MachineMachine /stream - search for implementation https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Cinephilia and Beyond: The Incredible Effects of The Thing]]> http://cinearchive.org/post/91060081775/the-incredible-effects-of-the-thing

The Incredible Effects of The Thing, Cinefantastique issue detailing the design and implementation of many of The Thing’s effects sequences.

The visuals of both the desolate Antarctic and the ever-morphing alien creatures in The Thing were envisioned long before the movie was shot. Extensive storyboards were drawn by artist Michael Ploog so that all the departments of the production were on the same page in their preparation for the shoot. This is nothing new… but the similarity between the storyboards and the final imagery shot by legendary DP Dean Cundey is staggering. Storyboards are often only a guide, but in this film they were so specifically rendered that they became gospel. The detail and artistry of Ploog’s work up front, allowed the crew to have clear and defined goals on those frigid shooting days in both Alaska and Canada.

To demonstrate this point… I’ve taken two scenes from The Thing and laid down the storyboards next to the shots in the final edit of the film. The video below examines the discovery of the alien spaceship and the transformation of Norris in the shocking scene that still haunts me today. Just like Hitchcock worked with Saul Bass to create the famous shower scene in Psycho, Ploog crafted beautiful storyboards for Carpenter so that the time on set was best utilized to tell the story. Be it pencil to paper or an iPad app filmmakers can share the envisionment of the worlds they are creating by using storyboards. —Vashi Nedomansky, The Thing: Storyboards to Film Comparison

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Mon, 14 Jul 2014 00:43:40 -0700 http://cinearchive.org/post/91060081775/the-incredible-effects-of-the-thing
<![CDATA[MakeUp Tutorial HOW TO HIDE FROM CAMERAS]]> http://www.youtube.com/watch?v=kGGnnp43uNM&feature=youtube_gdata

MakeUp Tutorial HOW TO HIDE FROM CAMERAS

We all know that cameras are watching our every step.

Find out how to hide from cameras, sensors, and any other facial recognition devices with these tips that will make you undetecable. Camouflage yourself from face detection today with these tips.

CV Dazzle is key for hiding from computers and machines that are tracking you and building profiles. Don't be susceptible to photo tagging by friends or governmental agencies ever again. The implementation of this makeup tutorial in your everyday life will be key to existing track-free.

http://twitter.com/jillianmayer https://www.facebook.com/HelloIamJillianMayer

for more info on CV Dazzle: http://ahprojects.com/projects/cv-dazzle

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Tue, 26 Nov 2013 06:23:52 -0800 http://www.youtube.com/watch?v=kGGnnp43uNM&feature=youtube_gdata
<![CDATA[Acclaimed artists commemorate the 25-year anniversary of the GIF]]> http://www.dailydot.com/culture/25-year-anniversary-gifs-collection/

From the oogachaka baby to Nyan Cat, the graphics interchange format, better known as the GIF, has come a long way since the days of floppy discs.

The modern-day GIF was introduced to the world 25 years ago today by Steve Wilhite as a more versatile alternative to the JPEG, according to Alexander “Sandy” Trevor, the former chief technical officer of CompuServe.

“If you want lossless, compressed graphics, there is nothing better than GIF,” Trevor told the Daily Dot. “Yes, JPEG is better for photos, but you can tolerate loss in photos. And PNG has some benefits, but for most applications it is not worth the additional implementation hassle.”

Despite its adaptability and ease of use, the GIF became a pariah in the 1990s, due to its overuse on Web-hosting sites.

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Wed, 27 Jun 2012 15:28:00 -0700 http://www.dailydot.com/culture/25-year-anniversary-gifs-collection/
<![CDATA[Rigid Implementation vs Flexible Materiality]]> http://machinemachine.net/text/research/rigid-implementation-vs-flexible-materiality

Wow. It’s been a while since I updated my blog. I intend to get active again here soon, with regular updates on my research. For now, I thought it might be worth posting a text I’ve been mulling over for a while (!) Yesterday I came across this old TED presentation by Daniel Hillis, and it set off a bunch of bells tolling in my head. His book The Pattern on the Stone was one I leafed through a few months back whilst hunting for some analogies about (digital) materiality. The resulting brainstorm is what follows. (This blog post, from even longer ago, acts as a natural introduction: On (Text and) Exaptation) In the 1960s and 70s Roland Barthes named “The Text” as a network of production and exchange. Whereas “the work” was concrete, final – analogous to a material – “the text” was more like a flow, a field or event – open ended. Perhaps even infinite. In, From Work to Text, Barthes wrote: The metaphor of the Text is that of the network… (Barthes 1979) This semiotic approach to discourse, by initiating the move from print culture to “text” culture, also helped lay the ground for a contemporary politics of content-driven media. Skipping backwards through From Work to Text, we find this statement: The text must not be understood as a computable object. It would be futile to attempt a material separation of works from texts. I am struck here by Barthes” use of the phrase “computable object”, as well as his attention to the “material”. Katherine Hayles in her essay, Text is Flat, Code is Deep, (Hayles 2004) teases out the statement for us: ‘computable’ here mean[s] to be limited, finite, bound, able to be reckoned. Written twenty years before the advent of the microcomputer, his essay stands in the ironic position of anticipating what it cannot anticipate. It calls for a movement away from works to texts, a movement so successful that the ubiquitous ‘text’ has all but driven out the media-specific term book. Hayles notes that the “ubiquity” of Barthes” term “Text” allowed – in its wake – an erasure of media-specific terms, such as “book”. In moving from, The Work to The Text, we move not just between different politics of exchange and dissemination, we also move between different forms and materialities of mediation. (Manovich 2002)For Barthes the material work was computable, whereas the network of the text – its content – was not.

In 1936, the year that Alan Turing wrote his iconic paper ‘On Computable Numbers’, a German engineer by the name of Konrad Zuse built the first working digital computer. Like its industrial predecessors, Zuse’s computer was designed to function via a series of holes encoding its program. Born as much out of convenience as financial necessity, Zuse punched his programs directly into discarded reels of 35mm film-stock. Fused together by the technologies of weaving and cinema, Zuse’s computer announced the birth of an entirely new mode of textuality. The Z3, the world’s first working programmable, fully automatic computer, arrived in 1941. (Manovich 2002) A year earlier a young graduate by the name of Claude Shannon had published one of the most important Masters theses in history. In it he demonstrated that any logical expression of Boolean algebra could be programmed into a series of binary switches. Today computers still function with a logic impossible to distinguish from their mid-20th century ancestors. What has changed is the material environment within which Boolean expressions are implemented. Shannon’s work first found itself manifest in the fragile rows of vacuum tubes that drove much of the technical innovation of the 40s and 50s. In time, the very same Boolean expressions were firing, domino-like, through millions of transistors etched onto the surface of silicon chips. If we were to query the young Shannon today, he might well gawp in amazement at the material advances computer technology has gone through. But, if Shannon was to examine either your digital wrist watch or the world’s most advanced supercomputer in detail, he would once again feel at home in the simple binary – on/off – switches lining those silicon highways. Here the difference between how computers are implemented and what computers are made of digs the first of many potholes along our journey. We live in an era not only practically driven by the computer, but an era increasingly determined by the metaphors computers have injected into our language. Let us not make the mistake of presupposing that brains (or perhaps minds) are “like” computers. Tempting though it is to reduce the baffling complexities of the human being to the functions of the silicon chip, the parallel processor or Wide Area Network this reduction occurs most usefully at the level of metaphor and metonym. Again the mantra must be repeated that computers function through the application of Boolean logic and binary switches, something that can not be said about the human brain with any confidence a posteriori. Later I will explore the consequences on our own understanding of ourselves enabled by the processing paradigm, but for now, or at least the next few paragraphs, computers are to be considered in terms of their rigid implementation and flexible materiality alone. At the beginning of his popular science book, The Pattern on the Stone, (Hillis 1999) W.  Daniel Hillis narrates one of his many tales on the design and construction of a computer. Built from tinker-toys the computer in question was/is functionally complex enough to “play” tic-tac-toe (noughts and crosses). The tinker-toy was chosen to indicate the apparent simplicity of computer design, but as Hillis argues himself, he may very well have used pipes and valves to create a hydraulic computer, driven by water pressure, or stripped the design back completely, using flowing sand, twigs and twine or any other recipe of switches and connectors. The important point is that the tinker-toy tic-tac-toe computer functions perfectly well for the task it is designed for, perfectly well, that is, until the tinker-toy material begins to fail. This failure is what Chapter 1 of this thesis is about: why it happens, why its happening is a material phenomenon and how the very idea of “failure” is suspect. Tinker-toys fail because the mechanical operation of the tic-tac-toe computer puts strain on the strings of the mechanism, eventually stretching them beyond practical use. In a perfect world, devoid of entropic behaviour, the tinker-toy computer may very well function forever, its users setting O or X conditions, and the computer responding according to its program in perfect, logical order. The design of the machine, at the level of the program, is completely closed; finished; perfect. Only materially does the computer fail (or flail), noise leaking into the system until inevitable chaos ensues and the tinker-toys crumble back into jumbles of featureless matter. This apparent closure is important to note at this stage because in a computer as simple as the tic-tac-toe machine, every variable can be accounted for and thus programmed for. Were we to build a chess playing computer from tinker-toys (pretending we could get our hands on the, no doubt, millions of tinker-toy sets we”d need) the closed condition of the computer may be less simple to qualify. Tinker-toys, hydraulic valves or whatever material you choose, could be manipulated into any computer system you can imagine, even the most brain numbingly complicated IBM supercomputer is technically possible to build from these fundamental materials. The reason we don”t do this, why we instead choose etched silicon as our material of choice for our supercomputers, exposes another aspect of computers we need to understand before their failure becomes a useful paradigm. A chess playing computer is probably impossible to build from tinker-toys, not because its program would be too complicated, but because tinker-toys are too prone to entropy to create a valid material environment. The program of any chess playing application could, theoretically, be translated into a tinker-toy equivalent, but after the 1,000th string had stretched, with millions more to go, no energy would be left in the system to trigger the next switch along the chain. Computer inputs and outputs are always at the mercy of this kind of entropy: whether in tinker-toys or miniature silicon highways. Noise and dissipation are inevitable at any material scale one cares to examine. The second law of thermo dynamics ensures this. Claude Shannon and his ilk knew this, even back when the most advanced computers they had at their command couldn”t yet play tic-tac-toe. They knew that they couldn”t rely on materiality to delimit noise, interference or distortion; that no matter how well constructed a computer is, no matter how incredible it was at materially stemming entropy (perhaps with stronger string connectors, or a built in de-stretching mechanism), entropy nonetheless was inevitable. But what Shannon and other computer innovators such as Alan Turing also knew, is that their saviour lay in how computers were implemented. Again, the split here is incredibly important to note:

Flexible materiality: How and of what a computer is constructed e.g. tinker-toys, silicon Rigid implementation: Boolean logic enacted through binary on/off switches (usually with some kind of input à storage à feedback/program function à output). Effectively, how a computer works

Boolean logic was not enough on its own. Computers, if they were to avoid entropy ruining their logical operations, needed to have built within them an error management protocol. This protocol is still in existence in EVERY computer in the world. Effectively it takes the form of a collection of parity bits delivered alongside each packet of data that computers, networks and software deal with. The bulk of data contains the binary bits encoding the intended quarry, but the receiving element in the system also checks the main bits alongside the parity bits to determine whether any noise has crept into the system. What is crucial to note here is the error-checking of computers happens at the level of their rigid implementation. It is also worth noting that for every eight 0s and 1s delivered by a computer system, at least one of those bits is an error checking function. W. Daniel Hillis puts the stretched strings of his tinker-toy mechanism into clear distinction and in doing so, re-introduces an umbrella term set to dominate this chapter: I constructed a later version of the Tinker Toy computer which fixed the problem, but I never forgot the lesson of the first machine: the implementation technology must produce perfect outputs from imperfect inputs, nipping small errors in the bud. This is the essence of digital technology, which restores signals to near perfection at every stage. It is the only way we know – at least, so far – for keeping a complicated system under control. (Hillis 1999, 18)   Bibliography  Barthes, Roland. 1979. ‘From Work to Text.’ In Textual Strategies: Perspectives in Poststructuralist Criticism, ed. Josue V. Harari, 73–81. Ithaca, NY: Cornell University Press. Hayles, N. Katherine. 2004. ‘Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis.’ Poetics Today 25 (1) (March): 67–90. doi:10.1215/03335372-25-1-67. Hillis, W. 1999. The Pattern on the Stone : the Simple Ideas That Make Computers Work. 1st paperback ed. New York: Basic Books. Manovich, Lev. 2002. The Language of New Media. 1st MIT Press pbk. ed. Cambridge  Mass.: MIT Press.      

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Thu, 07 Jun 2012 06:08:07 -0700 http://machinemachine.net/text/research/rigid-implementation-vs-flexible-materiality
<![CDATA[The animated history of the GIF]]> http://www.dailydot.com/entertainment/gif-history-steve-wilhite-olia-lialina-interview/

The GIF, or graphics interchange format, was introduced to the world by Compuserve in 1987. The compressed format was the ideal for performing image transfers across the slow modem connections of the time. The format also allowed for color, replacing the black-and-white run-length encoding format (RLE).

The GIF was simply the best and most versatile image format around said Alexander “Sandy” Trevor, the former chief technical officer of CompuServe who managed the GIF team.

“If you want lossless, compressed graphics, there is nothing better than GIF,” Trevor told the Daily Dot. “Yes, jpeg is better for photos, but you can tolerate loss in photos. And png has some benefits, but for most applications it is not worth the additional implementation hassle.”

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Fri, 04 May 2012 04:45:10 -0700 http://www.dailydot.com/entertainment/gif-history-steve-wilhite-olia-lialina-interview/
<![CDATA[Innovative websites as template for MFA research community]]> http://ask.metafilter.com/mefi/196170

I'm looking for examples of websites that have successfully enhanced a research community (academic or artistic) with a dynamic online/social/mutual-portfolio presence. Blog and social media based hubs, perhaps, that showcase the possibilities of web portfolio/research integration for academic and creative purposes. I've been asked to help implement a website/blogging platform for a community of 20 MFA students.

Basically I'd like to gather up some examples of dynamic websites attached to academia (or similar i.e. the arts). These examples will be then passed on to my superiors with an eye to developing our own platform that takes the best approaches we discover and adds/mutates them to our needs. The cream of the crop in terms of design, content and implementation.

The perfect fit would (perhaps) give each student their own (blog) space from day one, and have the content they choose to share dynamically interface with the other students as the course unfolds. We might use it as a portfolio format (the students are studying art and writing) or we might integrate it with the theoretical components of the course, use it to share tutorial feedback, or even open the reading we do to the wider world.

Ideally we will do this cheaply, with open-source software.

Send me some impressive and inspiring examples!

Cheers in advance

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Fri, 16 Sep 2011 07:26:18 -0700 http://ask.metafilter.com/mefi/196170