Cinemetrics - Frederic Brodbeck

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cinemetrics is about measuring and visualizing movie data, in order to reveal the characteristics of films and to create a visual “fingerprint” for them. Information such as the editing structure, color, speech or motion are extracted, analyzed and transformed into graphic representations so that movies can be seen as a whole and easily interpreted or compared side by side. read less … Being someone who really enjoys movies and cinema, I always notice little things about the style of a movie, so film and its characteristics were an interesting starting point for this project.

Frederic Brodbeck - website


Furthermore my thesis is about generative / computational design and what role writing code plays regarding new approaches in (graphic) design. It was clear that for my graduation project I would use the methods I described in the thesis and that it would involve a certain amount of programming in order to visualize data. However, today there are already a lot of information graphics using meta-data related to film and cinema (budget, box office data, awards won, relationship between characters etc.). That’s why I wanted to use the movie itself as a source of data, to see what sort of information can be extracted from it, to find ways of visualizing it and to create the necessary tools to do this. Since motion pictures are a time-based medium, they can only be seen one image at a time – only as a fraction, never as a whole – that’s why it’s hard to capture and display them in their entireness. Taking this as a challange, the goals I set for this project were the following: Measuring and visualizing movie data to reveal the characteristics of movies and to create some sort of unique “fingerprint” for them. Extracting and analyzing information – such as the editing structure, use of colors, speech or motion – and transform them into graphic representations, so that movies can be seen as a whole and easily be interpreted or compared. Working experimentally and presenting the work both in print and digital media. This is especially interesting when putting two or more movies side by side and to be able to immediately see the similarities and / or differences: original vs. remake movies of the same genre / series different epochs of film-making all movies by one director Not only cinema enthusiasts and people doing film studies might benefit, but also for regular people an alternative way of looking at movies could provide an interesting new way of choosing movies based on formal criteria. For instance: “I don’t want to see the dark one with lots of motion, that colorful one with the great amount of spoken words looks much more interesting to me.” cinemetrics is an experiment to find out if the data that is inherent in the movie can be used to make something visible that otherwise would remain unnoticed.

SuperCollider Shape (2011) - João Martinho Moura

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Extract of exhibition at the Lab for Electronic Arts and Performance, Berlin
2nd December 2011

A minimal audiovisual sculpture of sound and imagined ink exploring Supercollider generative sound algorithms. The author is grateful to Alberto de Campo, Julian Rohrhuber and James McCartney for the inspiration on some Supercollider algorithms examples.
Major noise sounds were recorded in a custom made software, developed in Processing, using an EEG interface, doing brain signal analytics, projects.jmartinho, expect the piano, witch was recorded live. The processing program was connected to Super Collider via OSC protocol.


About the author:
João Martinho Moura is a Portugese Interactive Media Artist. His interests are focused on intelligent interfaces, digital art, digital music and computational aesthetics. João Martinho Moura has presented his work and research in a variety of conferences related to the arts and technology, including the International Festival for the Post-Digital Creation Culture OFF (2008), World Congress on Communication and Arts (2010), SHiFT - Social and Human Ideas for Technology (2009), International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging - CAe (2008), ARTECH (2008), ARTECH (2010), Computer Interaction (2009), International Creative Arts Fair (2008), ZON Multimédia Premium (2008), Le Corps Numérique - Centre Culturel Saint-Exupéry (2011), International Conference on Tangible, Embedded and Embodied Interaction (2011). His work has been shown in a variety of places in Portugal, Brasil, UK,France, Hong Kong and Belgium. João Martinho Moura is undertaking research, at University of Minho’s, EngageLAB, and is an invited professorat the Master Program in Technology and Digital Arts (MTAD), at University of Minho, Portugal, teaching Programing for Digital Arts.

João Martinho Moura

Project Page:

History of the Sky

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Project Overview

Time-lapse movies are compelling because they give us a glimpse of events that are continually occurring around us, but at a rate normally far too slow to for us to observe directly. A History of the Sky enables the viewer to appreciate the rhythms of weather, the lengthening and shortening of days, and other atmospheric events on an immediate aesthetic level: the clouds, fog, wind, and rain form a rich visual texture, and sunrises and sunsets cascade across the screen.


This is a work in progress. Currently, an image of the sky is being captured every 10 seconds from a camera installed on the roof of the Exploratorium, on the edge of San Francisco Bay. The images collected over each 24-hour period are assembled into a 6 minute movie (at 24 frames/second).

The final piece will consist of a large projected grid of 365 movies, each representing one day of the year, and cycling in parallel through consecutive 24-hour periods. The viewer can stand back and observe the atmospheric phenomena of an entire year in just a few minutes, or approach the piece to focus on a particular day.

This will also be an active piece. The camera will continue to collect images and integrate them with the montage daily. The visualization will therefore vary from day to day, and will always display the most recent 365 days.

Stuxnet: Anatomy of a Computer Virus

An infographic dissecting the nature and ramifications of Stuxnet, the first weapon made entirely out of code. This was produced for Australian TV program HungryBeast on Australia's ABC1
Direction and Motion Graphics: Patrick Clair
Written by: Scott Mitchell
Production Company: Zapruder's Other Films.

Datavisualização de informação pessoal

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E quando os dados a serem trabalhados são os nossos, o facebook é actualmente a maior base de dados partilhada de informação pessoal, a quantidade de utilizadores associando a imensidão de interações realizadas diariamente resulta em matéria prima incrível para análise de dados, um banquete para sociólogos, um festim para exploradoress de data visualization.[/wpcol_1third_end]

David McCandless na sua palestra para as TED talks, faz um filtro das palavras “break” e “break up” para reunir informações sobre o número de fins de relação e a sua distribuição cronológica ao longo do ano, a intel, pegando numa perspectiva mais narcisista, utiliza dos dados do facebook para criar, o que intitularam, “The Museum of Me”, uma sequência de informações relativas ao perfil do utilizador, apresentadas em vídeo, representando uma visita por um museu, onde o utilizador é o objecto de intervenção.

Os dados anteriormente apresentados na grelha de facebook ganham uma nova vida graças a este novo suporte, onde cenários criados em cgi são complementados por uma envolvente música ambiente.

Videojogos e visualização de dados

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Estranhos Recursos para Surpreendentes Resultados
A recolha de dados para servirem de matéria prima pode surgir dos mais variados recursos, sendo a fusão de geografia a dados um dos principais métodos, mesmo sendo esta geografia completamente virtual.[/wpcol_1third_end]

Drawing Water

Drawing Water uses water consumption data provided by the USGS and rainfall data provided by NOAA/NW