithm model to compare and map the processed filmmakers has given some clarity on how filmmakers imitate each other and how to treat this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and its function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the filmmakers can be seen as a systematization of the observations brought about by the study of the six leads. Common to these motives is that everyone can be observed in two or more of the film machines treated here. We can even show that their presence in the specific works is a trace of the used film machines, either as a symbol, a conveyance or an algorithmic necessity. But at the same time, they present us with an art-historical problem, because they also occur across film machines and environments. So how can we determine whether they are motivated by the film machine used (similar to a material-technological approach) or by the film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the dot in three movie environments. In all cases, it had a symbolic character feature, referring to the Arabesque digital pixel, the emulsion film's perforation in A Color Box, and the TV screen's grid lines in Illuminated Music. The similar phenomenon is thus charged with different meanings depending on the context of the environment. In A Color Box it is not the actual strip perforation we see, and the appearance is thus symbolic. In Arabesque, the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm calculates the screen in geometric points. Here is the dot computer's discrete minority that lets the circle pixelate and dissolve it into Arabesque's running points. Faced with this, Beck's dot appears as a unit that is both a building block, for example. in TV flicker, but which also in itself contains a flicker. That reality is not the digital discrete, but the analog divisibility of the video signal and the underlying vibrating alternating voltage.&lt;br /&gt;
&lt;br /&gt;
We found the gap from symmetry at Beck, but it was previously made on optical printers, among other things. in Pat O'Neill's 7362. In DVS, the subject is carried by the center reference signal of the VtP module, which is fundamental to the imaging of this synthesizer. The motif is found in Illuminated Music, e.g. where it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur along with false instances of the gulf, which seek to camouflage the distinction between natural and unnatural occurrences. In this, his use differs from O'Neill's use of symmetry as an abstraction strategy. O'Neill's use of the prominence for abstraction seems, in 7362, to be promoted by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. Later, in the digital environment, the gap has also found a popular spread in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth program.&lt;br /&gt;
&lt;br /&gt;
The wave is a central motif, both in Lye's A Color Box and at Beck. At Lye, the subject is a variation of the strip, which is an applied revitalization in direct film that confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it wave, he revitalizes another aspect of the projector, namely that it engages the continuous film strip in successive frames. At the same time, the wave creates another appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from rolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their propensity to wave only vertically is due to advances in the horizontal loading principle of the environment. Thus, a possible genealogy in the chemical-mechanical environment does not point to Lye's striping, but to weary scan photography, whose wave effects are horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The color blending of the filmmakers is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, chasm and wave. Nevertheless, the use of color holds deep traces of the filmmakers' algorithm. In Rainbow Dance, Lye used Gasparcolor as a filmmaker, considering the system's strips as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in color fantasy. But in addition, the process also allows him to release the color as an independent image element, for example. expresses kinetic energy as the three tennis players hit the ball, or contradict spatial dimensions, using Gasparcolor's color layer like the spatial stratification of the cell animation, but letting the front, middle and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image structure of the DVS, where it necessarily comes by form and motion, with the color chord module of the film machine filling in the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue, and it causes its blends to escape the pure light as substance. But, crucially, the DVS is not bound in this color process because Beck, with the VtP module, can program how to express specific interactions between surfaces in color. In this way, the film machine introduces a break with both Gasparcolor and the color printer of the optical printer, which in many ways prejudges the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the dynamic free scraping used by Lye in Rainbow Dance. The appearance is based on the optical printer's matte technique, e.g. promotes turning the silhouette of a figure into an abstract texture, with Lye using the figure as a hole in the background for a new space. Where this practice reflects the DVS's dynamic filling of shapes with texture, Lye's use includes an algorithmic conveyance of the optical printer. For where the free scraping of a character has not been associated with transitions in normal cinematic practice, Lye uses it as a transition, where e.g. the figure remains constant while the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Here both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and in the work with the optical printer this relationship can foster the fusion of the two appearances so that the scraping takes over the function of the flip-flop and becomes a stage transition. This use is particularly linked to the optical printer, and continues to be unlike many digital film machines, where the matte-based wipes and exposure-based dissolves and fades have all become intersectional parameters used in most editors' interfaces. .&lt;br /&gt;
&lt;br /&gt;
In continuation of this problem is also the split screen appearance, which as a technique goes back in both optical printer, video synthesizer and digital TV graphics. However, in the genealogy of this motif between the environments, we see an increasing spatial dynamics of the picture-in-picture, reflecting a changing parametric embedding in their algorithms. In the optical printer, the appearance comes from the math parameter, and this elaborate process is dynamized into &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the cut, position, size and skew become the new parameters that let the artist model and even animate each input signal. with immediate effect. The final limitation of the video synthesizer is that it can only modulate the image as a surface. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like integration of graphics into TV's photographic space, e.g. in the TV newspaper on DR1.&lt;br /&gt;
&lt;br /&gt;
The echo effect is seen in Lye's Rainbow Dance, where the bouncing silhouette exposes colored traces of the movement, and in Illuminated Music, where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif extends by Marey's photographs, where one stage of motion is exposed on the same photograph, so the result is a figure stretched in time and space. The appearance here comes from the optical printer, which exposes the subject several times on the same frame, but therefore it must also allow the movement to unfold in the surface so that it remains clear. Also in Beck, whose echoes are made by video feedback, the subject holds both space and time dimensions, with the repetition in space being a delay in time as the camera films the screen displaying its own image. But here, the video format reveals its essence in that it projects the echo into the depths of the image. The echo gradually merges and becomes a new figure, and its strident movements are direct traces of the feedback technique's cybernetic system, which is about to re-balance itself.&lt;br /&gt;
&lt;br /&gt;
== The machine genealogy as a film-historiographical approach ==&lt;br /&gt;
As the six lead motif analyzes show, the question of the motive versus historical motivation of the motif is complex, and will probably rarely be answered as either / or. It is, on the other hand, a question that we can ask to examine the nuances of origin. Of course, we cannot isolate the artist from the influence of cinematic history - let alone the influence of reality, psychology and other arts - and although a motif is widely conveyed by a filmmaker, it also requires an artist who has a hand on the machine or who makes it a work. However, the analyzes show that we can, however, strengthen our sensitivity to what new features in the subject may indicate the film machine's agent.&lt;br /&gt;
&lt;br /&gt;
The issue has been discussed in modern art history since Semper and Riegl's time, and it may not stand as such to solve. On the other hand, our analytical search for demonstrable traces in the specific film works opens up to rephrase the issue into a film archaeological issue. What history would account for instead changing the focus to investigate the filmmakers' own history and to map their imitations, transformations and fractures?&lt;br /&gt;
&lt;br /&gt;
For this project, the algorithm acts as an obvious model that can form the basis for this study. First, it allows us to distinguish between a appearance and a parameter-based imitation of a subject, and secondly, the algorithm gives an expectation of what practice will be associated with a given film machine.&lt;br /&gt;
&lt;br /&gt;
However, this requires a broader historical study that takes into account: (1) the economic and cultural motivations and conditions for new film machines to be invented and developed, (2) a mapping of the concrete imitations and exchanges that occur between film machines, and what improvements, refinements and streamlining they bring, and (3) how these film machines' changing algorithms manifest themselves historically in the film language, since the canonized film story's invisibility of the machines at significant points could be challenged by the film history (s) of the filmmakers.&lt;br /&gt;
&lt;br /&gt;
== The digital filmmaker ==&lt;br /&gt;
However, the formulation of the film machine method's further possibility as a genealogical project is not purely a historical matter. It is as much a matter of understanding the mechanical dynamics that have become even more relevant with the spread of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Finally, I will grab the ball from Chapter 2 and ask how the filmmaker can explain (mis) the use of analog noise in the DR documentary Skeletons in Tax. Considered static, the series is problematic because it (1) mixes noise from separate environments and (2) consistently associates visible framelines with clips in the movie - two features that both indicate that the previous indexes are being detached from their machine context in the digital environment.&lt;br /&gt;
&lt;br /&gt;
These errors also become evident if you consider them from the film machine's method. But on the contrary, they can now also be considered as traces of the digital editing program if one wants to look for a deeper root cause than the creators are just ignorant or playing postmodern.&lt;br /&gt;
&lt;br /&gt;
The typical digital editor's interface is built on a timeline where clips are sequenced and cropped. These clips that come from outside are the program's inputs. In addition, I want to highlight two parameters: First, filters that you put over one (or more) clip, e.g. to make the clip black and white, slow motion, out of focus, etc. Second, transitions that you put between two clips to determine a transition - more or less like the transitions between slides in PowerPoint.&lt;br /&gt;
&lt;br /&gt;
Having identified the program algorithm, it is now possible to demonstrate that the DR series use of noise is a practice promoted by the program algorithm. The first type of error may indicate that the emulsion film scratches and error exposure and the flicker and scanlines of the video are all appearances for the filter parameter. Ie those in the interface are presented as the same tool - e.g. as an effect that adds graphic depth or texture to the image. Similarly, we can assume that the second error with visible framelines is an appearance on the transition parameter, that is, along with the optical printer wipes, Scanimate's skewed &amp;quot;raster scan&amp;quot; transitions and digital 3D cubes - in which case the film machine even promotes it. consistent use of the effect of clips.&lt;br /&gt;
However, these problems must not lead to a general condemnation of the digital environment, because it is precisely a practice associated with specific film machines (programs) and not, for example. the computer as such.&lt;br /&gt;
&lt;br /&gt;
In the history of filmmakers, we have seen that these imitations where some aspects are reduced while others are expanded are terms. However, these genealogies at the same time require that we become aware of these processes. In particular, the spread of digital film (and image) machines has a huge impact on creative practice. An example could be the Instagram photo app, which offers filters such as polaroid, pixelation, solarization, etc. These terms were originally associated with special apparatus and developing techniques that required money, time and technical talent to use. But with apps and software, there is a landslide where the appearances become economized, streamlined and automated so everyone can use them. Ie the appearances that were initially technical and experimental become democratized when acquired by users through their own creative practices.&lt;br /&gt;
&lt;br /&gt;
The algorithmic model of the filmmaker method can then add that the appearances in Instagram are also being conventionalized. Because just like in the editor, the algorithmic scheme in filters has an impact on practice. But in addition to the mixing of machines and environments as the filter risks, there is also a significant parametric reduction. For instead of imitating e.g. the parameters of the dark chamber, such as the temperature, concentration and application times of the chemicals, are merely imitated the end products, ie appearances such as solarization, sepia, 8mm noise, etc.&lt;br /&gt;
&lt;br /&gt;
However, when comparing Instagram with Adobe Photoshop, it becomes clear that digital cannot be generalized into one category. For in Photoshop, there is precisely a similarly wide range of parameters that can be used. Ift. the film machines here could point to Adobe AfterEffects, which is a key-frame-based editor. The program thus promotes a practice that is full of parameters and just as cumbersome as working with the optical printer. And many of its algorithmic capabilities are not just imitations and simulations of previous filmmakers' techniques - they even go so far into the digital environment that the user can program plug-ins for their effects themselves.&lt;br /&gt;
&lt;br /&gt;
Here, the algorithm model can become a critical tool for accessing these interfaces, as the method contributes to a central distinction between input, parameter, output and appearance, as well as principles for how these conditions can be detected and influenced in works.&lt;br /&gt;
&lt;br /&gt;
The film machine method is in opposition to both digital aesthetics and traditional film studies. Ift. aforementioned, because the subject field is fundamentally expanded to include all four environments. And according to the latter, because the method challenges the traditional concept of works, since works are now empirical to illuminate the film machine as an object. With these two crucial differences, it is possible with the history of the film machine not to read digital as a newcomer, but as a return to 19th-century optomechanical film machines, where (rich) children and adults also owned zoetropes, laterna magica, flip books and kaleidoscopes , and spent hours exploring and imprisoning them.&lt;br /&gt;
&lt;br /&gt;
The use here was recreational and playful, and it was not intended to create works, but merely a diversion for the individual user. But the aesthetic exploration that lay in this process was not fruitless for this reason. For example. a large part of the apparatus was categorized as &amp;quot;philosophical toys&amp;quot; with reference to e.g. the thaumatrope and zoetrope made newly discovered perceptual phenomena such as the phi effect and the inertia of the eye experience for the user, in that you can turn the disc or drum yourself and watch the figures merge and come alive.&lt;br /&gt;
&lt;br /&gt;
Thus, while the perceptual and the substantive are mediated by an artist or operator in traditional works, the digital interactivity promotes a possible return of the user, who himself acquires the perceptual and substantive behavior of the algorithm and seeks their association. The finished works can in this light be seen as a &amp;quot;frozen play&amp;quot;, which the archaeological study of the film machine behind can &amp;quot;animate&amp;quot;. With this, the theory of the filmmaker not only becomes a checklist for whether this or that motive is now also used in the work of a specific filmmaker, but also a question that the work can be brought back to life when we know its filmmaking origins and can enter into dialogue with the poetics that the artist has explored.&lt;br /&gt;
&lt;br /&gt;
In addition, this aesthetically-creative supplement to the filmmaker method can illuminate how the acquisition of an algorithm allows us to experience the legalities contained in the individual technologies and environments. For man, not only interact with film machines, but also through them. They let us interact with algorithms that we acquire, whatever this algorithm derives from a geometric equation (Whitney), projector and strip synthesis (Lye), analog electronic systems (Beck), optics laws (Wilfred), simulations of our own reality (3D programs), alternate realities, or our perception (Zoetropen). And while these topics are as diverse as there are different filmmakers, they do share a principle: that the filmmaker lets algorithms become experienced cinematographically.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=288</id>
		<title>Cine-Machine as Method: Conclusion</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Conclusion&amp;diff=288"/>
		<updated>2020-04-20T18:06:47Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: Created page with &amp;quot;As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that we can show our world with, while there are others tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the kaleidoscope initially showed, the built-in algorithms of filmmakers mean that there are certain appearances that we can show our world with, while there are others that they cannot show. Their possibilities of appearance may seem endless and seductive, but we must keep in mind that the extension of reality that these motives offer us is at the same time obscuring the deficiencies of the machine. For example. when Beck's DVS amazes us with water-like beauty but can't draw a circle. Or when Whitney's Arabesque program can calculate 360 ​​points in a split second, but is bound by geometric laws.&lt;br /&gt;
&lt;br /&gt;
However, motifs alone cannot delineate a film machine, because as we saw in the analysis of the motifs, film machines can also imitate each other, and thus a sign is not necessarily exclusive to one practice. In contrast, the algorithm model lets us understand that we can consider not only the film machine as the sum of some motifs, but also as the union of motifs. Namely, in the algorithm, they are systematized by virtue of their causal inputs and parameters, and this leads to the algorithm not only producing images but also latently animating them as it dictates the kinetic behavior of an appearance, e.g. in the form of movement, transformation and variation possibilities.&lt;br /&gt;
&lt;br /&gt;
== The algorithm in 5 film machines ==&lt;br /&gt;
One of the interesting results of using the concept of algorithm is that the identification of a filmmaker's algorithm builds an isomorphic relation with the other filmmakers. It is obvious to apply the I / O model to geometric equations such as Whitney's Arabesque, but also in less obvious contexts the difference between input, parameter and output contributes with new thought paths. Gasparcolor's three strips can be understood as inputs, and with this observation Rainbow Dance is similar to an algorithmic exploration of the technique. The optical printer has also provided inputs in the form of the strips that are copied, but here a problem with the parameter concept causes us to distinguish more sharply between the appearances (wipes, multi-exposure, split screen, slow-motion, etc.) from the actual parameters that are, so to speak, the &amp;quot;buttons&amp;quot; on the machine, ie matte, exposure, sequencer, etc.&lt;br /&gt;
&lt;br /&gt;
The application of the model to the projector-and-strip machine in direct film requires a more abstract interpretation of the concept, since the parameters here may be the optical predicates that the animation fabric (e.g. paint) is applied to resemble. Here, the rapid pace of the projector contributes to us perceptually primarily perceiving the predicates and not their carrying objects, and it opened to an algorithmic interpretation of Lye's A Color Box, where he varies the basic technical motifs by crossing and merging their predicative association chains.&lt;br /&gt;
&lt;br /&gt;
Finally, the model was also used on Beck's Direct Video Synthesizer, although this complex film machine is poorly represented through an overall I / O model, for example. does not take into account the possible patches or the more precise interaction between the modules. However, we can see how both VtP's propensity for symmetry and Beck's oscillator inputs have promoted motifs and movement patterns in the work. The mixer has promoted additive as well as parametric-programmed color mixing, which also contributes to new movement patterns, e.g. in the form of the yin-yang motif. And finally, the video feedback allowed the dots to transform with its cybernetic system.&lt;br /&gt;
&lt;br /&gt;
== The 6 motifs ==&lt;br /&gt;
At the same time, the use of the algorithm model to compare and map the processed filmmakers has given some clarity on how filmmakers imitate each other and how to treat this genealogy. The most important points here are to distinguish between input and parameter, to distinguish between parameter and appearance, and between the appearance itself and its function in the work.&lt;br /&gt;
&lt;br /&gt;
This genealogical approach to the filmmakers can be seen as a systematization of the observations brought about by the study of the six leads. Common to these motives is that everyone can be observed in two or more of the film machines treated here. We can even show that their presence in the specific works is a trace of the used film machines, either as a symbol, a conveyance or an algorithmic necessity. But at the same time, they present us with an art-historical problem, because they also occur across film machines and environments. So how can we determine whether they are motivated by the film machine used (similar to a material-technological approach) or by the film history (a hermeneutic-iconographic approach).&lt;br /&gt;
&lt;br /&gt;
We found the dot in three movie environments. In all cases, it had a symbolic character feature, referring to the Arabesque digital pixel, the emulsion film's perforation in A Color Box, and the TV screen's grid lines in Illuminated Music. The similar phenomenon is thus charged with different meanings depending on the context of the environment. In A Color Box it is not the actual strip perforation we see, and the appearance is thus symbolic. In Arabesque, the dot, in contrast, is the pixel of the computer screen, which reflects that Whitney's algorithm calculates the screen in geometric points. Here is the dot computer's discrete minority that lets the circle pixelate and dissolve it into Arabesque's running points. Faced with this, Beck's dot appears as a unit that is both a building block, for example. in TV flicker, but which also in itself contains a flicker. That reality is not the digital discrete, but the analog divisibility of the video signal and the underlying vibrating alternating voltage.&lt;br /&gt;
&lt;br /&gt;
We found the gap from symmetry at Beck, but it was previously made on optical printers, among other things. in Pat O'Neill's 7362. In DVS, the subject is carried by the center reference signal of the VtP module, which is fundamental to the imaging of this synthesizer. The motif is found in Illuminated Music, e.g. where it divides the screen into bilateral symmetry. Beck, however, chooses to let these occur along with false instances of the gulf, which seek to camouflage the distinction between natural and unnatural occurrences. In this, his use differs from O'Neill's use of symmetry as an abstraction strategy. O'Neill's use of the prominence for abstraction seems, in 7362, to be promoted by the optical printer because he uses the effect in interaction with other of the printer's abstracting features, notably multi-exposure and colorful solarization. Later, in the digital environment, the gap has also found a popular spread in the form of &amp;quot;mirror effect&amp;quot; in Apple's PhotoBooth program.&lt;br /&gt;
&lt;br /&gt;
The wave is a central motif, both in Lye's A Color Box and at Beck. At Lye, the subject is a variation of the strip, which is an applied revitalization in direct film that confronts the viewer with the reality of the strip as it runs vertically through the projector. As Lye deflects the continuous line to make it wave, he revitalizes another aspect of the projector, namely that it engages the continuous film strip in successive frames. At the same time, the wave creates another appearance where the line appears to vibrate on the spot. As a result, the arrangement of paint on the strip is not only based on static optical predicates, but also creates new forms of motion. In comparison, the wave at Beck is almost opposite to Lye's frantic fragmentation. Beck's waves are calm and stable in the image, and they serve as demonstrations of the VtP module's ability to translate the oscillator signal from rolling, horizontal lines to graphical waves reminiscent of the oscilloscope's screen. Their propensity to wave only vertically is due to advances in the horizontal loading principle of the environment. Thus, a possible genealogy in the chemical-mechanical environment does not point to Lye's striping, but to weary scan photography, whose wave effects are horizontally oriented, due to the vertical loading principle of the camera shutter.&lt;br /&gt;
&lt;br /&gt;
The color blending of the filmmakers is yet another motif that goes across multiple environments, although it is not a figure in the same sense as the dot, chasm and wave. Nevertheless, the use of color holds deep traces of the filmmakers' algorithm. In Rainbow Dance, Lye used Gasparcolor as a filmmaker, considering the system's strips as three separate algorithm inputs rather than as one unified rendering system. The algorithmic practice leads him to an unreal and synthetic use of color, where he exchanges color channels in color fantasy. But in addition, the process also allows him to release the color as an independent image element, for example. expresses kinetic energy as the three tennis players hit the ball, or contradict spatial dimensions, using Gasparcolor's color layer like the spatial stratification of the cell animation, but letting the front, middle and background collapse through color changes. Contrary to Lye's practice, color is embedded in the image structure of the DVS, where it necessarily comes by form and motion, with the color chord module of the film machine filling in the surfaces first drawn by the VtP module. On the video screen, these colors are created by the additive color blend (as opposed to the subtractive of the strip) of red, green and blue, and it causes its blends to escape the pure light as substance. But, crucially, the DVS is not bound in this color process because Beck, with the VtP module, can program how to express specific interactions between surfaces in color. In this way, the film machine introduces a break with both Gasparcolor and the color printer of the optical printer, which in many ways prejudges the programmability of the digital environment.&lt;br /&gt;
&lt;br /&gt;
Closely related is the dynamic free scraping used by Lye in Rainbow Dance. The appearance is based on the optical printer's matte technique, e.g. promotes turning the silhouette of a figure into an abstract texture, with Lye using the figure as a hole in the background for a new space. Where this practice reflects the DVS's dynamic filling of shapes with texture, Lye's use includes an algorithmic conveyance of the optical printer. For where the free scraping of a character has not been associated with transitions in normal cinematic practice, Lye uses it as a transition, where e.g. the figure remains constant while the background changes, and vice versa. This practice is obvious if one considers it from the optical printer's algorithm: Here both collage and &amp;quot;wipe&amp;quot; appearances are made by using the matte parameter, and in the work with the optical printer this relationship can foster the fusion of the two appearances so that the scraping takes over the function of the flip-flop and becomes a stage transition. This use is particularly linked to the optical printer, and continues to be unlike many digital film machines, where the matte-based wipes and exposure-based dissolves and fades have all become intersectional parameters used in most editors' interfaces. .&lt;br /&gt;
&lt;br /&gt;
In continuation of this problem is also the split screen appearance, which as a technique goes back in both optical printer, video synthesizer and digital TV graphics. However, in the genealogy of this motif between the environments, we see an increasing spatial dynamics of the picture-in-picture, reflecting a changing parametric embedding in their algorithms. In the optical printer, the appearance comes from the math parameter, and this elaborate process is dynamized into &amp;quot;raster scan&amp;quot; synthesizers like Scanimate, where the cut, position, size and skew become the new parameters that let the artist model and even animate each input signal. with immediate effect. The final limitation of the video synthesizer is that it can only modulate the image as a surface. By contrast, digital 3D programs allow graphics to be reshaped and adapt to curved surfaces and spaces - a trend that can still be seen in the augmented reality-like integration of graphics into TV's photographic space, e.g. in the TV newspaper on DR1.&lt;br /&gt;
&lt;br /&gt;
The echo effect is seen in Lye's Rainbow Dance, where the bouncing silhouette exposes colored traces of the movement, and in Illuminated Music, where the dancing dots multiply toward the center of the image and merge to form a star. In Lye, the motif extends by Marey's photographs, where one stage of motion is exposed on the same photograph, so the result is a figure stretched in time and space. The appearance here comes from the optical printer, which exposes the subject several times on the same frame, but therefore it must also allow the movement to unfold in the surface so that it remains clear. Also in Beck, whose echoes are made by video feedback, the subject holds both space and time dimensions, with the repetition in space being a delay in time as the camera films the screen displaying its own image. But here, the video format reveals its essence in that it projects the echo into the depths of the image. The echo gradually merges and becomes a new figure, and its strident movements are direct traces of the feedback technique's cybernetic system, which is about to re-balance itself.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=287</id>
		<title>Welcome to Cine-Machines!</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=287"/>
		<updated>2020-04-20T18:01:39Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Cine-Machine as Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site is still under construction but please look around - I hope you find it interesting.&lt;br /&gt;
&lt;br /&gt;
== Cine-Machine as Method ==&lt;br /&gt;
I'm slowly translating and expanding my master thesis which can be read on these pages:&lt;br /&gt;
* introduction and background&lt;br /&gt;
** [[Cine-Machine_as_Method:_Preface|preface]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Introduction|introduction]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments]]&lt;br /&gt;
* environments&lt;br /&gt;
** [[overview of environments|overview]]&lt;br /&gt;
** [[optical environment|optical]]&lt;br /&gt;
** [[plastic-mechanic environment|plastic]]&lt;br /&gt;
** [[electronic environment|electronic]]&lt;br /&gt;
** [[digital environments|digital]]&lt;br /&gt;
** [[Skeletons_in_the_machine|skeletons in the machine]]&lt;br /&gt;
* case studies&lt;br /&gt;
** [[Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment|ARABESQUE]]&lt;br /&gt;
* conclusion&lt;br /&gt;
** [[Cine-Machine_as_Method:_Conclusion|Conclusion]]&lt;br /&gt;
&lt;br /&gt;
== More resources ==&lt;br /&gt;
Also visit [http://vhs-fabrikken.dk VHS-fabrikken]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=286</id>
		<title>Welcome to Cine-Machines!</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=286"/>
		<updated>2020-04-20T18:00:10Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* More resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site is still under construction but please look around - I hope you find it interesting.&lt;br /&gt;
&lt;br /&gt;
== Cine-Machine as Method ==&lt;br /&gt;
I'm slowly translating and expanding my master thesis which can be read on these pages:&lt;br /&gt;
* master thesis&lt;br /&gt;
** [[Cine-Machine_as_Method:_Preface|preface]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Introduction|introduction]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments]]&lt;br /&gt;
* environments&lt;br /&gt;
** [[overview of environments|overview]]&lt;br /&gt;
** [[optical environment|optical]]&lt;br /&gt;
** [[plastic-mechanic environment|plastic]]&lt;br /&gt;
** [[electronic environment|electronic]]&lt;br /&gt;
** [[digital environments|digital]]&lt;br /&gt;
** [[Skeletons_in_the_machine|skeletons in the machine]]&lt;br /&gt;
* case studies&lt;br /&gt;
** [[Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment|ARABESQUE]]&lt;br /&gt;
&lt;br /&gt;
== More resources ==&lt;br /&gt;
Also visit [http://vhs-fabrikken.dk VHS-fabrikken]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=285</id>
		<title>Welcome to Cine-Machines!</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=285"/>
		<updated>2020-04-20T17:59:49Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site is still under construction but please look around - I hope you find it interesting.&lt;br /&gt;
&lt;br /&gt;
== Cine-Machine as Method ==&lt;br /&gt;
I'm slowly translating and expanding my master thesis which can be read on these pages:&lt;br /&gt;
* master thesis&lt;br /&gt;
** [[Cine-Machine_as_Method:_Preface|preface]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Introduction|introduction]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments]]&lt;br /&gt;
* environments&lt;br /&gt;
** [[overview of environments|overview]]&lt;br /&gt;
** [[optical environment|optical]]&lt;br /&gt;
** [[plastic-mechanic environment|plastic]]&lt;br /&gt;
** [[electronic environment|electronic]]&lt;br /&gt;
** [[digital environments|digital]]&lt;br /&gt;
** [[Skeletons_in_the_machine|skeletons in the machine]]&lt;br /&gt;
* case studies&lt;br /&gt;
** [[Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment|ARABESQUE]]&lt;br /&gt;
&lt;br /&gt;
== More resources ==&lt;br /&gt;
Also visit [[http://vhs-fabrikken.dk|VHS-fabrikken]]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Main_Page&amp;diff=284</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Main_Page&amp;diff=284"/>
		<updated>2020-04-20T17:57:24Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: Kzxpr moved page Main Page to Welcome to Cine-Machines!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Welcome to Cine-Machines!]]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=283</id>
		<title>Welcome to Cine-Machines!</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=283"/>
		<updated>2020-04-20T17:57:23Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: Kzxpr moved page Main Page to Welcome to Cine-Machines!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to CineMachines.net! ==&lt;br /&gt;
This site is still under construction but please look around - I hope you find it interesting.&lt;br /&gt;
&lt;br /&gt;
I'm slowly translating and expanding my master thesis which can be read on these pages:&lt;br /&gt;
* master thesis&lt;br /&gt;
** [[Cine-Machine_as_Method:_Preface|preface]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Introduction|introduction]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments]]&lt;br /&gt;
* environments&lt;br /&gt;
** [[overview of environments|overview]]&lt;br /&gt;
** [[optical environment|optical]]&lt;br /&gt;
** [[plastic-mechanic environment|plastic]]&lt;br /&gt;
** [[electronic environment|electronic]]&lt;br /&gt;
** [[digital environments|digital]]&lt;br /&gt;
* case studies&lt;br /&gt;
** [[Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment|ARABESQUE]]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=282</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=282"/>
		<updated>2020-04-20T17:56:15Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--* master thesis--&amp;gt;&lt;br /&gt;
* main&lt;br /&gt;
** Main_Page|welcome&lt;br /&gt;
** Cine-Machine_as_Method:_Preface|preface&lt;br /&gt;
** Cine-Machine_as_Method:_Introduction|introduction&lt;br /&gt;
** Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments&lt;br /&gt;
* environments&lt;br /&gt;
** overview of environments|overview&lt;br /&gt;
** optical environment|optical&lt;br /&gt;
** plastic-mechanic environment|plastic&lt;br /&gt;
** electronic environment|electronic&lt;br /&gt;
** digital environments|digital&lt;br /&gt;
** skeletons in the machine|skeletons in the machine&lt;br /&gt;
* case studies&lt;br /&gt;
** Cine-Machine_as_Method:_Algorithm and Animation in the Digital Environment|ARABESQUE&lt;br /&gt;
* domains&lt;br /&gt;
** domains|domains&lt;br /&gt;
* foundation&lt;br /&gt;
** What is film archaeology?|film archaeology&lt;br /&gt;
** Media models|media models&lt;br /&gt;
** Mediality_Materiality_Machine | mediality/materiality/machine&lt;br /&gt;
//** hi|randompage&lt;br /&gt;
* materiality and discourse&lt;br /&gt;
** Materiality and Discourse|intro&lt;br /&gt;
** Pure Cinema|pure cinema&lt;br /&gt;
** Pure Material|pure material&lt;br /&gt;
** Phenomenology and Scope|phenomenology and scope&lt;br /&gt;
** Meta-Film and Hypermedia|meta-film and hypermedia&lt;br /&gt;
* machines&lt;br /&gt;
** atlas of machines|atlas&lt;br /&gt;
* KIAS&lt;br /&gt;
** KIAS primer|KIAS primer&lt;br /&gt;
* ressources&lt;br /&gt;
** books|books&lt;br /&gt;
** institutions|institutions&lt;br /&gt;
//* navigation&lt;br /&gt;
//** mainpage|mainpage-description&lt;br /&gt;
//** recentchanges-url|recentchanges&lt;br /&gt;
//** randompage-url|randompage&lt;br /&gt;
//** helppage|help-mediawiki&lt;br /&gt;
//* SEARCH&lt;br /&gt;
//* TOOLBOX&lt;br /&gt;
//* LANGUAGES--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=281</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=281"/>
		<updated>2020-04-20T17:56:03Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--* master thesis--&amp;gt;&lt;br /&gt;
* Main&lt;br /&gt;
** Main_Page|welcome&lt;br /&gt;
** Cine-Machine_as_Method:_Preface|preface&lt;br /&gt;
** Cine-Machine_as_Method:_Introduction|introduction&lt;br /&gt;
** Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments&lt;br /&gt;
* environments&lt;br /&gt;
** overview of environments|overview&lt;br /&gt;
** optical environment|optical&lt;br /&gt;
** plastic-mechanic environment|plastic&lt;br /&gt;
** electronic environment|electronic&lt;br /&gt;
** digital environments|digital&lt;br /&gt;
** skeletons in the machine|skeletons in the machine&lt;br /&gt;
* case studies&lt;br /&gt;
** Cine-Machine_as_Method:_Algorithm and Animation in the Digital Environment|ARABESQUE&lt;br /&gt;
* domains&lt;br /&gt;
** domains|domains&lt;br /&gt;
* foundation&lt;br /&gt;
** What is film archaeology?|film archaeology&lt;br /&gt;
** Media models|media models&lt;br /&gt;
** Mediality_Materiality_Machine | mediality/materiality/machine&lt;br /&gt;
//** hi|randompage&lt;br /&gt;
* materiality and discourse&lt;br /&gt;
** Materiality and Discourse|intro&lt;br /&gt;
** Pure Cinema|pure cinema&lt;br /&gt;
** Pure Material|pure material&lt;br /&gt;
** Phenomenology and Scope|phenomenology and scope&lt;br /&gt;
** Meta-Film and Hypermedia|meta-film and hypermedia&lt;br /&gt;
* machines&lt;br /&gt;
** atlas of machines|atlas&lt;br /&gt;
* KIAS&lt;br /&gt;
** KIAS primer|KIAS primer&lt;br /&gt;
* ressources&lt;br /&gt;
** books|books&lt;br /&gt;
** institutions|institutions&lt;br /&gt;
//* navigation&lt;br /&gt;
//** mainpage|mainpage-description&lt;br /&gt;
//** recentchanges-url|recentchanges&lt;br /&gt;
//** randompage-url|randompage&lt;br /&gt;
//** helppage|help-mediawiki&lt;br /&gt;
//* SEARCH&lt;br /&gt;
//* TOOLBOX&lt;br /&gt;
//* LANGUAGES--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=280</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=280"/>
		<updated>2020-04-20T17:55:29Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--* master thesis--&amp;gt;&lt;br /&gt;
* Main_Page|welcome&lt;br /&gt;
** Cine-Machine_as_Method:_Preface|preface&lt;br /&gt;
** Cine-Machine_as_Method:_Introduction|introduction&lt;br /&gt;
** Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments&lt;br /&gt;
* environments&lt;br /&gt;
** overview of environments|overview&lt;br /&gt;
** optical environment|optical&lt;br /&gt;
** plastic-mechanic environment|plastic&lt;br /&gt;
** electronic environment|electronic&lt;br /&gt;
** digital environments|digital&lt;br /&gt;
** skeletons in the machine|skeletons in the machine&lt;br /&gt;
* case studies&lt;br /&gt;
** Cine-Machine_as_Method:_Algorithm and Animation in the Digital Environment|ARABESQUE&lt;br /&gt;
* domains&lt;br /&gt;
** domains|domains&lt;br /&gt;
* foundation&lt;br /&gt;
** What is film archaeology?|film archaeology&lt;br /&gt;
** Media models|media models&lt;br /&gt;
** Mediality_Materiality_Machine | mediality/materiality/machine&lt;br /&gt;
//** hi|randompage&lt;br /&gt;
* materiality and discourse&lt;br /&gt;
** Materiality and Discourse|intro&lt;br /&gt;
** Pure Cinema|pure cinema&lt;br /&gt;
** Pure Material|pure material&lt;br /&gt;
** Phenomenology and Scope|phenomenology and scope&lt;br /&gt;
** Meta-Film and Hypermedia|meta-film and hypermedia&lt;br /&gt;
* machines&lt;br /&gt;
** atlas of machines|atlas&lt;br /&gt;
* KIAS&lt;br /&gt;
** KIAS primer|KIAS primer&lt;br /&gt;
* ressources&lt;br /&gt;
** books|books&lt;br /&gt;
** institutions|institutions&lt;br /&gt;
//* navigation&lt;br /&gt;
//** mainpage|mainpage-description&lt;br /&gt;
//** recentchanges-url|recentchanges&lt;br /&gt;
//** randompage-url|randompage&lt;br /&gt;
//** helppage|help-mediawiki&lt;br /&gt;
//* SEARCH&lt;br /&gt;
//* TOOLBOX&lt;br /&gt;
//* LANGUAGES--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=279</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=MediaWiki:Sidebar&amp;diff=279"/>
		<updated>2020-04-20T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--* master thesis--&amp;gt;&lt;br /&gt;
** Main_Page|welcome&lt;br /&gt;
** Cine-Machine_as_Method:_Preface|preface&lt;br /&gt;
** Cine-Machine_as_Method:_Introduction|introduction&lt;br /&gt;
** Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|1. cine-machines are optokinetic instruments&lt;br /&gt;
* environments&lt;br /&gt;
** overview of environments|overview&lt;br /&gt;
** optical environment|optical&lt;br /&gt;
** plastic-mechanic environment|plastic&lt;br /&gt;
** electronic environment|electronic&lt;br /&gt;
** digital environments|digital&lt;br /&gt;
** skeletons in the machine|skeletons in the machine&lt;br /&gt;
* case studies&lt;br /&gt;
** Cine-Machine_as_Method:_Algorithm and Animation in the Digital Environment|ARABESQUE&lt;br /&gt;
* domains&lt;br /&gt;
** domains|domains&lt;br /&gt;
* foundation&lt;br /&gt;
** What is film archaeology?|film archaeology&lt;br /&gt;
** Media models|media models&lt;br /&gt;
** Mediality_Materiality_Machine | mediality/materiality/machine&lt;br /&gt;
//** hi|randompage&lt;br /&gt;
* materiality and discourse&lt;br /&gt;
** Materiality and Discourse|intro&lt;br /&gt;
** Pure Cinema|pure cinema&lt;br /&gt;
** Pure Material|pure material&lt;br /&gt;
** Phenomenology and Scope|phenomenology and scope&lt;br /&gt;
** Meta-Film and Hypermedia|meta-film and hypermedia&lt;br /&gt;
* machines&lt;br /&gt;
** atlas of machines|atlas&lt;br /&gt;
* KIAS&lt;br /&gt;
** KIAS primer|KIAS primer&lt;br /&gt;
* ressources&lt;br /&gt;
** books|books&lt;br /&gt;
** institutions|institutions&lt;br /&gt;
//* navigation&lt;br /&gt;
//** mainpage|mainpage-description&lt;br /&gt;
//** recentchanges-url|recentchanges&lt;br /&gt;
//** randompage-url|randompage&lt;br /&gt;
//** helppage|help-mediawiki&lt;br /&gt;
//* SEARCH&lt;br /&gt;
//* TOOLBOX&lt;br /&gt;
//* LANGUAGES--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=278</id>
		<title>Welcome to Cine-Machines!</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Welcome_to_Cine-Machines!&amp;diff=278"/>
		<updated>2020-04-20T17:48:13Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Welcome to CineMachines.net! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to CineMachines.net! ==&lt;br /&gt;
This site is still under construction but please look around - I hope you find it interesting.&lt;br /&gt;
&lt;br /&gt;
I'm slowly translating and expanding my master thesis which can be read on these pages:&lt;br /&gt;
* master thesis&lt;br /&gt;
** [[Cine-Machine_as_Method:_Preface|preface]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Introduction|introduction]]&lt;br /&gt;
** [[Cine-Machine_as_Method:_Cine-Machines are optokinetic instruments|cine-machines are optokinetic instruments]]&lt;br /&gt;
* environments&lt;br /&gt;
** [[overview of environments|overview]]&lt;br /&gt;
** [[optical environment|optical]]&lt;br /&gt;
** [[plastic-mechanic environment|plastic]]&lt;br /&gt;
** [[electronic environment|electronic]]&lt;br /&gt;
** [[digital environments|digital]]&lt;br /&gt;
* case studies&lt;br /&gt;
** [[Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment|ARABESQUE]]&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=277</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=277"/>
		<updated>2020-04-20T17:47:25Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
== Simulation of ARABESQUE ==&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
Use the simulation software below to explore the ARABESQUE algorithm used in John Whitney's film. Change the number in the first column and press &amp;quot;Enter&amp;quot; to see how each parameter transforms the shape. The second column under &amp;quot;step&amp;quot; determines the rate at which the step value will change. The current values of each of the three parameters are stated below the screen.&lt;br /&gt;
&lt;br /&gt;
The original algorithm was developed by John Whitney and Larry Cuba in 1975 on IBM system.&lt;br /&gt;
&lt;br /&gt;
{{Special:IframePage|Filmmaskiner}}&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations on the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=276</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=276"/>
		<updated>2020-04-20T17:44:57Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Simulation of ARABESQUE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Simulation of ARABESQUE ==&lt;br /&gt;
Use the software below to explore the ARABESQUE algorithm used in John Whitney's film of the same title. Change the number in the boxes, and press &amp;quot;Enter&amp;quot; to see the shape transform. The second column under &amp;quot;step&amp;quot; determines the rate at which the step will change.&lt;br /&gt;
&lt;br /&gt;
The original algorithm was developed by John Whitney and Larry Cuba in 1975.&lt;br /&gt;
&lt;br /&gt;
{{Special:IframePage|Filmmaskiner}}&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations on the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=275</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=275"/>
		<updated>2020-04-20T17:38:53Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Simulation of ARABESQUE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Simulation of ARABESQUE ==&lt;br /&gt;
Use the software below to explore the ARABESQUE algorithm used in John Whitney's film of the same title. Change the number in the boxes, and click somewhere else on the screen to see the shape transform. The second column under &amp;quot;step&amp;quot; determines the rate at which the step will change.&lt;br /&gt;
&lt;br /&gt;
{{Special:IframePage|Filmmaskiner}}&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations on the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=274</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=274"/>
		<updated>2020-04-20T17:35:36Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Simulation of ARABESQUE ==&lt;br /&gt;
{{Special:IframePage|Filmmaskiner}}&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations on the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=File:Kaleido-chart.png&amp;diff=273</id>
		<title>File:Kaleido-chart.png</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=File:Kaleido-chart.png&amp;diff=273"/>
		<updated>2020-04-20T17:02:57Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: Kzxpr uploaded a new version of File:Kaleido-chart.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kaleidoscope chart&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Cine-Machines_are_optokinetic_instruments&amp;diff=272</id>
		<title>Cine-Machine as Method: Cine-Machines are optokinetic instruments</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Cine-Machines_are_optokinetic_instruments&amp;diff=272"/>
		<updated>2020-04-20T17:02:24Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* From material to substance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. Film machines are optical-kinetic instruments&lt;br /&gt;
At this point of departure, I want to define a film machine as an optical-kinetic instrument used to create moving images. An example could be a film projector or a TV which converts a signal from respectively film reel and antenna. Both machines are optical in the sense that they do not create material objects, but only images of light, and they are kinetic in that they combine these images into an illusion of movement.&lt;br /&gt;
&lt;br /&gt;
NOTE TO SELF: Dette kapitel burde udvides med et bredere overview af perspektiver:&lt;br /&gt;
* Marxistisk materialism og Foucault (dispositiv), Althusser&lt;br /&gt;
* Kunsthistorisk materialism:&lt;br /&gt;
** Historisk: Semper vs Reigl (husk Semper's forskel på industri og håndværk)&lt;br /&gt;
** Nuværende: Tim Ingold Being Alive, Lehmann, Monika Wagner&lt;br /&gt;
* Filmhistorisk materialisme:&lt;br /&gt;
** Technical-material history: Barry Salt&lt;br /&gt;
** Media archaeology&lt;br /&gt;
** Film archaeology: Mannoni, Werner Nekes&lt;br /&gt;
** The Cinematic Apparatus (også Vilem Flusser, Lev Manovich(?))&lt;br /&gt;
* Film in expanded field (måske bedre i introduktionen?)&lt;br /&gt;
* Mediality studies?&lt;br /&gt;
MEN SÅ: Fra idehistorisk til metodisk spørgsmål = Algoritme og Animation&lt;br /&gt;
&lt;br /&gt;
Algoritme viderefører en del af disse traditioner.&lt;br /&gt;
&lt;br /&gt;
Animation må inddrage Einfåuhlung, fænomenologi, musikalitet, mv., mv. (TBA)&lt;br /&gt;
&lt;br /&gt;
== The kaleidoscope as a film machine ==&lt;br /&gt;
From the definition, a kaleidoscope can be considered a film machine, although it has traditionally been perceived as pre-cinematic. The kaleidoscope consists of an ''optical'' separation of the signal (the colored pieces behind the end of the tube) and the display that the viewer contemplates in the tube, as well as a ''kinetic'' union when patterns are transformed into other patterns as the user's hand rotates the tube.&lt;br /&gt;
&lt;br /&gt;
If we are to identify the traces of the kaleidoscope in the imaging, it is easy to observe its inclinations. It is, on the one hand, an instrument that forms a seemingly infinite number of patterns with changing shapes and colors. We are astounded by its ability to create ever-new configurations, and without its images necessarily resembling reality, they suggest stars, flowers, Islamic ornaments, etc. At the same time, it's movement allows us to perceive each pattern in opposition to the solid reality from which we know the star, flower and ornament - the kaleidoscope is a window into a ''fluid reality'' where we can experience the coherence of these patterns in sliding transformations.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the actual, material mirror construction in the tube means that all the patterns follow the same basic shape with the same symmetrical necessarity. Its attractive ability to create an almost infinite series of pattern modulations is challenged by the fact that the kaleidoscope cannot form all patterns: it can only accommodate those which follow its symmetrical principle.&lt;br /&gt;
&lt;br /&gt;
Thus, as a film machine, the kaleidoscope operates on some specific epistemological terms. It can, on the one hand, expand our world by allowing us to experience another fluid reality, where flower patterns are connected with star patterns. But at the same time, it also obscures reality, precisely because it's endless imagination is limited to the symmetrical configurations and sliding transformations.&lt;br /&gt;
&lt;br /&gt;
Now let's assume that all film machines operate within this tension between expanding and obscuring our reality. The same assumption has been made about the mediality of the film, because each mediality also constitutes conditions that make them express reality in a certain way (cf. Elleström 2012). However, my criticism of this theory is that these conditions should be even more firm by anchoring the discussion in the concrete, material film machines, rather than an abstract and contingent idea such as &amp;quot;film mediality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Material studies ==&lt;br /&gt;
When I make this claim to put material and machines into focus, this aligns with a broader &amp;quot;material turn&amp;quot; in contemporary art historical research. Among others, Ann-Sophie Lehmann has argued that a hylomorphic paradigm has dominated the Western world's understanding of art since the Renaissance. The paradigm originates from Aristotle, and in it lies both a ''dualist'' assumption that idea and material are separate categories, and a ''hierarchical'' assumption that the idea is more important than the material.&lt;br /&gt;
&lt;br /&gt;
In art works, this means that works are perceived as &amp;quot;material manifestations of an immaterial idea&amp;quot; in the sense that &amp;quot;an ideal image of a form precedes the material appearance of that form in the physical world&amp;quot;. In other words, the same idea and form can be transferred between different materials without substantially changing the meaning of the idea. Namely, the materials are &amp;quot;merely a carrier of meaning, but not meaningful in itself&amp;quot; (all Lehmann 2015: 22).&lt;br /&gt;
&lt;br /&gt;
In contrast to the hylomorphic paradigm, &amp;quot;material studies&amp;quot; insist on seeing idea and material as a unity, e.g. by recognizing that materials can also be components of meaning (e.g., such as Monika Wagner's &amp;quot;material iconography&amp;quot; in ''Das Material der Kunst'' (2002)), or even that the materials can resist the idea and become an autonomous agent in creative practice.&lt;br /&gt;
&lt;br /&gt;
In particular, the latter idea presupposes an intimacy with the material, which Lehmann believes has been neglected in academic discourse. Here, art is often de-materialized to reach a &amp;quot;higher&amp;quot; level of art theory that is detached from materiality. The knowledge of materials, on the other hand, is the subject for &amp;quot;non-academic spaces and activities (eg making, collecting and preserving art in the studio and the museum) &amp;quot; (ibid: 23)&lt;br /&gt;
&lt;br /&gt;
But enough of the historical perspectives of materiality. What should interest us is the methodological problem of detecting the traces of agency in material. Lehmann believes that there is a historical tendency to reduce material issues to a causal relationship, often leading to technological determinism. To avoid this risk, she suggests James Gibson's concept of affordance as a possible foundation. The idea is that materials can ''afford'' a particular application or behavior, e.g. that buttons afford being pushed while handles afford being grabbed. There are always perceptual affordances where the actual action must always be performed by a human(?) agent, and thus not an indispensable causality. (ibid: 32)&lt;br /&gt;
&lt;br /&gt;
In this way, the concept enables an openness that allows materials and tools to be understood in the creative practice among other factors, such as art-historical imitation, mimesis, etc. At the same time, the concept holds that specific materials promote particular forms of practice.&lt;br /&gt;
&lt;br /&gt;
== From material to substance ==&lt;br /&gt;
In comparison to the empirical data of traditional art history, film phenomena differ by using signals and machines rather than materials and tools. This relationship causes some terminological and methodological problems.&lt;br /&gt;
&lt;br /&gt;
Therefore I would, first of all, like to clarify that the &amp;quot;material&amp;quot;, whose agency I seek to prove in the works, should more precisely be called a &amp;quot;substance&amp;quot;. In metaphysics, the term connotes both a causative substance (''tilgrundliggende'') of objects, as well as something &amp;quot;underlying&amp;quot; (''underliggende'') that we do not have direct access to. The substance (as a kind of Ding-an-sich) stands in opposition to the appearance of the object.&lt;br /&gt;
&lt;br /&gt;
The material of a sculpture can be marble and a painting's material can be oil on canvas. Similarly, if we regard the material of the film, this must be light (and sound), because that is what makes the film sensible to us, whether this comes from a screen, a canvas, a kaleidoscope hole or something fourth.&amp;lt;sup&amp;gt;This needs clarification: Why is oil and marble not visually perceived too, thus being &amp;quot;of light&amp;quot;? The answer lies in the &amp;quot;optical&amp;quot; vs &amp;quot;plastic&amp;quot; nature of the medium. The TV with moving images is not a &amp;quot;material&amp;quot; in the same way as when light bounces of a sculpture or a painting to conceive a virtual space. Why?&amp;lt;/sup&amp;gt; It's materiality consists of the display which causes changes in light that resemble motion, regardless of which underlying technology it uses.&lt;br /&gt;
&lt;br /&gt;
But what we are seeking as an imprint in the cinematic artifact is something more underlying, which is actually closer to the traces of the tool in a piece of visual art (e.g. of a brush or a chisel). The film medium as an art form is based on modern technology and therefore dependent on different machines used in combination. We know that before the work appears on the display as a movie, it exists as a signal (a film reel, a VHS tape, a hard disk, etc.) that is produced, processed and transmitted by machines. Signals can be light particles, frames on an emulsion strip, an electrical signal or a binary code, but in any case, the final display phenomenon arises from an ecology of machines that create, translate, modify and display this signal.&lt;br /&gt;
&lt;br /&gt;
Returning to the kaleidoscope, we can more easily imagine what is meant by a causative substance. We recognize it's symmetrical inclinations and given that there are only two components that can be varied - the glass pieces at the bottom and the angle of the mirrors - without any external sources (except ambient lightning conditions), it seems obvious to follow the appearing patterns in the monocle back to the mechanical structure. Although the range of patterns in the kaleidoscope is large, it is limited, because all of them are variations of the same basic form.&lt;br /&gt;
&lt;br /&gt;
The monocle at the top of the kaleidoscope is a movie-like display where the user can see the graphical ''output'' of the mechanism. Here the position of the glass pieces determines an optical signal sent into the tube, while the pivot mirrors modify this signal by distorting it. We will label the pieces of glass as an ''input'', where the signal originates, the mirrors that modify as a ''parameter'', the hole at the top as the ''output'' and the unit of the input-parameter-output system as an ''algorithm''. I will from now on draw diagrams of algorithms as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Kaleido-chart.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
The box in the middle is the algorithm itself. Circles on the left are inputs, the arrows on the bottom are parameters, and the circles on the right are outputs. The small boxes on the arrows indicate the type of signal being sent. Here I use:&lt;br /&gt;
&lt;br /&gt;
[[File:Symbols.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
The algorithm metaphor states that if we know the values ​​of input and parameter, we can predict what output this specific kaleidoscope will provide. Thus, the term can be used to generalize a film machine's graphical potentials (''grafiske mulighedsrum'') through abstract description. The algorithm is not itself a thing that appears in the film machine (or is filmable), but an abstract set of relationships that can be observed in the form of the realized ''appearances'' in a film. Thus, any pattern in the kaleidoscope will be a particular representation of the general algorithm of the kaleidoscope, and all outputs (patterns) can be interpreted as indexical imprints of a specific film machine's algorithm.&lt;br /&gt;
&lt;br /&gt;
== On the trail of imprints ==&lt;br /&gt;
Both the affordances and the algorithm will be used as concepts to detect the imprints of film machines to a cinematic artifact. However, it is not the interpretation but the detection of imprints that is the focus, and it is therefore important to distinguish this method from ex. material iconography, where the connotations of the materials are used for symbolic interpretation&amp;lt;sup&amp;gt;This should refer back to the tradition described above.&amp;lt;/sup&amp;gt;, as well as from mere meta-cinematic effects, where film works refer to their materials, tools and creation process, in order to enforce the recipient's self-awareness and alienation&amp;lt;sup&amp;gt;This should refer back to descriptions above, including &amp;quot;Materialist Film&amp;quot; by Gidal, Verfremdung in apparatus theory (ideology), and perhaps Kyndrup's &amp;quot;effects&amp;quot;.&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The problem in these approaches is that they usually deal with signs that are conventionalized. In Peirce's typology of signs they are symbols, whereas the traces we seek are the direct indexical imprints of the film machine. In ''The Signature of All Things'' (2009), Agamben has linked Peirce's index with a broader idea-historical concept of the signature. To Agamben, the signature also appears in the art-historical context, for example when the art connoisseur Morelli closely studies paintings to determine if a work is authentic or a fraud:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Instead of focusing attention [..] on more visible stylistic and iconographic characteristics, Morelli examined insignificant details like ear lobes, the shape of fingers and toes, and&amp;quot; even, ''horribly dictu'' ... such an unpleasant subject as fingernails. &amp;quot; where stylistic control loosens up in the execution of secondary details, the more individual and unconscious traits of the artist can abruptly emerge, traits that &amp;quot;escaped without his being aware of it.&amp;quot;&amp;quot;(Agamben 2009: 69)&lt;br /&gt;
&lt;br /&gt;
By turning the attention away from the subject matter and towards details, errors and noise, a connoisseur will see the imprints that are the signature of the individual artist and reveal a forgery. The same shift of focus away from the &amp;quot;motif&amp;quot; also occurs when Freud focuses on the slip of the tongue and traumas, as well as when the detail in deconstructivist analysis punctures the whole (ibid: 70).&lt;br /&gt;
&lt;br /&gt;
The idea of ​​the imprints in details, bugs and noise will also continue in this thesis. In Chapter 2, I will initially address the four environments to explore how the primary technologies of film mediality make their imprints. The chapter then raises the question of the validity of this method, because the conversion between film formats and the digital environment's integration of &amp;quot;analog glitch&amp;quot; filters have, in many aspects, undermined the security of the signature at a static level of signification. In comparison, the concept of the algorithm (as will be discussed in Chapter 3) can both maintain a relationship to the environments and use a more dynamic concept of signification that also incorporates motions, transformations and compositional principles.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=File:Symbols.png&amp;diff=271</id>
		<title>File:Symbols.png</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=File:Symbols.png&amp;diff=271"/>
		<updated>2020-04-20T17:00:35Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Symbols for signals&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=File:Kaleido-chart.png&amp;diff=270</id>
		<title>File:Kaleido-chart.png</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=File:Kaleido-chart.png&amp;diff=270"/>
		<updated>2020-04-20T16:58:51Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kaleidoscope chart&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=269</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=269"/>
		<updated>2020-04-20T15:41:48Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Variations over the algorithm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations on the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=268</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=268"/>
		<updated>2020-04-20T15:39:33Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=267</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=267"/>
		<updated>2020-04-20T15:38:50Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''[[File:Tom-44.png|thumb|An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)]]&lt;br /&gt;
|[[File:percept-44.png|thumb|A possible perceptual interpretation of this figure]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb|A substantial interpretation of this figure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=266</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=266"/>
		<updated>2020-04-20T15:37:37Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|'''Human vs. machine:'''&lt;br /&gt;
[[File:Tom-44.png|thumb]]&lt;br /&gt;
An example of a figure in Arabesque (step = 44, pinv = 0%, yinv = 0%)&lt;br /&gt;
|A possible perceptual interpretation of this figure:&lt;br /&gt;
[[File:percept-44.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|A substantial interpretation of this figure&lt;br /&gt;
[[File:substans-44.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=265</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=265"/>
		<updated>2020-04-20T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
[[File:Tom-44.png|thumb]]&lt;br /&gt;
|[[File:percept-44.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:substans-44.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[table]&lt;br /&gt;
Human vs. machine:&lt;br /&gt;
An example of a figure in Arabesque&lt;br /&gt;
(step = 44, pinv = 0%, yinv = 0%)&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
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		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
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		<summary type="html">&lt;p&gt;Kzxpr: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|LOL&lt;br /&gt;
|Example&lt;br /&gt;
|-&lt;br /&gt;
|Hej&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[table]&lt;br /&gt;
Human vs. machine:&lt;br /&gt;
An example of a figure in Arabesque&lt;br /&gt;
(step = 44, pinv = 0%, yinv = 0%)&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=260</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=260"/>
		<updated>2020-04-20T15:33:34Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |LOL| Example&lt;br /&gt;
|-&lt;br /&gt;
| Hej&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[table]&lt;br /&gt;
Human vs. machine:&lt;br /&gt;
An example of a figure in Arabesque&lt;br /&gt;
(step = 44, pinv = 0%, yinv = 0%)&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=259</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=259"/>
		<updated>2020-04-20T15:32:23Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Variations over the algorithm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
[table]&lt;br /&gt;
Human vs. machine:&lt;br /&gt;
An example of a figure in Arabesque&lt;br /&gt;
(step = 44, pinv = 0%, yinv = 0%)&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
	</entry>
	<entry>
		<id>http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=258</id>
		<title>Cine-Machine as Method: Algorithm and Animation in the Digital Environment</title>
		<link rel="alternate" type="text/html" href="http://cinemachines.net/index.php?title=Cine-Machine_as_Method:_Algorithm_and_Animation_in_the_Digital_Environment&amp;diff=258"/>
		<updated>2020-04-20T15:31:47Z</updated>

		<summary type="html">&lt;p&gt;Kzxpr: /* Variations over the algorithm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this chapter, I will analyze John Whitney's Arabesque software as a film machine, and set out the first principles of an algorithm model that can be used in the further work on the film machines. Next, I will briefly analyze how the algorithm is animated in Whitney's early computer film ''Arabesque'' (1975) and outline what issues it raises.&lt;br /&gt;
&lt;br /&gt;
Specifically, the film machine uses a geometric equation that generates images by defining the 360 ​​dots position on the screen. Whitney has also used this dot technique in films such as ''Permutations'' (1965), but in Arabesque, the dot is merged with the environment's own minority, the pixel.&lt;br /&gt;
&lt;br /&gt;
Whitney's film machine is exemplary because in his work with the computer he built his films on some relatively simple geometric algorithms. His book ''Digital Harmony'' (1980) even includes a &amp;quot;Do it yourself&amp;quot; chapter in which he shares the program code underlying ''Arabesque'' (Whitney: 136) and discusses the musical principles that have inspired the making of the film.&lt;br /&gt;
&lt;br /&gt;
Through the descriptions in ''Digital Harmony'', I have succeeded in creating a program that can simulate the algorithm used by Whitney in ''Arabesque''. '''{G}''' In addition to the characteristics below, this simulation can also give the reader an idea of ​​the basic geometric principles that has guided the film’s imaging and movement patterns.&lt;br /&gt;
&lt;br /&gt;
== Arabesque algorithm's three parameters ==&lt;br /&gt;
The starting point for Whitney's ''Arabesque'' algorithm is a simple circle derived from a polar equation. He makes the computer draw 360 dots that are evenly spaced 360 degrees around a a particular point (center of the circle) with a fixed distance (radius). A polar equation for this circle would then read:&lt;br /&gt;
 p = r&lt;br /&gt;
or rewritten into a Cartesian coordinate system:&lt;br /&gt;
 x (t) = cx + r * cos (t)&lt;br /&gt;
 y (t) = cy + r * sin (t)&lt;br /&gt;
where cx and cy are the coordinates of the center of the circle, r is the radius of the circle and t is each degree.&lt;br /&gt;
&lt;br /&gt;
Now each dot has an individual number that allows the computer to move them individually. The first dot drawn in the circle is named # 1, the next dot is named # 2, and so on, up to dot # 360, which is the last in the circle and is next to dot # 1. This numbering allows Whitney to transform the circular shape by manipulating a dot's position through three new parameters.&lt;br /&gt;
&lt;br /&gt;
I have called the simplest parameter ''yinv'' (y inversion), which causes the figure to be reflected vertically across the x-axis, since each dot's y coordinate can be &amp;quot;inverted&amp;quot; from its distance from the center. The ''yinv'' parameter has a value between 0% and 100%, where 0% would mean that dot # 1 is at the top of the circle and 100% that dot # 1 is at the bottom of the circle. The numbering goes clockwise. Between these two extremes, there are a number of intermediate points where the mirroring is underway. First, the figure is compressed until it becomes completely flat (50%), and then inflated again to straighten out completely like a mirror.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Yinv-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Yinv-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Yinv50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Yinv-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Yinv-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|yinv from 0% to 100% (pinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the opening of ''Arabesque'' '''{H}''', yinv initially has a value of 100%, so the opening of the circle is at the bottom, but in the middle of the sequence, yinv changes from 100% to 0%, thereby compressing and mirroring the current figure (a kind of rounded triangle) across the x-axis in the same way we have seen it with the circle.&lt;br /&gt;
&lt;br /&gt;
The next parameter I have called ''pinv'' (polar inversion) and it is similar to yinv, in that it's value range is also between 0% and 100% and the parameter similarly determines a mirroring. But instead of mirroring the figure across a mid-axis, the pinv uses the center of the circle as the point of reflection, so that each x-coordinate of a dot is &amp;quot;crossed over&amp;quot; the center of the circle and is diametrically opposite to it's starting point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv1-20.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pinv2-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Pinv2-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Pinv2-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Pinv2-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Pinv2-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 0%, step = 1/360)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the base figure is a circle, a transformation from pinv = 0% to pinv = 100% will be similar to a horizontal reflection of the figure in the y-axis. However, if a pinv transformation is applied to the figure, e.g. when step = 1/360 then the pinv mirroring is much more complex. Initially the shape looks like a tooth, which gradually turns out to form an arc (25%), then a wave (50%), and eventually the line ties a knot on itself (75%) and ends as a loop (100%).&lt;br /&gt;
&lt;br /&gt;
As attractive as this reflection can be, it is equally unpredictable. In comparison to a yinv transformation that just squeezes the figure and straightens it out in a mirrored form, the results of pinv are harder to anticipate, even though the transformation is mathematically consistent.&lt;br /&gt;
&lt;br /&gt;
To understand the complex mirroring, one must also look at the ''step'' which is the last of the parameters. Unlike yinv and pinv, step is not based on a mirror, but on the principle Whitney calls &amp;quot;differential motion&amp;quot;. In ''Digital Harmony'', he illustrates this by drawing a line of 60 dots. He labels these dots from left to right (so they are called 1,2,3 ... 60), and then tells the computer that for each &amp;quot;step&amp;quot; in the animation, each dot must move upwards by a number of pixels corresponding to the dot's number. While the dots are on a horizontal line at step # 0, the dots on the right will gradually move up faster, making the line animated to appear skewed at ever increasing speed (Whitney: 48-49).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0 !! step = 1 !! step = 2 !! step = 3 !! step = 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:line0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:line1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:line2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:line3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:line4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|Example of &amp;quot;differential motion&amp;quot; based on a line (cf. Whitney: 50)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In such &amp;quot;differential motion&amp;quot;, the dots initially line up. At step = 1, dot # 1 has moved 1 pixel up, dot # 2 has moved 2 pixels up, etc. up to dot # 60 which has moved 60 pixels up. At step = 2, dot # 1 has moved 2 pixels up compared to the starting point, dot # 2 has moved 4 pixels up, and dot # 60 has moved 120 pixels up. Continuing this line, at step = 4 dot # 1 has moved 4 pixels up (1 * 4), while dot # 60 has moved 240 pixels up (60 * 4).&lt;br /&gt;
&lt;br /&gt;
As the figure above shows, we do not perceive these movements as individual dots moving - we perceive the dots as a coherent figure, as if it is a line that is gradually tilting and extending.&lt;br /&gt;
&lt;br /&gt;
In ''Arabesque'', Whitney applies the same principle to the circle figure. Having already numbered the dots in the circle, he programs dot # 1 to move 1 pixel to the right of each step, dot # 2 to move 2 pixels to the right of each step, and so on, until dot # 360 that moves 360 pixels to right for each step.&lt;br /&gt;
&lt;br /&gt;
As the dots will quickly move beyond the edge of the screen as they move to the right, Whitney adds a modulus function to each dot, meaning that if the computer calculates a an off-screen position for a dot, it jumps to the left edge of the screen and continues to the right again (ibid: 97). This principle can e.g. can be seen in the figure below, where the figure cuts the edge by 50%, but appears on the left side. Here's how it goes on for 75%, up to 100%, where half of the figure has crossed the edge of the screen and now forms a &amp;quot;tooth&amp;quot; figure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1 * 25% !! step = 1 * 50% !! step = 1 * 75% !! step = 1 * 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:step1-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:step1-25.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:step1-50.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:step1-75.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:step1-100.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 1/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the last frame of the table, each dot has moved an amount that corresponds to one step. In other words, dot # 1 has moved 1 pixel to the right, dot # 2 has moved 2 pixels to the right, and dot # 360 has moved 360 pixels to the right.&lt;br /&gt;
&lt;br /&gt;
Note that while the tables showing the differential motion of the line has a distance of 1 step between each frame, the Arabesque circle requires a much lower increase in order for us to perceive the change between the frames as a single movement. If I only showed the first and last frames, few would be able to figure out how the movement between them is going - and this problem only increase if we continue to change the step parameter by an increase of 1:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 0/360 !! step = 1/360 !! step = 2/360 !! step = 3/360 !! step = 4/360&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Step3-0.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:Step3-1.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:Step3-2.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:Step3-3.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:Step3-4.png|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 0/360 to 4/360 (yinv = 0%, pinv = 0%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I have chosen to list the whole step value as numbers between 0/360 and 360/360. This notation should reflect that after 360 steps, the differential motion of the circle will cause each dot to be displaced so much that they occupy their original position on the screen. This is comparable to a clock where all three hands point to twelve when it is midnight. During the day, they will move around the disc at different speeds, but after 12 hours they will point to twelve again. Similarly, step = 360/360 corresponds to step = 0/360, where all dots have run through a full cycle at least once. Dot # 1 is the slowest and has only completed one cycle. Dot # 2 will be the second-slowest and has completed two cycles. And finally, Dot # 360 will have completed 360 full cycles. (Whitney: 98)&lt;br /&gt;
&lt;br /&gt;
Because the program requires only numeric values ​​to generate output, there are no signal inputs, but only parameters in this algorithm. We can summarize its algorithm with this diagram, also including x and y position to move the circle and radius to change the size:&lt;br /&gt;
&lt;br /&gt;
[[File:Arab-chart01.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Variations over the algorithm ==&lt;br /&gt;
Appropriately, the opening scene in ''Arabesque'' also serves as an introduction to the algorithm's behavior. First, the step goes from 0 to 1/360, while the y-inv from the start is set to 100%. Then pinv goes from 0 to 100%. Step from 1/360 to 2/360. And y-inv from 100% to 0%. While this last movement is midway and the circle is compressed, a new, vertically mirrored figure emerges above the first one that performs the same movements synchronously. Together they now play the same sequence in reverse - step from 2/360 to 1/360, pinv from 100% to 0% and step from 1/360 to 0/360 - whereby the two figures simultaneously fold in to form two circles that lie on top of each other.&lt;br /&gt;
&lt;br /&gt;
The scene is like an exposition that presents the shape to the viewer and demonstrates it's algorithmic behavior based on the three basic parameters. We can already see how Whitney not only uses an algorithm for the shapes in his animation, but also animates the shapes algorithmically.&lt;br /&gt;
&lt;br /&gt;
In the following sections, however, he does not adhere to the simple operations. Instead, he lets the circle - now in a horizontally stretched variation - do a sprint by the step parameter that dissolves the contiguous line of the circle, letting the dots run into a frantic flicker. Just before the circle gathers, a new circle emerges and sets off, resulting in a kind of musical canon of voices repeating the same melody line.&lt;br /&gt;
&lt;br /&gt;
Subsequently, Whitney continues this musical exploration of the algorithm's simple theme. In the next section, several circles with slightly delayed temporal offsets form a new canon in which they perform the same composite choreography: They set off in motion, and are multiplied into five circles when they return to start. They rotate a few times, set off again, and eventually gather in one circle, and then gradually disappear. In the next section, the shapes are even freer animated, forming little trajectories in the image at intersections, running in different sizes, colors, directions and tempi. Especially in this section, the title's arabesque connotations become obvious, resembling the shapes and motifs of an Islamic rug.&lt;br /&gt;
&lt;br /&gt;
In the film's climax, the circle returns to its round starting point at the top of the screen in a slightly diminished size. It slowly transform the step parameter from 0/360 to 1/360, whereupon a new, skewed circle appears diagonally below it. The new circle performs the same movement and is then supplemented by another new, skewed circle until 5 circles (unfolded to 1/360) form a five-club in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
[image?]&lt;br /&gt;
&lt;br /&gt;
Then all 5 circles' pinv parameters are animated synchronously to 100%, where the configuration along the way resembles 5-pointed star and eventually a buttercup. Then the step parameters change from 1 to 2, and a whirl appears within the flower, swapping the space of their leaves, and forming a new pointed-leaf flower. With a y-inv transformation, the flower collapses, but stops halfway just when it forms a pentagon and the sequence is played backwards.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 25% !! 50% !! 75% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:2-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:2-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:2-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:2-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:2-5|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|pinv from 0% to 100% (yinv = 100, step = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! step = 1/360 !! step = 1/360 + 25% !! step = 1/360 + 50% !! step = 1/360 + 75% !! step = 1/360 + 100%&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:3-1.png|100px|thumb]]&lt;br /&gt;
 || &lt;br /&gt;
[[File:3-2.png|100px|thumb]]&lt;br /&gt;
 ||&lt;br /&gt;
[[File:3-3.png|100px|thumb]]&lt;br /&gt;
||&lt;br /&gt;
[[File:3-4.png|100px|thumb]]&lt;br /&gt;
|| &lt;br /&gt;
[[File:3-5|100px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|steps from 1 to 2 (yinv = 100%, pinv = 100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the circles only have to go from step = 1 to step = 0, they do this in a slightly delayed canon where each shape disappears just as it forms a circle again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [last of it]&lt;br /&gt;
yinv from 100% to 50% (step = 2, pinv = 100%)&lt;br /&gt;
The circles fold together and disappear one by one --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
In animating the algorithm in the film, Whitney also uses other techniques, such as changing the positions, sizes and proportions of the figures (using the x, y and r parameters). In addition, he uses spatial amplification, where multiple of the same figure are seen synchronously side by side, and he rotates the figures to form a flower at the climax. With these techniques, Whitney manages to turn the simple theme of the Arabesque algorithm into a varied and expressive animation film.&lt;br /&gt;
&lt;br /&gt;
Furthermore, we should also note that he makes tempo changes and often let's the dots condense into configurations of other shapes than just the circle. As we saw above, the gap is too wide if you increase the step value from 1/360 to 2/360 to see the movement, and the selection of tempo is therefore crucial, as Whitney hereby can structure the algorithm for a human recipient. In this way, he performs a necessary supplement to the machine, which does not know when the viewer perceives a movement rather than a jump or just a standstill.&lt;br /&gt;
&lt;br /&gt;
This relationship is a central theme in Whitney's poetics in uniting visual and musical expression in a complementary relation. In addition to the aforementioned &amp;quot;differential motion&amp;quot;, &amp;quot;harmony&amp;quot; is another concept of musical strategies that he explores. The term relates to his early films, such as ''Permutations'', which, like ''Arabesque'', consisted of a series of dots that occasionally condense and form perceptibly stable configurations using a geometric rose curve algorithm. Here the harmony consists precisely in &amp;quot;the dynamics of graphic pattern arrays&amp;quot; (ibid: 42), which he calls the moving dots that sometimes form stable patterns. These works, Whitney believes, create a sense of tension and relaxation when stable patterns suddenly appear or gradually emerge and disappear. In this way, they form a &amp;quot;graphic &amp;quot;scale&amp;quot;&amp;quot;, which is modeled on musical harmony, where some tones are grouped into scales because they sound good to the human ear, and can create excitement by perceptually attracting and repelling each other. Similarly, Whitney sees in his film machines: &amp;quot;a diversity of rise and fall of tension, of highs and lows of tension, and a metrical rhythm and order&amp;quot; (ibid: 44)&lt;br /&gt;
&lt;br /&gt;
[examples of condensed dots in the flicker?]&lt;br /&gt;
&lt;br /&gt;
Here we can not go into further depth regarding the harmonies implemented in Arabesque and how they are arranged temporarily in the sequences. Instead, we will pursue the interesting point regarding the use of the algorithm, namely that there is a significant difference between the perceptual and substantive experience of the algorithm's graphical output. On the one hand, the human recipient perceives by the laws of perception and can only see patterns in the Arabesque flicker in the certain cases when it forms a recognizable or rather perceptually stable pattern. We can see how the algorithm's output makes ''appearances'' for the human eye. On the other hand is the machine that interprets all the screen outputs according to the algorithm that produced them. The film ''Arabesque'' is, in other words, a substantial imprint of both the algorithm and it's parametric values. This substantive understanding of the film does not see the screen output as appearances of patterns, but as an indexical imprint of the algorithm. If the computer already knows the algorithm, it can analyze what values ​​the parameters were set to for that particular frame at the moment of creation. We could even imagine that a computer (and perhaps also a human) would be able to calculate the underlying algorithm if only the final film was given, by reverse engineering the geometry based on the work's figures and movement patterns.&lt;br /&gt;
&lt;br /&gt;
By letting a software program draw the connections between the dots of the pattern (i.e. from dot # 1 to dot # 360) we see the difference between a substantial and perceptual interpretation, when we compare this to how a human might perceive the design of the dots in pattern:&lt;br /&gt;
&lt;br /&gt;
[table]&lt;br /&gt;
Human vs. machine:&lt;br /&gt;
An example of a figure in Arabesque&lt;br /&gt;
(step = 44, pinv = 0%, yinv = 0%)&lt;br /&gt;
&lt;br /&gt;
Between the perceptual/human and substantial/machine poles of the algorithm, the artist stands as a mediator. In some cases, film machines are used for a narrative function where they simply have to be decorative, draw a circle, etc. But in some works, the film technician may use and explore the film machine algorithmically like Whitney has done. Here, there is a crucial accentuation of the substantive pole, but a successful musicalization of a film machine's algorithm requires an understanding of both perception and substance.&lt;br /&gt;
&lt;br /&gt;
In the following two chapters we will see how two other artists use their film machine in an algorithmic practice, where the substantial also plays a crucial part in the works. The relationship between perceptual and substantial understanding will be further unfolded in the conclusion.&lt;/div&gt;</summary>
		<author><name>Kzxpr</name></author>
		
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