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12/11/07Reflection StatementThe Spectacularity of Digital Visual Effects Over the course of the year, my perceptions towards the use of Digital Visual Effects (DVFx) and spectacle in new media has changed somewhat. I began with the opinion that films that use 'excessive' amounts of visuals, tend to be rather shallow, with the audience gaining little from the viewing experience. But as I started to research more, I found in fact that there are other concerns in these particular films with their own merits. I began by trying to get a better grasp of the kind of experience one gains from viewing content heavy with Digital Visual Effects, so I started to isolate and analyse the dominant features of such effects from both a contemporary and historical perspective. Through this process, it became evident to me that the type of effect I was dealing with, and the resulting reaction were of a spectacular nature. I began researching some of the popular western entertainments of the late eighteenth and early nineteenth centuries such as the Vaudeville, Stage Theatre and Magic Shows, finding many parallels with the production and experience of DVFx. This seemed an appropriate starting point, as it marked a crossroad between the traditional methods of the stage and the newly-developing world of film, so the very ideas of spectacle, illusion and narrative flow, were reaching new bounds through the impetus of technology. My own findings suggest that the true role of DVFx lies somewhere in between. DVFx encompass so many facets that it perhaps unfair to label them as always being locked in a power struggle with narrative, they are much more versatile than that, having the ability to also support and be confined to the narrative. These findings deeply influenced my studio work, shifting my focus from just the effects, spreading my time more evenly across the whole spectrum of filmmaking. Through this process, I discovered the many difficulties that arise in trying to carefully orchestrate this balance. Overall, I am quite pleased with the result. I believe that through my research, I was able to approach this task of making a film heavily ladened with effects, with more of a balanced perspective and hopefully its audience with leave with both an interpretive and visceral experience. It has been an enlightening year, and I can only see myself heading further down this path I've laid for myself. I wish my fellow peers the best of luck in the future endeavors. Eight selected entries: Cheers! Owen Longstaff 11/11/07DVFx and GenreHi again, One thing which I noticed while reading through my sources, it that the application of DVFx is limited to, or rather, has more influence, in certain genres like science fiction or fantasy, because in these types of stories, spectacularity would actually enhance the narrative, be it weak or strong, because the suspension of disbelief in these instances is dependent on grounding the often unbelievable and outlandish diegetic worlds that is usually extraordinary to the human experience. Annette Kuhn, editor of the Alien Zone series explains that, in particular, science fiction ‘distinguishes itself...by its appeal to special effects technology in creating the appearance of worlds which either do not exist, or cannot for one reason or other be recorded, as it were, live’ , and so in these instances, DVFx switches places with the narrative, providing the continuous means in which to engage the audience because, without them, these ‘other worlds’ would simply not exist. Perhaps another reasons as to why science fiction has such a high density of effects, is that ‘special effects dramatize not just the thematic materials of science fiction plots, but also illustrate the state of the art in themselves, so, in effect, as Angela Ndalianis puts it in her article 'Special Effects, Morphing Magic and the 1990s Cinema of Attractions', these types of films become ‘venues that display developments in new film technology’. In the same vein, a connection can be made between the magical properties of DVFx, as discussed earlier in relation to magic shows, and the idea of the mystical atmosphere in the fantasy genre. In both cases, it concerns the ability of DVFx to heighten the unreal through its capacity to display that which is not able to be recorded, as it were, live, and thus delving the viewer into another world. DVFx also have granted filmmakers the ability to delve us further into this world, recreating events from the past in scale and grandeur more convincingly than through traditional means. Though the historical accuracy of these ‘epics’ is always in question, like science fiction or fantasy, they have the ability to connect the viewer seemingly distant worlds of the past. In these instances, an accurate historical narrative is subverted in favour of drama, spectacular battles and resolution of plot, all geared toward producing visceral pleasure. In these it is about the feel of the past rather than a direct representation. Something which I know angers many history teachers, as it promotes a false history, that is if the audience is gullible enough to take it as being fact. Owen L. 10/11/07A Visual Effects PioneerHi all, To emphasize the arguments in my research pertaining to effective use of spectacle in cinema, I decided to use director James Cameron, who I believe is one of the most influential and talented visual effects practitioners, as the example. James Cameron was largely responsible for the transition into digital technologies with his films The Abyss (1989) and Terminator 2 (1991). For the Abyss, Cameron wanted a magnificent ‘pod’, made completely from water, to rise out of the dive tank inside a submersible US oil rig and interact with the crew on board. This type of effect simply could not be achieved with traditional effects, and so Cameron, after much persuasion, enlisted Industrial Light and Magic (ILM), the company behind the VFx wizardry in George Lucas’ Star Wars trilogy, for the job. After half a year of toiling and constant modification, ILM was successful in achieving the kind of realism that Cameron desired, with the ‘pod’ oscillating like the surface of water. Software had to be specially written to allow the level of control necessary to animate the ‘pod’ realistically. The next scene shows the ‘pod’ mimicking a crew member’s facial expressions. In order to achieve this, the actor had to be digitised, by way of a 3d scanning machine, and then this information was applied to the surface of pod to appear like the reflection of the character. Well...that's my opinion anyway. O.L. 29/08/07The Experience is Dependent on the ContextHi again, In reading through my sources, primarily in Darley book and also Robin Baker's article - 'Computer Technology and Special Effects in Contemporary Cinema', I came across quite an interesting point concerning the role of the physicality of the cinema in the whole visceral experience, especially in regard to Blockbuster cinema. There are other factors which dictate a viewers visceral experience besides from the place of exhibition. Many factors including the type of film in question, type of DVFx, expectations of the viewer, place of exhibition, desire for technical superiority and the amount of excess come into play. This contextual relationship shows that DVFx can function in a broad range of applications, more versatile than they are often given credit for. The goal of DVFx can vary; there are instances where spectacularity is the primary concern and there are others in which it is vital that the effect be transparent, and yet other instances where there is a combination of the two. Blockbuster films represent a new genre for popular cinema, one that takes a form of epic proportions as a result of the high density of self-referential DVFx involved, and while these are often excessive and thus inherently spectacular, they are usually born out of a desire to serve the story as the kind of epic stories being told require spectacular visuals. Though Blockbusters take the same form as previous Hollywood genres, this new genre breaks a long tradition with Hollywood cinema in terms of aesthetic goals, sharing many qualities with earlier forms of spectacular entertainment. It is important to note then, that DVFx are simply another tool in the artist’s arsenal, an extension of practices that have been an integral part of the industry since its beginning. Owen Thesis UpdateHi all, Just thought i'd spend some time bringing you up to speed with where I am currently at regarding my theoretical studies. More updates soon! :: Next Page >> |
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Page last updated: Last modified: September 06 2008 Please direct all enquiries to: MediaArts.Tech@anu.edu.au Page authorised by: Head, PNMA, ANU |
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