Difference between revisions of "Cine-Machine as Method: Introduction"

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But not only in the indexical aspect has the digital challenged the dominant view of what film is. As Dan Streible has pointed out, "digital film" is an oxymoron because "film" etymologically refers to the emulsion base that is currently replaced with files and hard drives (Streible 2013). And the development is going fast, because where the old 35mm format was expensive to record and distribute, digital is a far cheaper alternative for both film studios and cinemas.
 
But not only in the indexical aspect has the digital challenged the dominant view of what film is. As Dan Streible has pointed out, "digital film" is an oxymoron because "film" etymologically refers to the emulsion base that is currently replaced with files and hard drives (Streible 2013). And the development is going fast, because where the old 35mm format was expensive to record and distribute, digital is a far cheaper alternative for both film studios and cinemas.
  
Historically, the emulsion film has previously been challenged by electronic formats such as TV and video, but where TV and video largely became a parallel sphere of film life[1] , digitization today threatens both film production and distribution as well as TV and home video in a way where the old formats risk being replaced rather than co-existence.
+
Historically, the emulsion film has previously been challenged by electronic formats such as TV and video, but where TV and video largely became a parallel sphere of film life[1: Where films (with 8mm films as an important exception) was situated in the cinema, while TV and video was in the home], digitization today threatens both film production and distribution as well as TV and home video in a way where the old formats risk being replaced rather than co-existence.
  
 
Although cinemas, museums and art galleries hold on to the old equipment, many commercial cinemas have moved to digital films, making the experience of new analog productions (e.g. when Tarantino has a film in 70mm distribution) and the re-experience of old movie classics in original format an exception.
 
Although cinemas, museums and art galleries hold on to the old equipment, many commercial cinemas have moved to digital films, making the experience of new analog productions (e.g. when Tarantino has a film in 70mm distribution) and the re-experience of old movie classics in original format an exception.
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               In the rounding, I summarize the method's tools and pick up on the 6 leads to see how these results together can form a foundation for a filmmaker's film history . Finally, the concept of application to contemporary digital film machines is discussed.
 
               In the rounding, I summarize the method's tools and pick up on the 6 leads to see how these results together can form a foundation for a filmmaker's film history . Finally, the concept of application to contemporary digital film machines is discussed.
 
 
1. Film machines are optical-kinetic instruments
 
 
Basically, I want to define a film machine as an optical-kinetic instrument used to create moving images. For example. a movie projector or a TV which converts a signal from respectively. film roll 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.
 
 
 
 
The kaleidoscope as a film machine
 
 
From the definition, a kaleidoscope can e.g. is considered a filmmaker, 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 considers in the tube, as well as a kinetic association when patterns are transformed into other patterns as the user's hand rotates the tube.
 
 
              If we are to identify the traces of the kaleidoscope in imaging, it is easy to observe its propensity. It is, on the one hand, an instrument that forms an almost infinite number of patterns with changing shapes and colors. Almost astounded by its ability to create ever-new configurations, and without its images necessarily resembling reality, they provide associations with stars, flowers, Islamic ornaments, etc. At the same time, its movement also allows us to understand the pattern again, as opposed to 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.
 
 
              On the other hand, the concrete mirror construction of the pipe means that all the patterns follow the same basic shape with the same symmetrical inclination. Its attractive ability to create an almost infinite series of pattern modulations is precisely offset by the fact that the kaleidoscope cannot form all patterns: it can only accommodate those who follow its symmetrical principle.
 
 
              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 e.g. flower patterns are combined with star patterns. But at the same time, it also obscures reality, precisely because its endless imagination is limited to symmetrical configurations and sliding transformations.
 
 
              Now let's say that all filmmakers work within this tension between expanding and obscuring our reality. The same assertion has been made about the mediality of the film, with each mediality also containing terms that make them express reality in a certain way (cf. Elleström 2012). But my criticism of this theory would now be that these terms should be concretized by anchoring the discussion in the concrete, material filmmakers, rather than an abstract and contingent idea such as "film mediality".
 
 
 
 
Material studies
 
 
When I make this claim to put material into focus, this flies with a broader "material turn" in art historical research these years. Among other things. 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 dualistic assumption that idea and material are separate sizes, and a hierarchical assumption that the idea is more important than the material.
 
 
              For art, this means that works are perceived as " material manifestations of an immaterial idea " in the sense that " an ideal image of a form precedes the material appearance of that form in the physical world ". Mao. the same idea can be transferred between different materials without substantially changing the meaning of the idea. Namely, the materials are " merely a carrier of meaning, but not meaningful in itself " (all Lehmann 2015: 22).
 
 
              In contrast to the hylomorphic, "material studies" insist on seeing idea and material as unity, e.g. by recognizing that materials can also be components of meaning (e.g., such as Monika Wagner's "material iconography" in Das Material der Kunst ), or even that the materials can resist the idea and become an agent in creative practice.
 
 
              In particular, the latter relationship presupposes a familiarity with the material, which Lehmann believes has been neglected in academic discourse. Here, art is often de-materialized to reach a "higher" level of art theory that is detached from materiality. The knowledge of materials, on the other hand, refers to " non-academic spaces and activities (eg making, collecting and preserving art in the studio and the museum) " (ibid: 23)
 
 
              As far as the idea-historical perspective of materiality. What, on the other hand, should interest us is the methodological problem of detecting the traces or agents of materiality. Lehmann believes that there is a historical tendency to reduce material issues to a causal relationship so that one ends in technological determinism. To avoid this risk, she suggests. James Gibson's concept of affordance as a possible foundation. The concept lies in the fact that materials can promote a particular application or behavior, e.g. that buttons promote being pushed while handles promote being raised in. Here, there are always perceptual promotions where the action must be performed by a human agent, and not an indispensable causality. (ibid: 32)
 
 
              In this way, the concept contains an openness that allows materials and tools to be included 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.
 
 
 
 
From material to substance
 
 
Compared to traditional art historical empiricism, film phenomena differ by using signals and machines rather than materials and tools. This relationship causes some terminological and methodological problems.
 
 
              First of all, I would therefore like to clarify that the "material", whose imprint I seek to prove in the works, should better be called a "substance". In metaphysics, the term connotes both something "underlying" for objects, as well as something "underlying" that we do not have direct access to. For example, the substance (a kind of thing-in-itself ) stands. towards the appearance of the object.
 
 
              The material of a sculpture can be marble and a painting's material oil on canvas. Similarly, if we are to talk about the material of the film, this must be light (and sound), because that is what makes the film sensible to us, whether it comes from a screen, a canvas, a kaleidoscope hole or something fourth. Its materiality consists in the display which, with one technique or another, causes changes in light that resemble motion.
 
 
              But what we ask for when we talk about imprints in the cinema is something more underlying, which is actually closer to the traces of the tool in a piece of visual art (eg of the brush or chisel). Here, the film medium as an art form is based on modern technology and therefore made by different machines used together. We also 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, handled and transmitted among other 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 a circuit of machines that create, translate, modify and display this signal.
 
 
              Returning to the kaleidoscope from before, we can more easily imagine what is meant by a causative substance. We know its symmetrical propensity, 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 anything coming from outside, it seems obvious to make the appearances that appear in the binoculars , back to the mechanical structure. For although the range of patterns of the kaleidoscope is large, it is closed, as all of them are as variations over the same basic form.
 
 
              The binoculars at the top of the kaleidoscope are like a movie-like screen where the user can see the graphical output of the mechanism . For this, the position of the glass pieces determines an optical signal sent into the tube, while the pivot mirrors modify the signal by varying it. We will call the pieces of glass an input where a signal is sent, the mirrors that modify for a parameter , the hole for output , and name this whole input-parameter-output system as an algorithm . I will in future draw diagrams of algorithms as follows:
 
 
 
 
[picture]
 
 
 
 
The box in the middle is the algorithm itself. Circles on the left are inputs, the arrows on the bottom are parameters and circles on the right are outputs. The small boxes on the arrows indicate the type of signal being sent. Here is used:
 
 
[picture]
 
 
 
 
The algorithm metaphor states that if we know the values ​​of input and parameter, we will also be able to predict what output this specific kaleidoscope will provide. Thus, the term can be used to generalize a film machine's graphical possibilities space through abstract description. The algorithm is not itself a figure that appears in the film machine (or is filmable), but an abstract set of relationships that can be observed in the form of concrete appearances on the film. Thus, any pattern in the kaleidoscope will be a particle representation of the general algorithm of the kaleidoscope, and all outputs (patterns) can be read as indexical imprints of the algorithm of the film machine itself.
 
 
 
 
On the trail of tracks
 
 
Both the promotion and the algorithm will be used as concepts to detect the traces of filmmakers in works. It is then not the interpretation but the detection of traces that is the focus, and it is therefore important to distinguish this method from ex. material iconography, where the connotations of the materials used are interpreted, as well as from mere meta-cinematic effects, where film works thematize or refer to their materials, tools and creation process, to make the recipient aware of his role and alienated.
 
 
              The problem with these approaches is that they usually deal with characters that are conventionalized. Ift. Peirce's character sharing are the symbols, whereas the tracks we are looking for 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. Here, the signature also appears in the art-historical context, when e.g. The art connoisseur Morelli closely studies paintings to determine if a work is real or a fake:
 
 
" 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" even, horribly dictu ... such an unpleasant subject as fingernails. " 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 "escaped without his being aware of it." "(Agamben 2009: 69)
 
 
By turning attention away from the subject 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 "motif" also occurs again when Freud focuses on narratives and traumas, as well as in deconstructivism's analyzes where the detail punctures the whole (ibid: 70).
 
 
              The idea of ​​the track in detail, bugs and noise will also go again in this task. In Chapter 2, I will initially address the four environments to explore how the primary technologies of film media make their imprint. The chapter then raises the question of the validity of this method, since conversion between film formats and the digital environment's integration of "analog glitch" filters has in many aspects undermined the security of the signature at the static character level. Ift. For this reason, the concept of algorithm that we discuss in Chapter 3 can both maintain a background in the environment and use a more dynamic character concept, which also incorporates motions, transformations and composition principles.
 
 
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[1] Where movies (with narrow films as an important exception) took place in cinema, while TV and video took place in the home           
 
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Revision as of 18:09, 5 November 2019

Note to the reader

Writing about films presents communicative challenges, especially when the analytical points relate to the way figures move or fully synthetic direct film sequences. I have tried to gather snapshots of the sequences analyzed to illustrate the analytical pointers, but otherwise I will refer to the "Other Resource" section at the back, with links to the four primary works, so the reader can experience them for him-/herself.

When the images in the text are from these films (John Whitney's Arabesque (1975), Len Lye's A Color Box (1935) and Rainbow Dance (1936), and Stephen Beck's Illuminated Music 2 & 3 (1972-3)) I haven't stated the title explicitly, hoping it will be obvious from the context. In pictures from other film examples, the title is listed in the caption and I will refer to the "Work List" for further information.

The images that come from other sources (and which are not my own work), I have listed the source in "Image References" at the end.

Finally, I have also listed some interactive resources including my own web-based simulations of certain film machines, and small videos demonstrating particular aspects. These are compiled under "Other Resources", and I refer to those with brackets (e.g., "{A}") in the body text. I hope the reader will take the time to examine these as well, as they can often be given to understand the very technical explanations.

Introduction

Film is inextricably linked to technology. As a product of industrialization, what we usually understand as film is conditioned on two technological breakthroughs. On the one hand, the chemical invention of photography , which fixes light onto a transparent film strip, and on the other hand the mechanical projector, which can display images at such a fast pace that they create an illusion of movement.

Of course, stating these technological conditions are by no means sufficient reasons to explain the evolution of film history. Film works are not merely an extension of the inherent determinism of technology. But yet, we must admit that these breakthroughs are conditions that have pushed cinematic art into new territories of expression.

Most film histories will admit the milestones where technological breakthroughs have left their mark. In the general public, most people will probably know that neither sound, color nor 3D were features that were intrinsic to film at it's invention, even though all three are part of the medium today. And in film theory, a lot of canonized texts describe how the mobile camera, depth-of-focus technique and wide format are as significant breakthroughs as sound, color and 3D.


Beyond film?

In recent years, digital technologies have become a new condition which film theory must address. Since the 90s, CGI (computer-generated imagery) has become an integral part of the way film is made. For example. The sci-fi film Gravity (2013) combines traditional photography with digital manipulation so that the camera can now move freely in space and even "melt" through a space suit glass in front of our eyes. Or the fantasy movie Life of Pi (2012) where the protagonist mostly resides in a computer-generated space - quite controversially, the film won an Oscar for best photography, although many of the photographic virtues such as lighting, colors, etc. were performed digitally.

In practice, CGI means that filmmakers can now easily create works where a T-rex runs next to humans, change actors' mimics, or put them into computer-created landscapes. But at the same time, CGI is also a digital condition that has caused fundamental doubts about what film is.

Among others, Lev Manovich has pointed out that the computer's mix of photography and CGI challenges the indexical nature of film media, and sends it closer to the iconic images of the painting (Manovich 2001: 295). One can dispute this kind of sharp dichotomy between the analogue / indexical and digital / iconic (both the optical printer and the video synthesizer are two analog film machines that predate digital image manipulation) as well as the simplification of media history into the analog / digital opposites (contrary to this, I list four environments). But one can still say that the film's new digital reality makes the break with the indexical all the more widespread and clear.

But not only in the indexical aspect has the digital challenged the dominant view of what film is. As Dan Streible has pointed out, "digital film" is an oxymoron because "film" etymologically refers to the emulsion base that is currently replaced with files and hard drives (Streible 2013). And the development is going fast, because where the old 35mm format was expensive to record and distribute, digital is a far cheaper alternative for both film studios and cinemas.

Historically, the emulsion film has previously been challenged by electronic formats such as TV and video, but where TV and video largely became a parallel sphere of film life[1: Where films (with 8mm films as an important exception) was situated in the cinema, while TV and video was in the home], digitization today threatens both film production and distribution as well as TV and home video in a way where the old formats risk being replaced rather than co-existence.

Although cinemas, museums and art galleries hold on to the old equipment, many commercial cinemas have moved to digital films, making the experience of new analog productions (e.g. when Tarantino has a film in 70mm distribution) and the re-experience of old movie classics in original format an exception.

The conversion of analog film to digital file assumes that image and sound remain the same when translated into new technology. But if one has the pleasure of re-watching a 35mm film classic today, the analog noise seems to be the medium's own counter-argument to that assumption. For in the light of the digital, the analog almost accentuates it's own intrusive materiality, e.g. when picture and sound quality fluctuates from scene to scene as the grain of the film change texture and background noise change. Most DVD and Blu-Ray restorations are "smoothings" of image and sound, removing unnecessary material noise to reach the "real picture".

This practice have also caused direct artistic response. E.g. Bill Morrison's found footage projects where he finds worn and dissolved emulsion films in film archives and utilize their decay as an integral part of his expression. As his title Decasia (2002) suggests, his films operate with an awareness of stripe perishability, and his works belong to a broader movement of contemporary filmmakers who symbolize the film strip as something bodily and/or perishable (Knowles 2013).

Thus, there is a dispute over the future of the film, and this often leads to polemical positions, where filmmakers and critics are either uncritically tech-enthusiastic about the digital, or puritanically oriented towards the old formats.

In my opinion, film theory should not occupy any of these normative positions, or even predict what the outcome of this dispute will be. In any case, something will be lost and something will be won, and possibly we will have a different concept of what "film" and "cinematic" is in a few years. But if film theory must retain relevance through this transformation, it must provide the analytical tools to examine what has continued (and what has not) and how, as well as a deeper understanding of its consequences.

Crucially, the discussion not only concerns the extent to which the film's future is analog or digital. Both Manovich and Streible's views are, in my view, symptoms of the fact that the great narrative of the film is being destabilized and that digitization has made the re-negotiation of the "cinematic" necessary. This applies not only to Manovich's indexical and Streible's media base, but also to unspoken assumptions about how to construct narratives (Le Grice 2001) and the degree of interactivity in film (Snibbe 2000, Levin 2000) - all features that are characteristic of the old, dominant format but which may not necessarily be retained in the digital.


Periods or environments

However, there is a difference to whether one defines "film" as a base for storage, as Streible does, or as an abstract mediality. In the first case, "film" means the emulsion film in which "the filmic" (or "cinematic") are features derived from it. On the other hand, as a mediality "film" extends that meaning, and the "cinematic" is not bound to one format, but has many co-organized manifestations in media history. Even though dominant film theory is not particularly explicit about this assumption, the discourse is characterized by an orientation toward the film strip and/or film camera as an anchor point. This can be seen - among other thing - in the exclusion of animated films in film theory (which, however, is being corrected in recent years (Beckman 2015)). And this in turn challenges the canonized idea that the Lumiere brothers' cinematograph is the first cine-machine, labeling the preceding film works and animation devices as "pre-cinematic" because they lack the photochemical base of the film strip. Similarly, Dan Streible asks if we should today call the medium "post-cinematic" to reflect the transition from "film" to "file".

In both cases, film as a storage medium is expressed as a periodization of "film", as something that has a "before" and "after" and which implies a kind of irreversible process - e.g. that digital technology must replace the analog.

In contrast, I do not want to talk about periods of the film media, but about the manifestations of film media in different environments. This conceptual shift from a temporal to a spatial category should not be confused with a denial of the chronology of the environment - e.g. the digital still comes after the analog emulsion film. But contrary to the "period" term, an "environment" does not imply that one technology is replaced by the next. Consequently, it can be said that the entire film landscape is reshaped when a new environment occurs, and so the introduction of new environments both means retrospective reinterpretations of previous environments (e.g. when experiencing 35mm film materiality in the light of HD videos) and artistic reactions (e.g., when Bill Morrison responds to the digital restoration process).

In addition, the concept of the environment also denotes that environments are co- rather than subordinated, meaning that no environment is more "cinematic" than another. Here, Streble's concept of "film" can be defined as the plastic-mechanical environment where the signal is a (photo) chemical film strip. Before this environment was fully developed, there are examples of "animation devices" in the optomechanical environment . They generally operate without the strip component and form a light signal that is modulated by shutter, mirrors and prisms in combination with mechanics. The optomechanical environment remains active following the invention of the film strip, but is subsequently characterized as light or kinetic art despite it's film-like features.

With TV and later video, an electronic environment is created, which is another analog environment in which varying electrical signals are converted into sound, images and motion. And finally, the digital environment with the signal as binary code enters.

Across these environments, I would argue that a remediation of the same idea of ​​"the cinematic" occurs. This idea unites (so-called) pre-filmic, post-filmic and, if you will, para-filmic (light and kinetic art) into the same analytical category of "film" (or optokinetics?). A similar extended media geography can also be found with Gregory Zinman and Michael Betancourt (Zinman 2012, Betancourt 2012), who include pre-/para-filmic "color organs" and "liquid light shows" in the film discourse, and with Golan Levin and Scott Snibbe, who designs and discusses post-filmic computer programs and apps as cinematic phenomena. (Snibbe 2000, Levin 2000)


Foundations for a film archeology

This extended concept of film is based on a medial definition of cinematic, but it is also supported by the same "cinematic language" occurring across the environment. However, it is not only at the work level that the imitations happen. Similarly the tools used to produce films will borrow and remediate principles from one another.

Most obviously you find the same principles in a camera, whether it is chemical-mechanical, electronic or digital, but also other cine-machines imitate old devices. Digital editors remediate the optical printer's operations (multi-exposure, split-screen, slow-motion, etc.) and can apply filters that make shot resemble 8mm or worn VHS tapes. And VJ apps will imitate video synthesizers both in the effects available and on the interface level.

Thus, even before concrete film works are made, ideas can reside in the cine-machines themselves, and by analyzing and comparing historical machines as objects, it is my assumption that we can decode how each instrument constitutes a creative practice in a cinematic context. In other words, this discipline is not just a film history that deals with film works, but a film archaeological method that examines works in comparison with their technological/material origins, anchor the film historical breakthroughs in these tools, and raise general questions about the importance of technology in the development of film media.


What is a Cine-Machine?

Film machines, first and foremost, are understood as very specific machines that are part of the production of live images - obviously you can mention cameras and displays such as a projector, a screen or the "pre-cinematic" Zoetrope. But there are also more hidden film machines such as the optical printer, video synthesizers, and software for editing and 3D animation.

             It is my assumption that filmmakers put their imprint on film production. It can, for example. be how the machines transform the cinematic signal (such as physical film strip, electromagnetic videotape or binary computer file); an inclination in the way they make images (the camera creates perspectivistic spaces; the kaleidoscope's symmetrical patterns); or a particular logic in the movement patterns they are animated with (3D software calculates the movement of the characters in a certain way). Without this relationship being an assertion of technological determinism or a downward prioritization of the importance of the human factor, my focus will be on how the film machines function as conditions for the imagery and movement patterns of the works.
             Film machines are thus not only the concrete machines that can be lifted, knocked and destroyed. They are also optical-kinetic instruments that, in their structure, contain certain ways of creating image and motion. Each film maker must then also be regarded as an abstract principle, for example. requires certain optical-kinetic inclinations and delineates a particular expression space. This basic feature will describe my task with an algorithm model that identifies machine inputs, parameters and outputs, and explores how this system facilitates creative practice.


The subject matter of the study

I have selected this assignment's film machine cases on the basis of (1) that they must show breadth in relation to the different environments of the film media, (2) that there is sufficient empirical evidence for the selected film machines, both in the form of technical documentation and in works, so that they can be systematically investigated and (3) that these film machines are implemented in works where they are also used and algorithmically explored.

             In particular, the last point is a crucial inference to the general validity of the study, as there are many film works where the film machine operates under the same algorithmic conditions, but is not algorithmically explored by the artist. For example. Many Hollywood movies use the optical printer to make slow motion, freeze frames, dissolves, etc., just as video synthesizers up to the 90s were used for TV graphics. But in these contexts, the filmmakers serve a different function, as their imagery must convey e.g. a fictitious content.
             Such applications are also a central part of the filmmakers' nature, but because of the scope of this study, they can only be included as perspectives. By contrast, my primary focus is on films that are often characterized as experimental films. That these films "use and explore the filmmaker algorithmically" I understand, unlike traditional filmmaking, in which the filmmakers must be invisible and served by film technicians who follow and fulfill an director's wishes. Here, the instructor is considered the actual artist because it is him / her who has the vision. By contrast, the specialists who manage the camera, optical printer, animation, etc. are just technicians who have to realize the instructor's visions.
             In this task, the film technician is the artist - either as the one who made the machine himself (Beck), got it tailor made (Whitney) or has in-depth technical knowledge of it (Lye). The word "artist" here does not mean that it is crucial whether the works have an artistic or entertainment ambition. By contrast, I believe that the distinction between film director and film technician may reflect a current art-historical theme in which the artist (artist) is confronted by the artisan (artisan). Since the Renaissance, this distinction has been applicable, with the artist working in the sphere of ideas (eg with painting), while artisans working with matter. Here, crafts were considered somewhat lower and often attributed to "otherness," associated with female pursuits, non-Western cultures, etc. (Tarp 2011) Pamela Smith's The Body of the Artisan (2004) made a show of this oppression, arguing that the artisan's dialogue with the material is a particular "artisanal epistemology".
             Of course, these conditions cannot be transmitted directly to film history that has a different historical, technological, and political context. But the discussion raises an interesting question as to whether the filmmaker's practice is different when he / she does not simply execute the film director's orders.


Handmade film

In Handmade: The Moving Image in the Artisanal Mode (2012), Gregory Zinman addresses a similar problem in which the film artist is also understood as an artisan. In his analyzes of direct film (animations painted directly on the film strip), color organs , psychedelic light shows and video synthesizers, Zinman argues that in these traditions we find an "artisanal mode" within the film medium, where both the film object's " well " -made-ness ' and the film artist's " attention to and respect for a material " (Zinman 2012: 8) are prominent. Here, in its intimate relationship with the material base of the film objects, the artist must exhibit " an empathy with another matter's distinctive properties, laws, or conventions " (ibid: 8-9), which stands in opposition to the industrial products of film studies.

             To a degree, my project is similar to Zinmans in that our empiricism overlaps greatly, and I also practice craft-like practices around the film machines. But in terms of his focus on film objects, my project involves a plan shift where I have the film machines rather than the film works as objects. Film machines must be understood here both as the specific film machines that I want to analyze and as the abstract idea of ​​the Film Machine that unites the individual studies.
             On the assumption that the filmmakers themselves carry their motifs, it will also be relevant to investigate how motifs are remedied across filmmakers and environments. The motifs here can be both a result of the filmmakers' mechanical motivation and a film-historical imitation of predecessors.


Purpose and section of the study

The purpose of this assignment is to develop the concept of the film machine as a method. The method consists of:

   an archaeological dimension that uncovers the film machine and its historical practices. Empiri can be the film machine itself (if it still exists), works, demonstration videos, technical records, manuals, manifests, reconstructions, simulations, interfaces , etc.
   a material-technological dimension that establishes principles for how the agents of film machines can be detected in concrete works
   a genealogical dimension that maps out the history of the filmmakers when they e.g. imitating each other at the image or machine level

The algorithm can be seen as a model for this method that unites all three dimensions.


Chapter 1 defines what a film machine is and how the approach can be seen in continuation of an art-historical tradition of material studies. Next, in Chapter 2, I will characterize the four environments of the film media in order to create a framework of how the signals and machines of the environments make traces.

             The last three chapters are all dedicated to film machines in one environment, with the main focus on one artist's practice. In Chapter 3, the film machine computer program Arabesque is developed and used by John Whitney. Here, the geometry-based program serves as a prototype for the algorithm model, and Whitney's work as a model for algorithmic practice.
             Chap. 4 focuses on Len Lye's practice on the film projector, the Gasparcolor system, and the optical printer in the chemical-mechanical environment. Lye uses these three film machines in a kind of "hacking" where he reveals their being by vitalizing and algorithmic use. By analyzing two of his works, I will demonstrate the agent of the respective filmmakers, and this leads to 5 of the 6 motifs, which are continued in Chapter 5.
             Chap. 5's focus is Stephen Beck's Direct Video Synthesizer # 1 in the electronic environment. Here, the synthesizer's structure and genealogy is compared to other film machines to show how 6 leads are created and transformed according to the synthesizer's algorithm. Hereby I discuss in the chapter how to demonstrate whether these motives are respectively. mechanically or iconographically motivated.
             In the rounding, I summarize the method's tools and pick up on the 6 leads to see how these results together can form a foundation for a filmmaker's film history . Finally, the concept of application to contemporary digital film machines is discussed.