![]() |
||||||
![]() |
![]() |
|||||
|
|
||||||
| Home | ||||||
At first glance, film would appear to be the most recalcitrant of media forms, its forms of exhibition being roughly the same as they were 80 years ago. As an industry however it has maintained a certain cultural cachet that insures its profitability. Nonetheless, film is also in a period of transition: it is adapting and adopting in an era of digitalization that at least genuflects subtly in the direction of the ‘will-to-produce’, the cultural production elements of new media cultures and its associated audiences. The New Look of Cinema: Digitalization of the
Image One of the other major digital effects company is Digital Domain, associated with James Cameron, and was involved with digital sequences in Titanic (1997) and The Fifth Element (1997). The television programme Nova broadcast a program on special effects in November 1998 and developed a website to accompany the program (a quick glossary of terms is included as part of this site). Part of the site has a discussion about what was real and what was not real in the production of the Titanic. The industry standard, which details the world of special effects, is called Cinefex, a brilliant magazine that you need to locate if you are going to do any research in this area. It also has a passable website that, as well as listing the back issues, has a complete listing of effects companies and their projects – which can then be a launching point for further searches both on- and offline. The transformation of animation via digital needs some more specific explorations. Pixar, which has set the industry aesthetic standard (as Disney was able to do in the 1930s and 1940s), is an interesting and now voluminous company that could be a case study alone. From their shorts such as Luxo Jr (1986) to features such as Toy Story (1995), Toy Story 2 (2000), and Finding Nemo (2003), Pixar has developed a corpus of work derived from different directors and teams of digital artisans. Alex Bunn wrote a useful article in Wired on Pixar in June 2004. Dreamworks, principally via Shrek (2001), Shrek 2 (2004) and Shark Tale (2004) has also established itself in the production of digital animation. Final Fantasy: The Spirits Within (2001) the completely digital film based on the successful game deserves some attention as well – especially to its ‘real’ rendering of the human image. Here is one example. Other screen shots can be found at rpgamer. Film’s Representation of the Digital Future As discussed in New Media Cultures, film has re-presented the digital world in all its utopian and dystopian glory. What cannot be adequately made to be interactive is made real through the film imaginary. Films discussed in this chapter are listed below. Of particular note is Minority Report (2002), although the scene where John Anderton’s new retina produces a panoply of interactive advertisements speaking directly to him is sadly not included, here is a group of screen shots from Minority Report that you can peruse. Other films that have played in the dance between utopia and dystopia, between their use of technologies (and celebration thereof in the ‘making of’ documentaries of these films) and dystopian narratives in general: AI (2001) –
here is
a still from the film The Online World of Cinema A great deal of ‘films’ can be screened online. This is transforming
the exhibition of films – particularly short films. Many film companies
put their films online; but the best collections and screening areas are
at places like Atomfilms.
Shockwave.com presents short animated
videos on the web. The Independent
Film Channel’s website is another source of the kinds of productions
that are circulating both on and off the web. Ifilm
has a linked page with its short
film/videos. In the development of the Intertextual commodity, some makers of other products also sponsor high-end, high-concept films, and employ major directors to make short films. The most famous of these is BMWfilms.com. These films are amazing to watch – yet somehow they all feature BMWs… Likewise, Budweiser, Skyy Vodka, and a host of other commercial sites have enlivened their sites with interesting shorts. Independent Film DVD Research Other Questions and Discussions Investigate the technology behind screening moving images online. What are the limitations of its expansion as a major exhibition point? The film industry is fearful of piracy. Investigate what they have done historically and more recently to protect their cultural commodities. Miller et al. detail a different notion of ownership that is shared with the consumer – integrate some of the issues around intellectual property in your work. Discuss how a cult film like The Blair Witch Project created an interest in its content that was fundamentally different than that developed when a blockbuster film is released. One term that I use in this chapter is the expanding intertextual cultural commodity. Explore the dimensions of a particular blockbuster film and how it is presented in a variety of commodity forms over its lifespan. Expand this reading of the film into how Hollywood attempts to produce massive events with the release of their films. Search out the cost and quality of producing a feature through digital
technology, both digital cameras and computer editing. Is this technology
changing the access into producing ‘films’? |
||||||
|
||||||
| |
||||||