New Directions for Digital Art History · Malmö, Sweden · 6–7 September 2026

Pre-processing as Poetics.
Modelling Film Editing as Space Puzzle

An experiment about representations of film editing, and their relation to theories of time.

Daniel Chávez Heras Department of Digital Humanities, King's College London

Film editing creates meaning

editing_1
editing_2
editing_3

MoNetz

Montage Networks (MoNetz) is a conceptual representation of editing relations and patterns between shots in a film — loosely inspired by the Tonnetz in music theory — a way to model and explore editing space computationally.

This talk focuses on one experiment within MoNetz: treating a film's sequence of shot-scale transitions as a path through a state space — and asking whether the shape of that path can distinguish editing styles.

Editing as a puzzle board

The analogy comes from spatial state puzzles like Klotski, where the space of possible board configurations can be drawn as a graph — and the puzzle's difficulty read off the graph's shape. We represent the transitions of shot scale in popular films as positions in a board.

5×5 grid: (previous scale → current scale)
  • State — each shot occupies a cell on a 5×5 grid defined by (previous shot scale, current shot scale): ECU, CU, MS, FS, LS.
  • Transition — a cut to the next shot changes the spatial configuration to a new state.
  • Local structure — within a scene, the film is likely to stay in a neighbourhood of the board (e.g. alternating MS↔CU↔MS... across a conversation).
  • Global structure — scene changes are more likely to jump to distant cells.

The film's edit sequence traces a path through this 25-cell state space, similar to how a puzzle solver traces a path through configuration space.

A sliding-block puzzle (Klotski): the space of possible board configurations can be drawn as a graph, and the puzzle's difficulty read off its shape.
A sliding-block puzzle (Klotski): the space of possible board configurations can be drawn as a graph, and the puzzle's difficulty read off its shape.

Three case studies

Three films, three editing economies — a classical Hollywood thriller, a contemporary Hollywood blockbuster, and Soviet-era long-take art cinema. The figures that follow trace each one's edit sequence through the same 5×5 state grid.

Hollywood · Classical

Vertigo (1958) ↗

Alfred Hitchcock's psychological thriller of obsession and vertiginous descent, built on tightly controlled point-of-view editing.

Editing style — economical, continuity-driven découpage: shot/reverse-shot conversations alternate closely between CU and MS, punctuated by wider establishing shots at scene changes.

Hollywood · Contemporary

Inception (2010) ↗

Christopher Nolan's heist film nested across dream layers, cross-cutting between simultaneous timelines and levels of reality.

Editing style — high shot count and rapid alternation across scale registers within a scene, plus frequent parallel-action cross-cutting between layers: a denser, more agitated path across the grid.

Non-Hollywood · Long-take

Stalker (1979) ↗

Andrei Tarkovsky's contemplative journey through the Zone, one of Soviet cinema's defining works of slow, durational filmmaking.

Editing style — sparse cuts, long-held wide and medium shots, minimal shot/reverse-shot alternation: a sparse, wide-ranging path with long dwell times per state.

Visualisation 1

Edit paths on the state grid

Tracing a film's actual edit sequence as a path on the grid, coloured by time (early → late), reveals whether the film lingers in a local neighbourhood or jumps restlessly across scale registers.

Edit path on state grid — Vertigo (1958)
Vertigo (1958) — a single continuous path traced across the full clip. Start (green circle) and end (red square) mark the sequence's boundaries; colour encodes edit step.
Hollywood Edit path — Inception (2010)
Inception (2010)
Non-Hollywood Edit path — Stalker (1979)
Stalker (1979)

Side by side, the two paths already hint at different editing economies — one denser and more clustered, the other sparser and more wide-ranging.

Visualisation 2

Temporal neighbourhood map

For each film, we measure the Manhattan distance between consecutive states on the grid, plotted over the edit sequence. Low values mean the film is staying in a local neighbourhood (within a scene); spikes mark scene or sequence changes. This is designed to reveal the rhythm of local versus global structure.

Temporal neighbourhood map — Vertigo
Vertigo — raw jump distance (bars) and 5-step rolling mean (red line) over the edit sequence.
Temporal neighbourhood map — Inception
HollywoodInception
Temporal neighbourhood map — Stalker
Non-HollywoodStalker

Visualisation 3 — Interactive

Watching the montage network build

Each animation plays a film's edit sequence shot by shot: a node grows (or appears) each time the film revisits a bigram state, an edge appears for each state-to-state transition, and the current shot's thumbnail is shown alongside its scale label. Node size is weighted by cumulative screen time, not just visit count — so scenes the film lingers in visibly dominate the board.

Press ▶ Play, or drag the slider to step through transitions manually. Hover any node for details.

Theories of time

The representations shown above are underpinned by a conceptualisation of time: what gets counted is an expression of a temporal form before it becomes formalised. What shape should we give time?

Dynamic theories

Time as a river

Three dimensions + change

Static theories

Time as a landscape

Four dimensions (no change)

Ongoing and connected research

MoNetz and its various experiments are part of the ongoing Sculpting Time with Computers proof of concept, developed in collaboration with King's Digital Lab.

FRAMESENSE

A companion tool for shot-level visual analysis, developed with King's Digital Lab.

Repository ↗  ·  DDH Technical Skills Workshop, May 2026 ↗

ISSA PROJECT

A related King's project this work draws on and feeds back into.

Project page ↗  ·  FAQ ↗

Get in touch

Cover of Cinema and Machine Vision by Daniel Chávez Heras
Cinema and Machine Vision
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