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Wednesday, March 4, 2009

DAC 2009: chamada para área de Estudos do Software e Plataformas



O Grupo de Software Studies solicita a submissão de artigos e painéis para a área dedicada aos Estudos do "Software/Plataformas" no evento Digital Arts and Culture 2009. Por favor envie sua proposta até o dia 01 de maio de 2009. Os artigos completos deverão ser enviados até o dia 01 de outubro e a conferência acontecerá em dezembro de 2009 na Universidade da Califórnia, Irvine. Os temas são:



Estudos do Software/ Plataformas

O software é a máquina que opera a cibercultura, as novas mídias e a arte digital - uma camada de controle e comunicação que permeia a cultura contemporânea. A plataforma é a relação entre o hardware e o software que permite e restringe a expressão do software. Investigar a lógica da visualização, simulação e representação na arte e na cultura digital contemporânea é se envolver com os Estudos do Sofware e das Plataformas. A chamada de artigos para a área de Estudos do Software e Plataformas no DAC 2009 tem como objetivo receber trabalhos que explorem a arte digital e a cultura através dos códigos fontes, das arquiteturas das plataformas ou formas similares. Artigos e painéis explorando os paradigmas emergentes da crítica dos estudos do código e a interpretação dos algoritmos são particularmente encorajados.
Líderes da área:

Jeremy Douglass, PhD. Pesquisador do grupo de Software Studies na UCSD.
jeremydouglass@gmail.com
Noah Wardrip-Fruin, Professor Assistente, Departamento de Ciência da Computação, University of California, Santa Cruz.
nwf@ucsc.edu

O DAC é um encontro bienal - em 2005 aconteceu em Copenhagen, Dinamarca, em 2007 em Perth, Austrália e em dezembro deste ano acontecerá em Irvine, na Califórnia, tendo como título "Depois da mídia: materialização e contexto". Aplicações para temas que se entrecruzam nas áreas de Estudos do Software e Plataformas são permitidas, incluindo:

  • O espaço-tempo da ubiqüidade e da incorporação
  • Depois das mídias móveis
  • Cognição e criatividade
  • Incorporação e performatividade
  • Ambiente/ sustentabilidade/ mudança climática
  • Pedagogia Interdisciplinar
  • Sexo e sexualidade
  • Estudos do Software/ plataformas

Para mais detalhes, acesse o Call for Paper completo em: DAC09 call for papers.

Monday, March 2, 2009

National University of Singapore awards a grant for Cultural Analytics research

February 20, 2009: National University of Singapore (NUS), the leading research university in Singapore, has awarded a grant for 175,000 SGD to a group of NUS faculty and Lev Manovich for a project enititled "Mapping Asian Cultures: From Data to Knowledge."
The grant will allow the group to develop a large-scale cultural analytics project dealing with the analysis and visualization of cultural patterns in Asian countries in the 20th and early 21st century: from traditional art to online social media.

The group consists from the following researchers:

Visiting Researcher:
Lev Manovich
Professor, Visual Arts Department, UCSD
Director, Software Studies Initiative, Calit2 / UCSD

Kay O’Halloran
Associate Professor, Department of English Language & Literature, Faculty of Arts & Social Science; Director, Multimodal Analysis Lab, Interactive & Digital Media Institute (IDMI).

Robbie Goh
Head of Department, Department of English Language & Literature, Faculty of Arts & Social Science
Deputy Director, Asian Research Institute (ARI).

Giorgos Cheliotis
Assistant Professor, Communication and New Media (CNM)

Lonce Wyse
Associate Professor, Communication and New Media (CNM)
Director, Arts & Creativity Lab, Interactive & Digital Media Institute (IDMI)

Roger Zimmermann
Associate Professor, School of Computing


From the proposal abstract:

"The members of our group have already accumulated substantial experience in quantitatively analyzing and visualizing large sets of cultural data. Using online community music site ccMixter, Giorgos Cheliotis analyzed the patterns of music creation, sampling and remixing between 1,850 active users who at the time of data collection (2007) have collectively produced 7,484 tracks. The projects currently underway in Manovich’s lab include analysis and visualization of patterns in 200,000 art history images drawn from artstor.org, interactions between tens of thousands of MySpace users, biographies of Korean diaspora artists, and public perceptions of architectural developments in Asian countries. Kay O’Halloran’s Multimodal Analysis Lab is currently working on a large project which involves developing linguistic, image and sound processing techniques for analyzing complex multimodal documents, videos and interactive events on the web. The automated analytical techniques developed in the Multimodal Analysis Lab are applicable to the large cultural data sets that we want to use in the project proposed here.

Equally importantly, Manovich and Cheliotis have independently developed theoretical frameworks for working with large cultural data sets. Since 2005 Manovich has been developing a broad framework for this research that he called “Cultural Analytics.” The framework calls for the use of interactive visualization, Geographical Information Systems (GIS), data mining, and statistical data analysis for research, teaching and presentation of cultural artifacts, processes, and flows. Manovich’s lab is focusing on analysis and visualization of large sets of visual and spatial media: art, photography, video, cinema, computer games, space design, architecture, graphic and web design, product design. Another focus is on using the wealth of cultural information available on the web to construct detailed interactive spatio-temporal maps of contemporary global cultural patterns. Cheliotis refers to his research using the term “Online Cultural Dynamics.” His focus is on the examination of the structure, dynamics and output of online communities. According to Cheliotis, they are largely based on the same processes of creative reuse, synthesis and production that have characterized most of our cultural production throughout human history, but are now accentuated with the new paradigm of collaborative, commons-based peer production which critically depends on the sharing and licensing behaviour of creators.

We propose to extend this research in new directions by taking advantage of the unique combination of resources and expertise available at NUS. Drawing on the broad expertise of our team will allow us to do work in the analysis and visualization of cultural patterns on the scale beyond what has been done so far. The humanities scholars who have already started to analyze, graph, and map cultural data so far focused on relatively narrow areas of humanities – for instance, 19th century novels or archaeology of particular ancient sites. No attempt has been made so far to apply this approach to a much larger set of cultural activities related by a common geography or a time period. Additionally, humanities scholars tend to use visualizations as static illustrations of their findings – rather as a research tools for data exploration and knowledge discovery, as it is common in the sciences.

Our project is designed to address both of these limitations. Firstly, we propose to carry out a number of case studies that will together begin to visualize some of the patterns in the cultural development of a whole continent over a 100-year period. What is this continent? We decided to choose the subject for our study in such a way as to make the project particularly meaningful in the location where the project will be created and first shown. Consequently, we chose to work on Asian cultures from the early twentieth century until today. Using a number of both historical and contemporary data sets and sources of information, we will map vectors of influence between different Asian traditions and the West, the struggles to establish the unique modern Asian cultural identities throughout the twentieth century, and the extraordinary rise of Asia in today’s globalization era to become new leaders in cultural innovation and experimentation (as demonstrated, for instance, by the opening ceremony of 2008 Olympics.) We will visualize the dynamics of contemporary vernacular digital culture in Asia using data from social networking and social media sites popular in Asia such as Cyworld, Friendster, Sina, etc. We will also compare online cultural dynamics in Asia and other geographical regions. This will allow us to create models of cultural development that will assist in the detection of new and potentially important cultural currents, as well as in understanding the position of Asian media creators in the globalized context of the web.

We will present our findings in articles, conference presentations and also in a large-scale high-resolution interactive installation. The interfaces and visualization techniques developed for this installation will represent the second major innovation of our project. Going beyond the static visualizations or the already familiar media interfaces deployed in museums, we will create fundamentally new types of interfaces to cultural content. The installation will present innovative ways of interacting with and experiencing cultural assets and cultural information based on the analysis of large cultural data sets. The interfaces will use the concepts and technologies from the fields of science visualization, information visualization, and Geographical Information Systems (GIS). They will also bring together the visualization techniques normally used in science with the best techniques developed in digital art ad design. The users will be able to interact with visually rich maps and visualizations of cultural flows, patterns, and dynamics at a variety of scales, going from a “bird’s eye” of a very large database as a whole to a view of an individual cultural artifact."

Sunday, March 1, 2009

Software Studies Brazil at PARALELO: Technology & Environment

PARALELO
TECHNOLOGY & ENVIRONMENT
A MEETING POINT FOR ARTISTS, DESIGNERS & RESEARCHERS

PARALELO is a unique five day project - workshops, symposia and live events - supported and organised by the British Council in Brasil and the UK, hosted by the Museum of Image and Sound in São Paulo and the Centro Cultural de Brasil, with support also from the Mondriaan Foundation and the Virtueel Platform in the Netherlands and the Arts & Humanities Research Council in the UK. It brings together artists and designers working with media from three different countries - Brasil, the Netherlands and the United Kingdom, to discuss different ways in which collaborations across disciplinary and cultural borders can enable research and new insights into global and local ecological problems.

The teamwork across artistic, design, scientific and technological borders which is increasingly a key part of the cultural canvas of the 21st century can bring about new insights and lead to new knowledge. But how are such investigations supported in different countries and what can we learn from consideration of models of exchange and intercultural dialogue?

Sunday 29 March

3pm

REFLEXIVE ENERGIES - THE HISTORY AND VISION FOR ART, ECOLOGY, DESIGN AND TECHNOLOGY EXCHANGE IN BRAZIL
Opening the five day programme of debates, workshops and intensive discussions with practitioners and researchers in the fields of art, design, science and technology from three countries, this panel of leading artists, curators and researchers from Brasil will set the scene, reflecting on their work and on the work of other leading figures within Brasilian cultural history who have engaged in many ways with the issues which Paralelo seeks to address.

Chair: Martin Grossmann - director of CCSP, founder of Forum Permanente
Cicero Silva -
Software Studies Group Brasil
Marcus Bastos - critic and independent curator of eletronic arts
Karla Brunet - artist and researcher at UFBA in the fields of art, science and technology

Organizing team:
Bronac Ferran (Royal College of Art, UK)
Gisela Domschke / IED and Independent, Sao Paulo (BR)
Karen Halley / British Council (BR)
Roberta Mahfuz / British Council (BR)
Sian Prime / Goldsmiths College, London (UK)
Liliane Rebello / British Council (BR)
Annette Wolfsberger / Virtueel Platform Amsterdam (NL/AT)
Louise Wright / British Council (UK)





Friday, February 27, 2009

The Art of Dominant Color in Film

In a recent post to the nettime list, Florian Cramer gives a slightly tongue-in-cheek description of his recent work on his Floppy Films project
In my own attempt of compressing this year's Oscar-nominated films to full-length 1.44 MB files as part of my Floppy Films project, I also crunched "Slumdog Millionaire" to a 7x3 pixel/8fps/128 colors animated GIF. In such a stripped-to-the-bones rendering, the dominant color palette of the production design becomes quite visible. In the case of "Slumdog Millionaire", the dominance of red-brown-yellow 'curry' colors aptly reveals the whole exoticism of the film. [In contrast, "Milk" uses a bright pastel - milky - color palette while dark sepia tones dominate the 1940s/50s period setting of "The Reader", and a frequent combination of olive greens and magenta violets sets the white trash tone for "The Wrestler". Since everything else seems predictable enough, I didn't bother watching higher resolution versions of these films.]

Watching the Floppy Films version of "Slumdog Millionaire" in a web browser may produce upscaling artifacts that create the illusion of there being more pixel information that there actually is, but it really is just 7x3. Here is a zoomed look at the actual information opening frame of the film:



At the heart of the artist's playfully irreverent abstraction of the Oscar lineup is a good question. Can we describe cultural objects like feature films by characteristics such as "dominant color palette"? Can we meaningfully compare them? Is such knowledge practical and useful, and will we learn anything we didn't already know?

We can, but the methods and outcomes are not always obvious. Here is one quick cultural analytics approach to Florian's Floppy Film take on "Slumdog Millionaire". Rather than impressionistically assessing a "red-brown-yellow 'curry'" theme, we can visualize the film's appearance, average states, and histogram distribution.

What does "Slumdog Millionaire" look like overall?


A montage of the entire film reveals a dark image dominated by unsaturated light tans, greens, and blues, with a few bright oranges and blues at the beginning and end.

What is the "Slumdog Millionaire" dominant color and composition?


Taking the mean of the entire film produces an olive green image with slightly brighter center-shot.

What is the "Slumdog Millionaire" dominant color pallete?


Black and grey are main colors, as in most realistic cinema - this perhaps goes without saying, but maybe it shouldn't go unsaid, as it probably isn't true in things like cartoons, ads, or music videos. Besides black, a quantization of the top 12 colors shows greens, blues, and tan, with a little bit of orange. Reds and browns aren't anywhere near the top, and yellow is a minor note.


This olive-blue "Slumdog Millionaire" revealed above seems very different from the red-brown-yellow one in the artist's tongue-in-cheek description, however we can find that palette in the film. Here is the same process applied only to the opening two minutes of the film:

What does the opening look like overall?


What is the opening's dominant color and composition?


What is the opening's dominant color pallete?



Here in the opening we can clearly see the red-brown-yellow 'curry' colors that the artist described, and perhaps begin to guess at how a general aesthetic assessment arose out of this strong opening impression.

This process of exploring "Slumdog Millionaire" suggests several things:

  1. We can characterize the palettes of films as a whole, and it can be useful to do so.

  2. We can characterize shots and sequences as differing from or typifying the character of a film as a whole.

  3. We can examine the individual or group aesthetic impression of what typifies the "essential" character of a film and identifies which shots or scenes best correspond to that assessment.


Cultural analytics approaches to film can be a useful tool for cutting through confirmation or selection bias and seeing the character of the object clearly -- however, it is not simply a method for trumping aesthetic impression with quantified data. Inquiry can flow just a easily in the other direction, beginning with the fact of the impression, and asking what in the film best corresponds to or typifies that perceived essence. For example, if the impression of a critic or a group was that red-brown-yellow typifies the essential look of "Slumdog Millionaire," we could begin with the opening and closing shots and ask how / why / if they serve as an essential representation of the film as a whole. Or we could take the histogram of each frame (or of a rolling average for a short window of frames) and search it.

This brief exploration is fairly far afield from the original provocation of the Floppy Films project, however the process of engaging Cramer's off-hand comment on color has helped me understand that work's method (and others like it) a bit better. Many forms of artistic and visual abstraction (e.g. "unfocused / pixelated video" type projects) may not actually help us come to grips with how color changes over time, even though their abstract idiom gives us a strong impression that they are doing so. Histogrammatic visualizations are direct and explicit, while simple frame montages (after the style of projects such as Cinema Redux by Brendan Awes) is both visceral and has the added virtue of Tuftian high information density. By contrast, Floppy Films: Slumdog Millionaire is much more effective at communicating the "dominant color palette" of the moment -- which is an important kind of knowledge of a very different order.

Monday, February 23, 2009

BettyBoop.viz

Cultural Analytics method allows us see the diffirences between cultural artifacts which at first may appear to be identical - and to reveal the similarities between artifacts which may appear to have nothing in common. The following quick "analytical sketch" (think of "sketches" done by artists @processing.org) done with 5 Betty Boop cartoons from the 1930s shows how by experimenting with alternative ways of graphing the data we make visible the relationships between the artifacts from the same set (i.e., cartoons made by Max Fleischer animation studio over a period of a few years.)

The five cartoons are available at archive.org. They are Betty Boop: A Song a Day (1936), Betty Boop: Is My Pam Read (1932), Betty Boop: More Pep (1936), Betty Boop's Ker-Choo (1932), Betty Boop: The Candid Candidate (1937).



A sequence from Betty Boop is My Palm Read, 1932 (sampled at 10 frame intervals).


In order to reveal the similarities and diffirences between these five works done by the same animation studio, we have also included the data from a artifact produced in another era and with radically diffirent technology - a music video by Björk (which we analyze in more detail in MotionGraphics.viz.)



5_films_vs_Biork_mean_PART2
X: time | Y: mean value (i.e., average gray scale value for each frame).
Thik red line: Björk video. Other lines: Betty Boop cartoons.
The graph does shows that the "temporal signatures" of Björk video - which in its techniques exemplifies motion graphics of the 2000s - is quite distinct from the cartoons of the 1930s drawn by hand and shot on animation stand. This is not a big surpise; but the graph does not tell us much about the relationships of the five cartoons to each other.


5_films_vs_Biork_mean_sorted
Same data but represented as a histogram-like form better reveals the patterns. Again, it is not surprising to see that the visual temporal structure of the five cartoons is quite different from that of Biork video; however, what we did not expect to find is how remarkably similar the cartoons are to each other. Produced over the course of 5 years by different people, it is though they are parts of the same film. (Adorno's fans, take notice.)
X: mean value (average gray scale value for each frame).
Y: number of frames which have a particular mean value.


5_films_vs_Biork_centerofmass_sorted
Having discovered the technique of graphing the measurements of all the frames of a film sorted in value, we decided to apply it to other measurements of the same artifacts. Here we plot sorted center of mass data. (Center of mass is defined as "he brightness-weighted average of the x and y coordinates all pixels in the image.") Although a single measurement of the center of mass for one frame may not be very informative, a successive set of measurements indicates (very aproximately - but quick to produce) how the action is moving in X,Y over the time. The similarity of the five cartoons stands out even more clearly.


5_films_vs_Biork_x_centerofmass_overlay_B
In this graph we are looking at all frames in five cartoons and all the frames from Biork video - projected on top of each other. The data plotted again is center of mass measurements. Now we discover something new. Althogh worked over with software, Biork's video is based on live footage of the singer, so in this way is typical of the universe of moving images which show people - who tend to walk on the ground. However, the cartoon universe is almost completely isotropic (invariant with respect to direction): the distribution of enter of mass measurements is symmetrical, were the characters are not bound by gravity.


5_films_vs_Biork_y_centerofmass_overlay_PART
Here we plot center of mass measurements (Y value) over time. When data is plotted in this way, the opposition between the isotropic movement universe of the cartoons vs. non-isotropic universe of the humans is also clearly visible.

Thursday, February 12, 2009

PLAYPOWER no Brasil e no mundo

A seção Gadget Lab do Blog da revista Wired fez uma cobertura completa sobre o projeto Playpower, que foi apresentado no dia 10 de março de 2009 no O'Reilly Emerging Technology Conference, in San Jose, Califórnia. O projeto vem cada vez mais ganhando espaço nas discussões sobre soluções educacionais através do uso de computadores com baixo custo e fácil acessibilidade.
O projeto lançou recentemente a sua página em língua portuguesa, para os interessados em colaborar na produção de jogos com preços acessíveis à maioria da população carente. Só para lembrar, o computador custa, nos Estados Unidos, 12 dólares.
O site do projeto em português é: www.playpower.org/br

Wednesday, February 4, 2009

Exploring Time in Structured Video

How can we characterize mass quantities of video in ways that make it more tractable to data exploration without losing aesthetic richness? Three new techniques are briefly discussed here:


  1. Time Frames, in which the time-axis is collapsed to create a single combined image (much like a long-exposure photograph)
  2. Time Slices, in which the video is "sliced" along the time-axis to reveal recurrent patterns not visible on the surface (much like counting the rings in a tree trunk)
  3. Time Structures, in which the video is arranged as a stack of images and then sculpted in 3d (much like a 3d medical image such as a brain scan)

The resulting combinations, cross-sections, and 3d models can all be used:
  • as thumbnails to characterize complex video clips
  • as analytic images to suggest regions and segments for further analysis
  • as classifiers for clustering large video clip data sets


Like common techniques of representing video such as film strips or montages of key frames, the above representations all work to make time simultaneously apprehensible. Unlike film strips and montages, however, these frames, slices, and structures all emphasize variation and continuity over time.

Examples below deal exclusively with video gameplay recordings, however experiments applying these techniques to other types of software-generated video and video in general are underway.


Time Frames: collapsing the time axis of video


Asteroids (Atari 2600): 3 sample frames


Asteroids (Atari 2600): mean frame of 10 mins
Each pixel represents the arithmetic mean of that location over the entire 10 minute recording of gameplay. The player


Asteroids (Atari 2600): standard deviation frame of 10 mins

Each pixel represents the amount of change over the course of the 10 minute recording of gameplay. Dangerous asteroids spawn thickly at the perimeter, and thin out as they approach the clear center column protected by the spinning player.


Orbient (Nintendo Wii): 3 sample frames


Orbient (Nintendo Wii): mean frame of 10 levels


Orbient (Nintendo Wii): mean frame for each of 9 levels


Desktop Tower Defense 1.5 (Internet): mean frame for each of two players


Desktop Tower Defense 1.5 (Internet): mean frame of 40 players


Time Slices: exploring the time axis of video


Cubello (Nintendo Wii): sample frame


Cubello (Nintendo Wii): mean frame of 5 minutes of play.
Image indicates consistent HUD-style user interface elements as possible areas of interest along three edges of the screen.


Cubello (Nintendo Wii): time slices of 5 minutes of play
Slices are taken from the ammo magazine column (left) and from the "bonus time" row (bottom). Each slice can be read as a graph.


Frogger (Atari 2600): 3 sample screenshots


Frogger (Atari 2600): mean frame of 5 minutes of play


Frogger (Atari 2600): "lily pads" time slice of 5 minutes of play

Reading from top, green bars indicate the duration the pad has been marked complete (filled with a Frogger face). Orange marks indicate the appearance of bonus flies.


Frogger (Atari 2600): "countdown timer" time slice of 5 minutes of play
Reading from top, orange bars indicate changing score, blue bar indicates countdown timer, which resets every time Frogger either fills a lily pad or loses a life.


Time Structures: scultping the space-time cube of video


Rockband (Nintendo Wii): sample frame


Rockband (Nintendo Wii): regions of interest in user interface



Rockband (Nintendo Wii): mean frame with two time slices.
Left: time slice of "Band meter" bar. Bottom: time slice of musical note sequence as tablature.




Rockband (Nintendo Wii): orthoganal views of band meter and musical note time slices.






Rockband (Nintendo Wii): 3-dimensional structures extracted from video regions of interest: tablature in 3d view, wheel-shaped meter (from center bottom of UI) and instrument marker (from inside left of UI)