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1

Curtis, David, and Steven Ball. "The British Artists’ Film and Video Study Collection: a resource for moving-image research." Art Libraries Journal 34, no. 3 (2009): 16–20. http://dx.doi.org/10.1017/s0307472200015960.

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The British Artists’ Film and Video Study Collection is a small specialist collection dedicated to the history of artists’ moving images in Britain, which is based at Central Saint Martins College of Art and Design at the University of the Arts London. The Collection services the needs of both academics and curators in this specialist area. Its founders describe itsraison d’êtreand collecting policy, and outline some of the challenges of working in an environment susceptible to changing research priorities and uncertain digital storage standards.
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2

Muhimatul Khoiroh, Fitri Febrianti, Dindin Solahudin, and Aang Ridwan. "Channel Film Maker Muslim Sebagai Media Dakwah." Tabligh: Jurnal Komunikasi dan Penyiaran Islam 4, no. 4 (December 31, 2019): 363–81. http://dx.doi.org/10.15575/tabligh.v4i4.1062.

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Sebuah video di produksi dengan judul “Living With Muslim With Tommy Limm” dengan gendre vlog religi berhasil menarik perhatian masyarakat. Kemunculannya ditengan banyak video yang di produkasi Film Maker Muslim menjadi hal yang harus di teleti baik secara makna ataupun produksinya. Tujuan penelitian ini adalah untuk mengetahui apakah terdapat pembingkaian media yang dilakukan komunitas Film Maker Muslim terhadap video yang diproduksinya tersebut. Penelitian ini menggunakan metode kualitatif yang bersifat analisis framing model Rober N Entman. Teknik pengumpulan data pada penelitian ini berupa observasi dan dokumentasi. Hasil penetlitian ini menunjukan bahwa adanya pembingkaian media yang dilakukan oleh komunitas Film Maker Muslim terhadap video Living With Muslim With Tommy Limm. Dalam memframe pesan Islam atau dakwah dalam video Living With Muslim With Tommy Limm dalam channel youtubenya. Film Maker Muslim menggunakan strategi pendekatan sosial. Pemilihan isu juga terlihat dalam ranah sehari-hari yang berkaitan dengan kehidupan beragama atau antar agama dalam pandangan masyarakat. Kata Kunci: Analisis Framing;Youtube;Video Living With Muslim With Tommy Limm;Film Maker Muslim A video produced under the title "Living With Muslim With Tommy Limm" with religious vlog gendre managed to attract public attention regarding religious differences in the purpose of da'wah through entertainment. Its appearance in many videos that are produced by Film Maker Muslim becomes a thing that must be tasted both in terms of meaning and production. The purpose of this study was to find out whether there was a media framing by the Film Maker Muslim community on the video it produced. This study uses a framing analysis method to see how a media can construct messages to audiences. Data collection techniques in this study were in the form of observations and Robert N. Ernman's concepts in analyzing data. The results of this study show that there was a media framing carried out by the Film Maker Muslim community on the video Living With Muslim With Tommy Limm. In memframe the message of Islam or preaching in the video Living With Muslim With Tommy Limm in his YouTube channel. Film Maker Muslim uses a social approach strategy. Election issues are also seen in the everyday realm that are related to religious life or between religions in the view of society. The contribution of Tommy Limm by looking at the background in the video makes this video more interesting and a lot of public attention in delivering his da'wah. Keywords: Framing Analysis, Youtube, Video Living With Muslims With Tommy Limm, Muslim Film Make
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3

Simoni, Paolo. "Circle." Feminist Media Histories 2, no. 3 (2016): 102–18. http://dx.doi.org/10.1525/fmh.2016.2.3.102.

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A concentric intertwining of female perspectives is the subject of this essay, which describes the discovery, preservation, and reuse of the amateur film and video collection belonging to the Togni circus family. The article chronicles a decadelong adventure that led from the discovery of this amateur film collection to the making of Circle (2016), a found footage film recently completed by Valentina Monti. The film is the result of complicated research that involved a composite group of archivists and filmmakers, including many women. Most of the materials reused in the film were originally shot by three women, Christiane Bottinelli, Liliana Casartelli, and Fiorenza Colombo (wives of the Togni brothers), from the 1940s on. Their filmed memories are extraordinary micro-historical documents that grant access to the experiences of women in the highly patriarchal world of the traditional circus.
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Ghartey-Tagoe Kootin, Amma Y. "ReView Bamboozled: Archival Affects." Performance Philosophy 4, no. 1 (August 30, 2018): 294–96. http://dx.doi.org/10.21476/pp.2018.41174.

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The first time the author watched Spike Lee’s Bamboozled (2000), the film literally moved her body 3000 miles. In this video reView, Bamboozled moves the author again, this time to the very space that gives the film its continued, urgent relevance: the archive. In moving and being moved, the author surprisingly discovers a little-known archival collection in Buffalo, NY that directly relates to Lee’s film and its usage of black memorabilia. ReVIEW BAMBOOZLED: ARCHIVAL AFFECTS chronicles the author’s journey into this archive and her remarkable discussion with the archivist and her research assistant about the stakes of that collection, Spike Lee’s film, and the affects of both. It also reViews archival practice, showing the tensions of working with what the archivist acknowledges to be, in some ways, “the uncollectible.”
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Montero, Gustavo Grandal. "Video as art: collecting artists’ moving image in academic art libraries." Art Libraries Journal 34, no. 3 (2009): 5–10. http://dx.doi.org/10.1017/s0307472200015947.

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Video collections have been part of library holdings for several decades, but developing and managing these collections presents a number of challenges. This is the case particularly for artists’ film and video, and this article attempts to identify the issues involved and to offer some practical guidance, drawing on the experience of collection development and management at Chelsea College of Art and Design Library, and across the libraries of University of the Arts London and elsewhere.
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Cameron, Ann. "Capturing moving images online." Indexer: The International Journal of Indexing: Volume 24, Issue 3 24, no. 3 (April 1, 2005): 142–44. http://dx.doi.org/10.3828/indexer.2005.24.3.8.

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‘Archive Live’, the online catalogue from Scottish Screen Archive, brings the film and video material in Scotland’s National Moving Image Collection to life on the web. Designed to service the general public and the commercial programme maker, the catalogue is an essential reference tool, offering detailed information about moving images from 1895 to the present day. This article describes the planning and decision-making processes involved in actually getting the catalogue online, and provides a look at cataloguing and indexing practice in a film archive.
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7

Aziz, Ghafiruna Al, Chumi Zahroul Fitriyah, and Zetti Finali. "Tayangan Video Animasi “Si Nopal” Untuk Mendukung Interaksi Sosial Siswa Sekolah Dasar." Scholaria: Jurnal Pendidikan dan Kebudayaan 10, no. 3 (September 28, 2020): 207–16. http://dx.doi.org/10.24246/j.js.2020.v10.i3.p207-216.

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Social interaction is a dynamic social relationship that involves relationships between individuals, between groups, and between individuals and groups. The purpose of this research is to analyse an animated film "Si Nopal" in supporting social interaction of the elementary students. The type and design of the study used in this study is descriptive research. The data collection methods are documentation and interviews. Qualitative data analysis used in this study consisted of three activity processes, namely data reduction, data presentation, and drawing conclusions. Based on the results and discussion it can be seen that the Nopal's animated video can support students' social interactions. The social interactions in the Nopal animated video include the communication process, social contact, and associative processes. Students who are given the animated video show "Si Nopal" have the motivation to imitate the aspects of social interaction in the video shown.
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8

Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (October 2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of video games within libraries and presents a case study of the University of Michigan’s Computer and Video Game Archive (CVGA), one of the largest academic archives of its kind. Moreover, video games are situated in a humanistic approach to the field of game studies as the article draws on the relevance of methods from art history and film studies.
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9

Caston, Emily. "Conservation and curation." Alphaville: Journal of Film and Screen Media, no. 19 (July 23, 2020): 160–77. http://dx.doi.org/10.33178/alpha.19.14.

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This article identifies and examines the research methods involved in curating a national collection of British music videos for the British Film Institute and British Library in relation to existing scholarship about the role of the curator, the function of canons in the humanities, and the concept of a hierarchy of screen arts. It outlines the process by which a theoretical definition of “landmarks” guided the selection of works alongside a commitment to include a regionally and socially diverse selection of videos to reflect the variations in film style of different music genres. The article also assesses the existing condition of British music video archives: rushes, masters, as well as documents and digital files, and the issues presenting academics and students wishing to study them. It identifies the fact that music video exists in the gaps between two disciplines and industries (popular music studies / the music industry and film and television studies / the screen industries) as an additional challenge to curators of the cultural form, alongside complex matters of licensing and formats.
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Min, Seoha, Helen S. Koo, and Marilyn DeLong. "Differences of Information Management between Fashion Show Video and Fashion Film: Focusing on Cases of Chanel." Research Journal of Textile and Apparel 19, no. 1 (February 1, 2015): 73–83. http://dx.doi.org/10.1108/rjta-19-01-2015-b008.

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As media technology is developing, methods to present fashion products and communicate with audiences are also evolving. Designers and fashion brands are always on the lookout for more effective methods to deliver what designers intend through new products. The purpose of this research is to analyze different ways in which people perceive, cognize, and memorize the digital media of fashion show videos and fashion films in the communication process. Considering the difference in communication methods, this study is based on Shannon's communication model, Foulger's ecological model of the communication process, and Kopec's information management theory. In this research, Chanel's 2010 Cruise collection and fashion film, Remember Now, were used as content stimuli. The results indicate that there are significant differences between fashion shows and fashion films in terms of perception (p < .005), cognition (p < .005), and memorization (p < .005). This research will provide prospective methods for fashion designers and fashion firms to effectively deliver the latest fashion information to their audiences.
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11

Sim, Jiaying. "Embodiment, Curation, Exhibition." Screen Bodies 1, no. 1 (March 1, 2016): 87–91. http://dx.doi.org/10.3167/screen.2016.010106.

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As part of the 2014 GENERATION project celebrating the past twenty-five years of contemporary art in Scotland, Douglas Gordon’s exhibition, “Pretty much every film and video work from about 1992 until now,” took centerstage at the Gallery of Modern Art in Glasgow. Gordon contributed to the dialogue with a unique installation showcasing his twenty-two years of artistic endeavors through 101 different-sized old television sets elevated on old plastic beer crates, simultaneously screening 82 video and film works. The screens flickered and lit the dark main gallery as the visual works played on loop—some with sound, some without, some in slow motion. The exhibition included such works as 24 Hour Psycho (1993), Between Darkness and Light (After William Blake) (1997), Play Dead; Real Time (2003), Henry Rebel (2011), Silence, Exile, Deceit: An Industrial Pantomime (2013) and emphasized how Gordon’s collection has grown since its first exhibition from 1999 in Poland and will continue to do so, as he updates the videos and films.
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12

Beck, Thomas J. "Academic Video Online (AVON)." Charleston Advisor 22, no. 2 (October 1, 2020): 5–7. http://dx.doi.org/10.5260/chara.22.2.5.

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Academic Video Online (AVON) is an Alexander Street database. It presents an extensive collection of videos on a variety of topics and from numerous sources. Some of the most popular topics are American History, Anthropology, Black Studies, Counseling and Therapy, Music and Performing, and Science and Engineering. Popular sources include BBC Landmark, CNN, Film Platform, PBS, and Sony Classic Pictures. Many other topics are also available in this database, ranging from Art and Architecture to Fashion Studies to World Music, and from World History to Hawaiian Studies to Cooking. Additional sources include CBS, Third World Newsreel, Mayo Clinic, American Academy of Pediatrics, Nippon News, and FilmRise. The visual and audio qualities of the videos on offer here are excellent, they are easy to navigate, and include transcripts.Videos can be browsed by topic or source, or searched for using a single search bar, which allows the user various filtering options. The search and filtering options here produce useful results, though the number of those can vary considerably depending on the search done. However, the search options available can be confusing to the user, due to the unexplained separation of the database into groupings of videos, Channels, and Collections (see User Interface/Navigation/Searching for more information). As a consequence, users may not be able to use the database most effectively, and/or appreciate the full scope of material available here.Pricing for this database can vary considerably, as it is based on FTE, budget, and the number of prospective users. No more specific pricing information is available from the vender. The licensing agreement for this database, on the other hand, is relatively standard in its length, structure, and content. The quality and quantity of AVON’s content is high and should appeal to a wide variety of students and faculty in various disciplines, though users will have to learn AVON’s search idiosyncrasies, which can cause confusion.
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Eck, Carly, and Hannah Kauffman. "The Screen Archive South East: Non-Fiction Film in Fashion History." Costume 45, no. 1 (March 1, 2011): 75–84. http://dx.doi.org/10.1179/174963011x12978768537618.

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Regional screen archives, including film, video and digital media, protect the local vicinity’s film heritage. Such archives generally fall outside the fashion historian’s consciousness. There is a wealth of information on fiction film and fashion, but non-fiction film remains an underused source. This article examines the Screen Archive South East (SASE) based at the University of Brighton. The archive has a rich collection of amateur and professional non-fiction film from the late nineteenth century to the present day. The archive’s resources inspired a collaborative project between the SASE and the Royal College of Art (RCA) entitled Screen Search Fashion. It investigated dress from the inter-war period, an era that saw significant changes in fashion. The resulting online resource includes film clips, stills, descriptions, contextual information and links to further archival sources. This article iscusses the Screen Search Fashion project and presents three case studies showing how the films at SASE offer a rare glimpse into people’s lives and their clothing choices.
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Santika, Amelia Putri, and Ana Rosmiati. "PRODUCT PLACEMENT IN THE FILM ADA APA DENGAN CINTA." Capture : Jurnal Seni Media Rekam 11, no. 2 (July 1, 2020): 1–14. http://dx.doi.org/10.33153/capture.v11i2.2775.

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Nowdays film is not only a medium of entertainment, but also a medium for product promotion or as a medium for advertising products or public service advertisements. This function can be found in the film Ada Apa Dengan Cinta 2. The purpose of this study is to analyze the characteristic of the product advertisement inserted in the film Ada Apa dengan Cinta 2. The type of research used is Descriptive Qualitative. Data collection techniques using Purposive Sampling to obtain three research samples, namely Aqua, Loreal, and Line. Data analysis was done by Interpretative Video-Analysis. The results showed that in the film Ada Apa dengan Cinta 2 there are four adverts characteristic, namely: Public Presentation appears in 1 scene, Persuasiveness appears in 2 scenes, Amplified Expresiveness appears in 2 scenes, and Impersonality appears in 4 scenes. The product placement in this film appears that the Impersonality advertisement is very dominant, then followed by the Amplified Expresiveness and Persuasiveness advertisement. Meanwhile, advertising in a Public Presentation characteristic only appears in one scene.
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Petrarca, Diana M., and Janette M. Hughes. "Mobilizing Knowledge via Documentary Filmmaking — Is the Academy Ready?" Articles 49, no. 3 (October 8, 2015): 561–82. http://dx.doi.org/10.7202/1033547ar.

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The predominant form of research dissemination resides in the scholar’s domain, namely academic conferences and peer-reviewed journals. This paper describes how two colleagues and researchers integrated documentary filmmaking with research methods in their respective scholarly work, supporting the case for documentary film as an alternative form of scholarly work and knowledge mobilization outside the walls of the university. The authors add to the ongoing conversation for a more dynamic use of digital video-recording that moves beyond simple data collection and encourage researchers to tap into multimodal forms of expression, specifically digital filmmaking.
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Schubert, Linda. "Plainchant in Motion Pictures: The "Dies irae" in Film Scores." Florilegium 15, no. 1 (January 1998): 207–29. http://dx.doi.org/10.3138/flor.15.011.

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Several summers ago, the album Chant, a collection of plainsong performed by the monks of Santo Domingo de Silos, hit the top of the popular music charts, triggering the release and reissue of more chant albums by other groups. These included Greatest Hits—Chant, Mad About the Monks, and Chill to the Chant. In the meantime, the monks of Santo Domingo de Silos have followed up Chant with several other albums (Chant Noel, Chant II, Easter), and there is also a Chant video (see Chant, Visions, and Requiem). Though it may seem that plainchant has only just been discovered in popular culture, it has been heard for many years in film, a medium with strong ties to popular as well as "art" audiences. Some chants have become standard melodies for films, in particular the "Dies irae" from the Roman Catholic Mass for the Dead. The "Dies irae" is, in fact, one of the most frequently heard chants in film, used in television theme songs, commercials, and even a Christmas film (It's a Wonderful Life). Death, danger or the supernatural are invariably part of the story or visual situation where it is used.
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Setiawan, I. Nyoman Anom Fajaraditya, I. Nyoman Widhi Adnyana, Komang Redy Winatha, and I. Nyoman Yoga Trisemarawima. "FILM DOKUMENTER EKSISTENSI TARIAN DAN KESENIAN SAKRAL WAYANG WONG DESA ADAT SIDAN." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 5, no. 02 (September 12, 2019): 251–64. http://dx.doi.org/10.33633/andharupa.v5i2.2561.

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AbstrakSeni pertunjukan wayang wong adalah salah satu kesenian di Bali dan masih ditarikan di daerah desa tradisional Sidan, Kecamatan Petang, Kabupaten Badung, Bali. Kesenian wayang wong ini menjadi menarik, karena merupakan salah satu kesenian yang dianggap sakral oleh masyarakat setempat. Tetapi di Desa Sidan, wayang wong hanya ditarikan saat upacara keagamaan khusus. Pada prosesi sebelum pertunjukan ditarikan oleh masyarakat setempat, dilakukan ritual khusus pada para penari. Pengamatan lapangan tidak ditemukan adanya dokumentasi dalam bentuk apapun yang mengacu pada rangkaian acara tersebut, termasuk foto ataupun rekaman video. Berdasarkan wawancara dengan kelompok penari, regenerasi dilakukan dari generasi ke generasi secara langsung. Tidak adanya dokumen fisik atau digital, memotivasi tindak lanjut untuk mengeksplorasi fenomena kesenian ini. Metode kualitatif melalui pengumpulan data observasi tempat rangkaian prosesi kesenian wayang wong dan wawancara dilakukan pada anggota penari serta pimpinan desa adat yang mengetahui eksistensi kesenian ini. Kemudian dikomparasikan dengan proses perancangan video, sehingga didapatkan rangkaian cerita dalam bentuk film dokumenter. Finalisasi film dokumenter kemudian didelegasikan secara langsung pada masyarakat setempat, sehingga dapat digunakan sebagai acuan kajian lebih lanjut oleh para akademisi ataupun praktisi seni. Hal ini bertujuan untuk melestarikan kesenian wayang wong sakral yang telah langka di Bali. Kata Kunci: film, dokumenter, tari, wayang wong, Bali AbstractWayang wong performance art is one of the arts in Bali and is still danced in the traditional village area of Sidan, Petang District, Badung Regency, Bali. Wayang wong art is interesting because it is one of the arts that are considered sacred by the local community. But in Sidan Village, wayang wong is only danced during special religious ceremonies. In the procession, before the performance was danced by the local community, a special ritual was performed for the dancers. Field observations were not found in any form of documentation that refers to the series of events, including photographs or video recordings. Based on interviews with dancer groups, regeneration is carried out from generation to generation directly. The absence of physical or digital documents motivates follow-up to explore this artistic phenomenon. The qualitative method was through observation data collection where a series of wayang wong art processions and interviews were conducted with dancers and traditional village leaders who knew the existence of this art. Then it is compared with the video design process so that a series of stories is obtained in the form of a documentary film. The finalization of the documentary was then delegated directly to the local community so that it could be used as a reference for further studies by academics or arts practitioners. It aims to preserve the art of the sacred wayang wong which has been rare in Bali. Keywords: film, documentary, dance, wayang wong, Bali
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Callenbach, Ernest. "The Gleaners and I (Les Glaneurs et la glaneuse)." Film Quarterly 56, no. 2 (2002): 46–49. http://dx.doi.org/10.1525/fq.2002.56.2.46.

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Agnèès Varda is a veteran of both documentary and feature production. This visually gorgeous essay-film, shot on digital video, shows her elegant eye and supple mind in top form. Gleaning, the practice of picking up crops left behind by hired pickers, is an ancient institution, and Varda makes it a powerful metaphor. Modern gleaners find nourishment in oyster beds, potato fields, street markets, and dumpsters. In Varda's collection of gleaned images, we encounter people (including famous artists), paintings, insights into our wasteful agribusiness system, and playful visual poems. The film's warmth and ingenuity made it surprisingly popular; it's now on DVD with a sequel revisiting Varda's subjects two years later.
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Borish, David, Ashlee Cunsolo, Ian Mauro, Cate Dewey, and Sherilee L. Harper. "Moving images, Moving Methods: Advancing Documentary Film for Qualitative Research." International Journal of Qualitative Methods 20 (January 1, 2021): 160940692110136. http://dx.doi.org/10.1177/16094069211013646.

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With the widespread use of digital media as a tool for documentation, creation, preservation, and sharing of audio-visual content, new strategies are required to deal with this type of “data” for research and analysis purposes. This article describes and advances the methodological process of using documentary film as a strategy for qualitative inquiry. Insights are drawn from a multimedia study that explored Inuit-caribou relationships in Labrador, Canada, through the co-production of community-based, research-oriented, participatory documentary film work. Specifically, we outline: 1) the influence of documentary film on supporting the project conceptualization and collaboration with diverse groups of people; 2) the strength of conducting filmed interviews for in-depth data collection, while recognizing how place and activities are intimately connected to participant perspectives; and 3) a new and innovative analytical approach that uses video software to examine qualitative data, keep participants connected to their knowledge, and simultaneously work toward creating high impact storytelling outputs. The flexibility and capacity of documentary film to mobilize knowledge and intentionally create research outputs for specific target audiences is also discussed. Continued and future integration of documentary film into qualitative research is recommended for creatively enhancing our abilities to not only produce strong, rich, and dynamic research outputs, but also simultaneously to explore and communicate diverse knowledges, experiences, and stories.
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Caston, Emily. "Music videos in the British screen industries and screen heritage: From innovation to curation. Introduction." Alphaville: Journal of Film and Screen Media, no. 19 (July 23, 2020): 154–59. http://dx.doi.org/10.33178/alpha.19.13.

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In December 2019, Rolling Stone magazine ran a piece on the best videos of the year which began by asking, “What even counts as a music video now?” (Shaffer). Vevo, Tiktok and Instagram TV have blurred the lines. Videos can be an hour long. They can be events on YouTube Premiere. They can be virtual reality. The idea that the world of the earliest creators of pop promos was simple in comparison to today subtends this dossier. In 2015, I was awarded an Arts and Humanities Research Council (AHRC) grant to investigate the history of music videos in Britain since 1966. At the end of the grant, I curated a collection of the most significant of those videos into a limited-edition box set (Power). Selecting them involved very detailed discussions with our interviewees and industry consultants about just what a “music video”—known as a “promo” until the mid 1980s—is. The term “music video” arose in the 1980s. It was used in record labels to describe visual products mastered on physical videotapes for television broadcast. In fact, almost all of those products were shot on celluloid (16mm or 35mm) until digital technologies allowed HD to become the norm in the 2000s. For the purposes of this dossier, I define music videos and pop promos as a type of musical short film for mass audiences commissioned and released by record labels (usually) at the same time as the release of a synchronised audio “single”; the shorts comprise a copyrighted synchronised picture and audio track in which a percentage of the royalties accrue to the recording artist and/or record label. This dossier is a collection of core materials emerging from the AHRC project.
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Wijaya, I. Dewa Made Satria Sitangga, I. Made Agus Wirawan, and I. Gede Partha Sindu. "Film Dokumenter “Ngantung Ari-Ari” Antara Nalar dan Naluri Dari Tradisi Bali Kuno." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 8, no. 2 (July 18, 2019): 186. http://dx.doi.org/10.23887/karmapati.v8i2.18199.

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The purposes of the study were: 1) To develop a documentary film “Ngantung Ari-ari” antara Nalar dan Nalusi dari Tradisi Bali Kuno in Bayunggede village. 2) To find out the response of the people to the final results of the Documentary Film “Ngantung Ari-ari” antara Nalar dan Nalusi dari Tradisi Bali Kuno in Bayunggede VillageThis research was a research and development that used the Cyclic Strategy method, which is a method that uses a looping system at each stage if there are deficiency that determined by testing stage. Data collection techniques were carried out by observation, interviews, literature studies and documentation. This research was implemented using Adobe Premiere Pro CS6 as a video editing application and Adobe After Effect CS 6 as an application for adding effects and animations to videos and using Adobe Audition Pro CS6 as a sound editor.The test was did through several stages, there were the content expert test and media expert test in pre-production, content expert test and media expert test after the production until the audience respondent tests to determine the achievement and quality of the film. For the results of the test the audience respondents get very good results, by the percentage of 96%. After the film was finished, it was hoped that the people understanding of the tradition, both hanging and buried and tolerance between religious people is rising and solve the ongoing conflict. Keywords: Documentery Film, Cyclic Strategy, “ngantung ari-ari”
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Wagiono, Feri, Syahrial Shaddiq, and Aulia Akhrian Syahidi. "Pengembangan Pkn Di Era Generasi Millenial Berbantuan M-Learning (Mobile Learning) Pada Gadget Pembelajaran Berbasis Cooperative Learning Bermuatan Karakter." Edunesia : Jurnal Ilmiah Pendidikan 1, no. 3 (November 1, 2020): 63–72. http://dx.doi.org/10.51276/edu.v1i3.64.

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Abstract: Study of the phenomenon of globalization spawned the cultural generation gadget, the term emergence of the millennial generation, or Generation Y aged 15-34 years. Technology utilization in youth to disseminate negative content such as violence, Asusila, conflict, and hoaxes. The Moral and deviant behavior of youth becomes a threat to Indonesia. The purpose of this article is the development of a millennial-generation PKn (citizenship education) curriculum for students SMA NU Palangka Raya. with a gadget-assisted Cooperative Learning Model. Research is approaches qualitative. The research subject consists of the principal, teacher, and students SMA NU Palangka Raya. Data Collection techniques in research using interview techniques, observations, and documentation. Development of a millennial-Generation PKn curriculum with models Cooperative Learning more effective assisted M-Learning (Mobile Learning) on gadgets makes a video or Indonesian film courses in PKn. Students can work together in groups to learn and be responsible for learning success. Hopefully, This model can help teachers in overcoming the condition of the students who have different abilities, the number of students, and solid learning. Students do not get bored quickly because they watch videos or the Indonesian movie with character. Abstrak: Studi tentang fenomena globalisasi melahirkan generasi budaya gadget, istilah munculnya generasi millenial atau generasi Y berusia 15-34 tahun. Pemanfaatan teknologi pada pemuda untuk menyebarkan konten negatif seperti kekerasan, asusila, konflik dan hoax. Moral dan perilaku menyimpang pemuda menjadi ancaman bagi Indonesia. Tujuan artikel ini ialah pengembangan kurikulum PKn (Pendidikan Kewarganegaraan) generasi millenal pada siswa SMA NU Palangka Raya berbantuan gadget dengan model cooperative learning bermuatan karakter. Penelitian ini adalah pendekatan kualitatif. Subjek penelitian terdiri dari kepala sekolah, guru dan siswa SMA NU Palangka Raya. Teknik pengumpulan data dalam penelitian menggunakan teknik wawancara, observasi, dan dokumentasi. Pengembangan kurikulum PKn generasi millenial dengan model cooperative learning lebih efektif berbantuan M-Learning (Mobile Learning) pada gadget membuat video atau film keindonesiaan mata pelajaran PKn. Siswa dapat bekerja sama dalam kelompok untuk belajar dan bertanggung jawab akan keberhasilan belajar. Diharapkan model ini dapat membantu guru dalam mengatasi kondisi siswa memiliki kemampuan berbeda, jumlah siswa banyak dan padatnya pembelajaran. Siswa tidak cepat bosan karena menonton video atau film keindonesiaan berkarakter.
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Bench, Harmony. "Screendance: Inscribing the Ephemeral ImagebyDouglas Rosenberg; Dancefilm: Choreography and the Moving ImagebyErin Brannigan." Dance Research Journal 45, no. 2 (August 2013): 133–37. http://dx.doi.org/10.1017/s0149767713000053.

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Over the years, screendance has generated flurries of interest within the scholarly dance community, only to watch that interest wane again and again with shifting academic trends. The past decade, however, has seen a slow-churning energy that may result in a more sustainable conversation around dance onscreen, much of which has been fueled by screendance artists and programmers themselves. A number of volumes of interest to academia have emerged as screendance artists have made homes for themselves in university settings. For makers of dance onscreen, Katrina McPherson'sMaking Video Dance: A Step-by-Step Guide to Creating Dance for the Screen(2006) and Karen Pearlman'sCutting Rhythms: Shaping the Film Edit(2009) are especially noteworthy. After Sherril Dodds's important historical and analytical bookDance on Screen: Genres and Media from Hollywood to Experimental Art(2001), however, screendance scholarship was not positioned to capitalize and build on Dodds's provocation. Liz Aggiss and Billy Cowie's edited collectionAnarchic Dance(2006) offers a wonderful model for gathering together the creative work of a team of artists and scholarly writing about their work, but likeEnvisioning Dance on Film and Video(2002), a collection that was pulled together under Judy Mitoma's direction, the tone is somewhat self-congratulatory and the analysis is tepid. Finally, two books have come out that will stand alongside Dodds's to re-ignite conversations in the screendance field and in Dance Studies generally, and will do so in a generative and critical way: Douglas Rosenberg'sScreendance: Inscribing the Ephemeral Image(2012) and Erin Brannigan'sDancefilm: Choreography and the Moving Image(2011).
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Morris, Sara E., and Lea H. Currie. "To stream or not to stream?" New Library World 117, no. 7/8 (July 11, 2016): 485–98. http://dx.doi.org/10.1108/nlw-03-2016-0021.

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Purpose The University of Kansas (KU) libraries has faced increased requests for streaming video in the past five years. While we have provided access to many databases of films, feature films remained a problem. To write a collection development policy, the library undertook three investigations to ensure the outcome reflected the needs of the university. Design/methodology/approach Film titles included in Swank 300 and Criterion-on-Demand were checked against the CanIStream. it? website to check for availability through streaming, rental or purchase services. Student library users were surveyed to determine if they had streaming subscriptions and, if so, which ones. KU librarians also examined academic library collection development polices to understand how others have addressed this issue. Findings More than half of the feature films provided by the two vendors are available through subscriptions, renting or purchasing methods. A majority of students subscribe to one or more of these services. Many academic libraries are deciding not to provide streaming feature films. Originality/value There are no previous studies on students’ subscriptions to streaming services linked to availability of feature films offered from commercial vendors to libraries.
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Sinulingga, Samerdanta. "The Making of Tourism Film as an Instagramable Promotion Media in Harian Boho District, Samosir District." Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences 4, no. 1 (January 21, 2021): 512–27. http://dx.doi.org/10.33258/birci.v4i1.1635.

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Technology development has a major role in tourism growth in Indonesia. One of these technology products is Instagram. Instagram has been recognized worldwide as a platform that can give dominant influence on increasing product sales and increasing tourist visits to a tourism destination. This Instagram has 3 main content as a channel of information to society, namely video content, photos and written content. This is what wants to be tested experimentally in the Lake Toba region, especially in the Samosir Regency, the Harian Boho District. The initiation of this research was carried out not only as a copyright work, but through this research it can be understood the effectiveness of using films for promotional purposes on Instagram on its impact in increasing tourist visits to a tourism destination during the COVID-19 pandemic. The method that is used in this research is descriptive qualitative phenomenology with data collection techniques, namely snowball sampling. The results of this study found that publishing travel promotion films through social media Instagram turned out to have a very significant impact in increasing tourist visits to a destination. It was recorded that after publishing the film, the increase in tourist visits reached 1,648 visits (August 2020) even though in the previous month there were only 22 people recorded. From this experiment, it is proof that Tourism Promotion Films have significant influence on increasing tourist visits during the COVID-19 pandemic.
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Samosir, Irma Pratiwi, Pulumun Ginting, and Wiflihani Wiflihani. "Kajian Bentuk dan Makna Lagu “Aut Boi Nian” pada Film Toba Dreams." Gondang: Jurnal Seni dan Budaya 3, no. 2 (December 3, 2019): 74. http://dx.doi.org/10.24114/gondang.v3i2.12258.

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The purpose of this research is to know the form of Aut Boi Nian songs, to know the meaning contained in the lyrics of Aut Boi Nian songs, to know the relevance of Aut Boi Nian songs with Toba Dreams movie scenes. The theory used in this research is the theory of study that explains the definition of the study or describes a detailed. Theory of music is a cultural activity that is very familiar with human life. Theory of form is a complete scheme or arrangement of several phrases, the theory of meaning that uses the theory of semiotics. The method in this research is descriptive qualitative method where the data is examined through data collection in the form of beam notation, scientific papers, expert opinions, and electronics (Video) whose material is based on the topic of this research. This study choose the location at the Music Laboratory, Building A 2nd Floor of the Faculty of Languages and Arts State University of Medan. In this study the authors did not use the population but directly took samples of the song lyrics Aut Boi Nian and Toba Dreams movie pieces. Based on the results of research conducted it can be seen that the form of the song from Aut Boi Nian is a two-part song form that is A-A '-B-B’. Form A consists of the question phrase and answer phrase, the form A 'consists of the question phrase and answer phrase. Form B consists of the question phrase and answer phrase, the form B 'consists of the question phrase and answer phrase. The meaning contained in the Aut Boi Nian songs is telling of a love story that is too love a woman who ultimately choose another man because of economic factors. The relevance of Aut Boi Nian songs with Toba Dreams movie scenes is not too related to all the scenes in the movie but only in some scenes only.
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Zulaihah, Siti, and Ratri Harida. "AUTONOMOUS LEARNING STRATEGY OF THE SUCCESSFUL NONTRADITIONAL STUDENTS." ELTIN JOURNAL, Journal of English Language Teaching in Indonesia 5, no. 2 (October 27, 2017): 71. http://dx.doi.org/10.22460/eltin.v5i2.p71-84.

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Most students of English Education Program in STKIP PGRI Ponorogo can be considered as nontraditional students with family, work, and other life responsibilities which have many influences on their educational goals. Autonomous learning is a customized way of learning applied by individual to find out his own learning needs and learning goals, decide the most appropriate way for his own learning, as well as to monitor and evaluate the learning progress. This research used qualitative descriptive method. The primary techniques in data collection were questionnaire, and interview. In general, the most influential motivation for the students was internal motivation. Advisor’s availability, text book, internet, supportive atmosphere, self discipline, cozy and quiet place, and early morning were among the students’ choices for their autonomous learning. They frequently used music, film, video, essay, and smart phone application in their study. In general, the nontraditional students with high achievement were often felt easy to understand the material especially when it was delivered in relatively “easy” language, expressed their opinion bravely, and patient in doing their tasks. They considered friends, best friends, and lecturer as people who were capable to help them in doing autonomous learning
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Roll, Ann. "Report of the Session “The State of Streaming Video in Academic Libraries,” Co-sponsored by the ALCTS Collection Management Section (CMS) Collection Development Librarians of Academic Libraries Interest Group and the Film and Media Round Table. American Library Association Midwinter Meeting, Seattle, January 2019." Technical Services Quarterly 36, no. 4 (October 2, 2019): 408–10. http://dx.doi.org/10.1080/07317131.2019.1664109.

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Zhang, Xi, Hao Wu, and Zhi Zhou. "Partial Color Photo Processing Method for Components Based on Image Enhancement Technology." Wireless Communications and Mobile Computing 2021 (August 13, 2021): 1–9. http://dx.doi.org/10.1155/2021/4132016.

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Computer vision is currently playing an increasingly important role in automatically identifying the character of the image processing technology as research hotbed in the field of smart computing, OCR, face recognition, fingerprinting, biometric recognition, and so forth. Content-based image recovery, video recovery, multimedia collection, watermarking, games, film stunts, virtual reality, e-commerce, and other apps are available all round. The color pictures of parts taken by industrial cameras depend on computer performance and the intricate environment, and in particular, on the whole resolution image display, a lot of CPU resources are needed. Some details cannot be shown completely at the same time. If the image is not sufficiently clearly visible, methods for image processing like improvement, noise reduction, and interpolation must be used to improve color photo clarity. This article, based on the OpenCV platform, uses frequency domain filters, median filters, Fourier transform, and other image improvement technologies to remove image noise in order to enhance the quality of local photos from industrial cameras’ components. Finally, clear and available image information is obtained in different experimental methods, which check the application of image enhancement technology to image rebuilding. Finally, the performance of the proposed method in terms of CPBD value, definition Q value, and operation time is compared, which shows that the proposed method has obvious advantages in the above performance.
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Erihadiana, Mohamad, and Cecep Hilmi Nurdin. "Affective Aspects in Jurisprudence Based Online Learning Minister of Religion Decree 183 of 2019." Belajea: Jurnal Pendidikan Islam 6, no. 1 (June 21, 2021): 73. http://dx.doi.org/10.29240/belajea.v6i1.2341.

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Online learning during a pandemic tends to overlook the affective aspects which are very important in the 2013 Curriculum. In line with the implementation of KMA 183 2019 in the 2020/2021 school year, jurisprudence learning in madrasas must also adjust. This paper aims to suggest ways of applying the affective aspects even in online learning as it is today. Because online learning is very dependent on adequate technological literacy, while there are still many people who are not at that level. This research is a library research with a descriptive approach and the data collection technique uses library materials. The results of the study from various literature sources are concluded to be an explanation for solving the problem. From this research it was found that there are various ways that can be used to maintain the affective aspects of online learning, one of which is when in Basic Competence (KD) about spiritual aspects, namely: "Living and practicing everything that has been taught for good things is as a form of gratitude for the gift of Allah SWT ", so to achieve this goal in online learning can be implemented using video media or film footage that explains and contains points to appreciate all the material taught in fiqh learners as a gift from Allah SWT. The variety of ways of learning can be epective depending on the teacher's strategy and what media or learning services are used in the online learning being carried out.
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Bakare, Rasaki Ojo, Oluwatayo B. Isijola, and Lillian Eguriase Bakare. "Quality as Determinant for Long Shelf Life and Consumer Loyalty in Nollywood Productions." Advances in Language and Literary Studies 11, no. 5 (October 31, 2020): 37. http://dx.doi.org/10.7575/aiac.alls.v.11n.5p.37.

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Nollywood, is the Nigerian film industries that had evolved without state support, and was ranked as as the world’s second largest producers of movies by UNESCO Institute of Statistics. However, the industry has continued to incur the negative consequences of poor quality production on consumers’ patronage and shelf life of produce, in spite of abiding growth propensity. It is against this backdrop that this research was conducted to examine production quality as determinant for long shelf life and consumers’ loyalty in Nollywood movies. The study, which focuses on grassroots, employs the mixed methods research, combining interview, survey, and content analysis as methods for data collection. It argues that the abiding problem of quality in the industry, which is grounded on colonial cinematic legacies, was perpetuated by the failure of Government to align the industry as a viable sub-sector for economic growth. Thus, the study establishes that there is a direct correlation between the poor production quality, diminishing consumer loyalty and a trifling shelf life of Nigerian movies amidst the increasingly high volume of movie produce. The study concludes that piracy is the fundamental problem that militates against quality investment, which engenders compromise in production quality, and grounds poor consumer patronage and low shelf life. Therefore, the study recommends the need for Government to harness the viability of the industry by engaging needful interventions for the structuring and the development of a bankable movie industry, through legislation and implementation of policies that can stimulate, protect and sustain quality productions of the Nigerian video films.
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Balzi Costa, Leticia. "La violencia de género como estética en la cultura visual de Europa y América desde el siglo XVI al XXI=Gender violence as aesthetics in European and American visual culture from the 16th to the 21st century." Cuestiones de género: de la igualdad y la diferencia, no. 16 (June 29, 2021): 12. http://dx.doi.org/10.18002/cg.v0i16.6728.

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<p align="left"><strong>Resumen</strong></p><p>Esta investigación expone la estructura de un patrón de objetificación respecto al cuerpo femenino que responde a políticas capitalistas utilizando a la cultura visual e historia del arte como medio desde los siglos XVI al XXI. A partir de la recolección y análisis de los trabajos de artistas, directores de arte, fotógrafos, directores de cine y diseñadores de videojuegos se creó un archivo visual en formato digital. El archivo presenta las políticas estéticas dentro del marco geográfico de América y Europa que aún comercian con raza, género, etnia y clase. Se plantea además el problema de la difusión de este tipo de imágenes dentro del mercado global que continúa utilizando una estética que apela a la violencia de género. </p><p align="left"><strong>Abstract</strong></p><p>This research exposes the structure of an objectification pattern regarding the female body which responds to capitalist policies using visual culture and art history as a medium from the 16th to the 21st centuries. From the collection and analysis of the works from artists, art directors, photographers, film directors and video game designers, a visual archive was created in digital format. The archive presents the aesthetic politics within the geographic frame of America and Europe which still trade with race, gender, ethnicity and class. The problem of the dissemination of this type of images within the global market is also mentioned because gender violence is still used as aesthetics.</p>
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Alybina, Tatiana. "Mari usukombed läbi kaamerasilma: Tiia Peedumäe välitööd Mari Vabariigis aastatel 1991–1992." Eesti Rahva Muuseumi aastaraamat, no. 61 (October 11, 2018): 80–101. http://dx.doi.org/10.33302/ermar-2018-003.

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The religious traditions of the Mari people viewed through the camera lens: Field work conducted by Tiia Peedumäe in the Mari El Republic in 1991–1992 The Estonian National Museum began acquiring photographic materials back in the early 20th century when pioneering Estonian photographer Johannes Pääsuke travelled around Estonia with a homemade camera documenting the way people lived. In the 1960s, ethnographic films became one of the main areas of the museum’s activity and the geography of fieldwork also expanded significantly. Efforts were made to commit to film the traditional culture of Estonians and other Finno-Ugric peoples. In the 1990s, modernity shifted into the focus, supplanting the older and fading culture. Technological advances, and above all the introduction of the video camera significantly changed the methodology used to acquire material. The new cameras were lighter and more mobile, with a larger recording capacity and this allowed much more material to be documented. The article analyses filming during field work aimed at investigating and documenting religious rituals – in particular, footage produced by Tiia Peedumäe and her collaborator, the camera operator Jaan Treial, in 1991 and 1992. The fieldwork diaries and video footage are used to trace how the researchers adapted to the community they were studying, and looks at the role of intermediaries in this process. Tiia Peedumäe’s expeditions coincided with a time of great changes in ethnography and ethnology. Peedumäe represents a generation of researchers who learned how to conduct fieldwork in the spirit of Soviet-era ethnography and later expanded their methodology as the research focus changed. During the autumn 1991 expedition, Peedumäe and Treial recorded the Maris’ first nationwide sacrificial feast in the village of Olori (Paranga Raion). They returned to the same village in June 1992, this time to study the spring sacrificial feast Aga-Pairem and a feast of remembrance of the dead, Semyk. The improved recording made some aspects easier for ethnologists although the work still required the ability to interact with the community. It is particularly important that there is trust between the people perpetuating a tradition and the cultural researchers. On the first occasion that Peedumäe and her colleagues went to record a worship ceremony with a video camera, they had difficulties getting consent from the villagers. The previous understanding reached with Mari activists living in Yoshkar-Ola – who were prepared to assist in the filming – was seen as inadequate in the sacrificial grove. Everything depended on the village elders who led the prayer service. Thanks to Peedumäe explaining how important scientific study was and the authority of the leaders of the Maris’ religious reawakening movement, ultimately permission was obtained for photographing and filming, although the researchers still were not given access to some phases of the ritual. A second expedition to the same village allowed the researchers to become more deeply immersed in the local culture. A few locals served as intermediaries between researchers and the community on that occasion. Thanks to the acquaintances already forged, more trust was evinced toward the ethnologists. Observation and recording of the rites of spring went off without a hitch. The ethnologists did not witness the preparation and course of the ritual of remembrance of family ancestors as mere observers – the family involved them in the ritual as if they were distant relatives or house guests. The video materials recorded on Peedumäe’s expeditions are one of the most complete documents of the revival of Mari religious traditions. Along with the fieldwork diary, they are valuable sources for studying the methodology of fieldwork and in particular, ritual filming practices. When the participant observation method is used, intermediaries between ethnologists and the community play a key role in the process of adaptation to the community being studied. The examples of collection of visual materials examined in the article demonstrate the importance of long-running and repeated fieldwork. Such fieldwork makes it possible to develop more trusting relations with cultural subjects and thereby access more private cultural strata.
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Gartner, W. B. "Ikiru Directed by Akira Kurosawa Screenplay by Akira Kurosawa, Shinobu Hashimoto & Hideo Oguni Film: Toho/Kurosawa Productions, Tokyo, JN: 1952 (143 minutes). (B and W, Japanese English subtitles.) Filmscript: Donald Richie (Ed.) Letchworth, GB: Lorrimer Publishing, 1968. Video: Cinematheque Collection, Los Angeles, CA: Media Home Entertainment, 1985 (134 minutes). (B and W, Japanese English subtitles." Journal of Management Education 14, no. 2 (January 1, 1990): 138–43. http://dx.doi.org/10.1177/105256298901400216.

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"The John Marshall Ju/'hoan Bushman Film and Video Collection." Visual Anthropology 22, no. 5 (October 15, 2009): 462–63. http://dx.doi.org/10.1080/08949460903224700.

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Brauers, A., N. Conrads, G. Frings, U. Schffibel, M. J. Powell, and C. Glasse. "Charge Collection I.N A Se Photoconductor on a Thin Film Transistor Array during X-Ray Imaging." MRS Proceedings 467 (1997). http://dx.doi.org/10.1557/proc-467-919.

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ABSTRACTThis paper deals with performance aspects of a selenium photoconductor on a thin film transistor array when used in x-ray imaging, e.g. for medical applications. We present the effects of doping structures within the Se on the spatial resolution, temporal response and dark current characteristics. Measurements were done on a 1922 pixel array with 200 μm pitch and a collecting electrode covering 50 % of the pixel area. Without additional measures the detector has a prohibitively slow response. With properly chosen doping structures the lateral conductivity can be engineered in a manner that the speed of the Se-TFT detector is increased to a level acceptable for video rate imaging. There is also a critical relationship between doping structures in the photoconductor and the spatial resolution of the detector. An idea of how these doping structures work in terms of resolution and speed of the detector is presented, together with proposals for an optimized doping scheme.
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Toh, Hai Leong. "Hong Kong and Singapore 1997." Kinema: A Journal for Film and Audiovisual Media, November 20, 1997. http://dx.doi.org/10.15353/kinema.vi.844.

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THE PRESTIGIOUS 21st HONG KONG International Film Festival, which concluded on 9 April 1997, presented its largest and perhaps the greatest collection of global cinema with some 280 films and video works. This year, this non-competitive festival attracted more than three hundred festival guests and major critics from all over the world with more than half of them coming from Japan and East Asia. Its humbler counterpart, the Singapore International Film Festival (SIFF) is now in its 10th year. Some 220 films were shown there (including a number of fringe films and videos presented at the Goethe Institute, and a retrospective of François Truffaut's films screened at the Alliance Française). Film critics and festival directors flew over to the Republic to view the sensitive selection of Asian cinema by the festival programmer Philip Cheah. In its competitive section for Asian films, the SIFF honours the winners with its Silver...
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"Movie Promotional Strategies in Tamil Film Industry-the Contemporary Access." International Journal of Innovative Technology and Exploring Engineering 8, no. 11S (October 11, 2019): 712–17. http://dx.doi.org/10.35940/ijitee.k1122.09811s19.

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Movie Industry of India had many ups and downs since 19th century. Some movies succeed with high box office collection records, while some were not. Some movies takes attention with high promotions while some movies not even noticed by the viewers. Movie viewers have variety of choices on types of movie like realistic, imaginary, fiction and commercial movies. Taking all of them to movie theatre need well planned strategies. As we know like every other service, movies also need Marketing. Movie making houses need to understand the marketing strategies need to be framed and reframed in respect to the nature of movies. The present research, ‘Movie promotional strategies in Tamil film industry-the contemporary approach’, deals with promotional aspects of the Tamil Film Industry in recent times. The present study reveals that promotional strategies being followed in Tamil movies creating great impact on movie watchers. Awareness on some creative methods of promotions shall be given special attention to spread out their creative effort to the public. More creative method takes more attention from movie watchers. Road show and flash mobs, YouTube viral videos, video games, mobile apps, product placements, reality shows, audio launch, making videos also influence awareness on creative movie promotional strategies for movie watchers. The movie watchers are most aware of product placements under creative movie promotion strategies.
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Baker, Whitney. "With Plenty of Elbow Room: Planning New and Upgraded Spaces for Library and Archives Conservation and Audiovisual Preservation." Collections: A Journal for Museum and Archives Professionals, January 27, 2021, 155019062098784. http://dx.doi.org/10.1177/1550190620987840.

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In 2018, the University of Kansas (KU) Libraries upgraded from a tired, twenty-year-old basement space to a new, purpose-built conservation lab for library and archives collections. The new conservation lab, which is housed in the special collections and archives library, quadrupled available lab space for its conservators and fleet of student employees. The move afforded Conservation space in the same library as the most vulnerable collection materials. In addition, rooms in the special collections and archives library were repurposed for audiovisual (AV) preservation, creating two new spaces for film and video workflows and upgrading an existing small audio room. This paper will discuss the conservation and preservation lab construction literature and will serve as a practical exemplar of the challenges and successes of the planning process, including lessons learned and unexpected benefits.
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Rose, Eliza. "Civic Voyeurism. Józef Robakowski’s Aerial Views of the Commons." Empatyczne obrazy/Empathic Images, no. 26 (2020). http://dx.doi.org/10.36854/widok/2020.26.2171.

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In 1978, Józef Robakowski moved into the “Manhattan of Łódź:” a complex of five high-rises located at 19 Mickiewicz Street. From his ninth-floor kitchen window, he began recording footage of the courtyard below – a practice he maintained over the next two decades. The product is From My Window: a collection of black-and-white footage shot on sixteen-millimeter film and video between 1978 and ’99 and edited in 2000. Using the device of an offscreen voiceover recorded in hindsight yet seeming to narrate the footage in real time, Robakowski resets the contemporaneity of the last two decades. In this article, I discuss the film’s flexible temporality and the resultant lines of empathy binding window watcher, courtyard subject, and viewer. I make the counterintuitive claim that Robakowski’s observation of his neighbors is a form of engaged empathy. Through his past-yet-present-tense voiceover, he refunctions voyeurism into a kind of civil service.
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Williams, Kathleen. "Never Coming to a Theatre near You: Recut Film Trailers." M/C Journal 12, no. 2 (May 13, 2009). http://dx.doi.org/10.5204/mcj.139.

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IntroductionRecut trailers typically mix footage from one or more films to create a preview for a feature that will never exist. Challenging the trailer’s assumed function as existing merely to gain an audience for a main attraction, the recut trailer suggests that the trailer can exist separately from a film. This paper will ask if recut trailers are evidence of fan enthusiasm and question precisely where this enthusiasm is directed. Do recut trailers demonstrate there are fans for the feature film that is recut, or does this enthusiasm extend beyond an appreciation and anticipation for a feature film? It will be ascertained if the recut trailer – as a site for homage, parody and fandom – transcends the advertising imperatives of box office success. This paper will demonstrate how fan-made trailers are symptomatic of the need for a new critical approach to trailers, one that does not situate the trailer as the low advertisement to the high cultural text of the film. It will be proposed that trailers form a network, of which the feature films and other trailers that are invoked form only a part.Recut trailers, while challenging the norms of what is considered an advertisement, function within a strict frame of reference: in their length, use of credits, text, voiceover in direct address to the audience, and editing techniques. Consequently, the recut trailer parodies and challenges the tools of promotion by utilising the very methods that sell to a prospective audience, to create an advertisement that is stripped of its traditional function by promoting a film that cannot exist and cannot be consumed. The promotion seems to end at the site of the advertisement, while still calling upon a complex series of interconnected references and collective knowledge in order for the parody to be effective. This paper will examine the network of Brokeback Mountain parodies, which were created before, during and after the feature film’s release, suggesting that the temporal imperative usually present in trailers is irrelevant for their appreciation. A playlist of the trailers discussed is available here.The Shift from Public to PrivateThe limited scholarship available situates the trailer as a promotional tool and a “brief film text” (Kernan 1), which is a “limited sample of the product” of the feature film (Kerr and Flynn 103), one that directly markets to demographics in order to draw an audience to see the feature. The traditional distribution methods for the trailer – as pre-packaged coming attractions in a cinema, and as television advertisements – work by building a desire to see a film in the future. For the trailer to be commercially successful within this framework, there is an imperative to differentiate itself from other trailers through creating an appeal to stars, genre or narrative (Kernan 14), or to be recognised as a trailer in amongst the stream of other advertisements on television. As new media forms have emerged, the trailer’s spatial and temporal bounds have shifted: the trailer is now included as a special feature on DVD packages, is sent to mobile devices on demand, and is viewed on video-sharing websites such as YouTube. In this move from the communal, collective and directed consumption of the trailer in the public sphere to the individualised, domesticated and on-demand consumption in the private sphere – the trailer has shown itself to be a successful “cross-media text” (Johnston 145). While choosing to watch a trailer – potentially long after the theatrical release of the film it promotes – suggests a growing “interactive relationship between film studio and audience” (Johnston 145), it also marks the beginning of increasing interactivity between the trailer and the audience, a relationship that has altered the function and purpose of the trailer beyond the studio’s control. Yet, the form of the trailer as it was traditionally distributed has been retained for recut trailers in order to parody and strip the trailer of its original meaning and purpose, and removes any commercial capital attached to it. Rather than simply being released at the control of a studio, the trailer is now actively shared, appropriated and altered. Demand for the trailer has not diminished since the introduction of new media, suggesting that there is an enthusiasm not only for coming feature films, but also for the act of watching, producing and altering trailers that may not translate into box office takings. This calls into question the role of the trailer in new media sites, in which the recut trailers form a significant part by embodying the larger changes to the consumption and distribution of trailers.TrailerTubeThis study analyses recut trailers released on YouTube only. This is, arguably, the most common way that these trailers are watched and newly created trailers are shared and interacted with, with some clips reaching several million views. The purpose of this paper is to analyse the network that is created surrounding the recut trailer through addressing its specific qualities. YouTube is the only site consulted in this study for the release for fan-made trailers as YouTube forms a formidable part of the network of recut trailers and studio released trailers, and currently, serves as a common way for Internet users to search for videos.YouTube was launched in December 2005, and in the following 1-2 years, the majority of popular recut trailers emerged. The correlation between these two dates is not arbitrary; the technology and culture promoted and fostered by the unique specificities of YouTube has in turn developed the recut trailer as “one of the most popular forms of fan subversion in the age of digital video” (Hilderband 52). It is also the role of audiences and producers that has ensured that the trailer has moved beyond its original spatial and temporal bounds – to be consumed in the home or on mobile devices, and at any stage past any promotional urgency. The Brokeback Mountain parodies, to be later discussed, surfaced mainly in 2006, demonstrative of an early acceptance of the possibilities that YouTube and mass broadcasting presented, and the possibilities that the trailer could offer to YouTube’s “clip” culture (Hilderbrand 49).The specificities of YouTube as a channel for dissemination have allowed for fan-made trailers to exist alongside trailers released by studios. Rather than the trailer being consumed and then becoming irretrievable, perpetually tied to the feature film it promotes, the online distribution and storing of trailers allows a constant revisiting of the advertisement – this act alone demonstrating an enthusiasm for the form of the trailer. Hilderbrand argues that YouTube “offers[s] new and remediating relationships to texts that indicate changes and acceleration of spectatorial consumption” (49). Specifically, Hilderbrand proposes that YouTube functions as a collection of memories, which in turn present a “portal of cultural memory” (54) – amplified by the ability to create playlists and channels. The tagging of trailers to the films from which they drive, the official trailers released for a film referenced, or other recut trailers ensures that there is a physical trace of the network the trailer creates. Recut trailers demand for knowledge and capital to be shared amongst viewers, the technical attributes of YouTube allow for much of this knowledge to be available on demand, and to be hyperlinked or suggested to the viewer. In order for the parody present in recut trailers to function at the level intended, the films that are drawn upon would presumably need to be identified and some basic elements of the plot understood in order for the capital imbued in the trailer to be completely realised. If the user is unaware of the film, however, clips of the film or the original trailer can be reached either through the “related videos” menu which populates according to the didactic information for the clip watched, or by searching. As the majority of recut trailers seek to displace the original genre of the film parodied – such as, for example, Ten Things I Hate about Commandments which presents the story of The Ten Commandments as a teen film in which Moses will both part the sea and get the girl – the original genre of the film must be known by the viewer in order to acknowledge the site for parody in the fan-made trailer. Further to this, the network deployed suggests that there must be some knowledge of the conventions of the genre that is being applied to the original film’s promotional qualities. The parody functions by effectively sharing the knowledge between two genres, in conjunction with an awareness of the role and capital of the trailer. Tagging, playlists and channels facilitate the sharing of knowledge and dispersing of capital. As the recut trailer tends to derive from more than one source, the network alters the viewer’s relationship to the original feature film and cultivates a series of clips and knowledge. However, this also indicates that intimate fan knowledge can be bypassed – which places this particular relationship to the trailer and the invoked films as existing outside the realms of the archetypal cult fan. This challenges prior conceptions of fan culture by resisting a prolonged engagement normally attributed to cultivating fan status (Hills), as typically only one trailer will be made, rather than exhibiting a concentrated adulation of one text. The recut trailer is placed as the nexus in a series of links, in which the studio system is subverted while also being directly engaged with and utilised. The tools that have traditionally been used to sell to an audience through pre-packaged coming attractions are now used to promote a film that cannot be consumed that holds no commercial significance for film studios. These tools also work to reinforce the aesthetic and cinematic norms in the trailer, which provide a contract of audience expectations – such as the use of the approval by the American Motion Picture Association screen and classification at the beginning of the majority of recut trailers. The recut trailer assimilates to the nature of video sharing on YouTube in which the trailer is part of a network of narratives all of which are accessible on demand, can be fast-forwarded, replayed, and embedded on numerous social networking sites for further dissemination and accompanying editorial comment. The trailer thus becomes a social text that involves a community and is wide-reaching in its aims and consumption, despite being physically consumed in the private sphere. The feature which enables the user to “favourite” a video, add it to their playlist and embed it in another site, demonstrates that the trailer is considered as its own cohesive form, subject to scrutiny and favoured or dismissed. Constant statistics reflecting its popularity reinforce the success of a recut trailer, and popularity will generally lead to the trailer becoming more accessible. Hilderbrand argues that YouTube has nutured a “new temporality of immediate gratification for audiences” which has in turn contributed to the “culture of the clip” (49), which the trailer seems to exemplify – and in the absence of feature films being legally readily accessible on sites such as YouTube, the trailer seeks to fill the void for immediate gratification.Brokeback MountainsWhile fan-made trailers can generate enthusiasm about the release of an upcoming film they may be linked to – as was recently the case with fan-made trailers for teen vampire film, Twilight – there is also a general enthusiasm to play with the form of the trailer and all that it signifies, while in the process, stripping the trailer of its traditional function. Following the release of the trailer for feature film Brokeback Mountain, numerous recut trailers emerged on YouTube which took the romantic and sexual relationship of the two male leads in the film, and applied this narrative to films depicting two male leads in a non-romantic friendship. In effect, new films were created that used the basis of Brokeback Mountain to shift plots in existing films, creating a new narrative in the process. The many Brokeback… parodies vary in popularity, and have been uploaded to YouTube continuously since 2006. The titles include Brokeback to the Future, Saved by the Bell: Brokeback Style, Brokeback of the Ring, The Brokeback Redemption, Broke Trek, Harry Potter and Brokeback Goblet and Star Wars: The Emperor Brokeback. The trailers use footage from a variety of film and television sources that show a friendship between two men and introduce it to the “style” of Brokeback Mountain. There are several techniques which are used uniformly across all of the trailers in order to convey this new plot: the original score used in the Brokeback Mountain trailer begins each recut trailer; the use of typically white text on a black screen based on the original trailer’s text, or a slight variant of it which is specific to the film which is being recut; and the pace of shots altered to focus on lingering looks, or to splice scenes together in order to imply sexual contact. Consequently, there is a consciousness of the effects used in the original trailer to sell a particular narrative to the audience as something that an audience would want to view. The narrative is constructed as being universal, as any story with two men as the leads and their friendship can be altered to show an underlying homoerotic story, and the form of the trailer allows these storylines to be promoted and shared. The insider knowledge of the fan that has noticed these interactions is able to make their knowledge communal. Hills argues that “fans participate in communal activities” (ix), which here takes the form of creating a network of collective stories which form Brokeback – it is a story extended to several sites, and a story which is promoted and sold. Through the use of tagging, playlists and suggested videos, once one recut trailer is viewed, several others are made instantly available. The availability of the original Brokeback Mountain trailer then serves to reinforce the authenticity and professionalism of the clips, by providing a template in which existing footage from other films is moulded to fit within.The instant identifier of a Brokeback… trailer is the music that was used in the original trailer. This signals that the trailer for Brokeback Mountain was itself so iconic that the use of its soundtrack would be instantly recognisable, and the re-use of music and text suggests that the recut trailers reinforce this iconography and its capital by visually reinforcing what signifies Brokeback Mountain. The network these trailers create includes the film Brokeback Mountain itself, but the recut trailer begins to open a new trajectory for the narrative to mould and shift, identifiable by techniques present in the trailer but not the feature film itself. The fan appreciation is evident in several ways: namely, there is an enthusiasm to conflate a feature film into Brokeback Mountain’s general narrative; that there has been enough of an engagement with a feature in order to retrieve clips to be edited into a new montage, and consequently, a condensed narrative with a direct mode of address; and also the eagerness to see a feature film in trailer form, employing trailer-specific cinematic techniques to enhance parody and displacement. Recut trailers are also subject to commenting, which generally reflect on either the insider fan knowledge of the text that is being initiated to the world of Brokeback Mountain, or take the place of comments that reflect on the success of the editing. In this respect, critique is a part of the communal fan interaction with the creator and uploader in the recut trailer’s network. As such, there is a focus on quality for the creator of the fan video, and rating occurs in order to rank the recut trailers. This focus on quality and professionalism elevates the creator of the recut trailer to the status of a director, despite not having filmed the scenes themselves. Demonstrating the enthusiasm for the role of the trailer, the internal promotion on YouTube of the most successful trailers – designated as such by the YouTube community – signals an active engagement with the role of the trailer, and its social properties, even though it is consumed individually.ConclusionWhile the recut trailer extends the fan gaze toward one object or more, it is typically presented as a parody, and consequently, could also be seen as rejecting elements of a genre or feature film. However, the parody typically occurs at the site of displacement: such as the relationship between the two male leads in Brokeback to the Future having a romantic relationship whilst coming to terms with time-travel; the burning bush in Ten Things I Hate about Commandments being played by Samuel L. Jackson as “Principal Firebush”, complete with audio from Pulp Fiction; or recutting romantic comedy Sleepless in Seattle to become a horror film. The parody relies on knowledge that can be found easily, aided by YouTube’s features, while requiring the creator to intimately engage with a feature film. The role of the trailer in this network is to provide the tools and the boundaries for the new narrative to exist within, and create a system of referents for the fan to identify, through parodies of star appeal, genre, or narrative, as Kernan proposes are the three ways in which a trailer often relies upon to sell itself to an audience (14).As this paper has argued toward, the recut trailer can also be released from the feature films it invokes by being considered as its own coherent form, which draws upon numerous sites of knowledge and capital in order to form a network. While traditionally trailers have worked to gain an audience for an impending feature release, the recut trailer only seeks to create an audience for itself. Through the use of cult texts or a particularly successful form of parody, as demonstrated in Scary Mary Poppins, the recut trailer is widely consumed and shared across multiple avenues. The recut trailer then seeks to promote only itself through providing a condensed narrative, speaking directly to audiences, and cleverly engaging with the use of editing to leave traces of authorship. Fan culture may be seen as the adoration of one creator to the film they recut, but the network that the recut trailer creates demonstrates that there is an enthusiasm in both creators and viewers for the form of the trailer itself, to exist beyond the feature film and advertising imperatives.ReferencesBrokeback of the Ring. 27 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=tgt-BiFiBek›.Brokeback to the Future. 1 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=8uwuLxrv8jY›.Brokeback Mountain. Dir. Ang Lee. Film. Paramount Pictures, 2005. The Brokeback Redemption Trailer. 28 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=FtRi42DEdTE›.Broke Trek – A Star Trek Brokeback Mountain Parody. 27 May 2007. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=7xSOuLky3n0›.Harry Potter and the Brokeback Goblet. 8 March 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=e9D0veHTxh0›. Hilderbrand, Lucas. "Youtube: Where Cultural Memory and Copyright Converge." Film Quarterly 61 (2007): 48-57. Hills, Matthew. Fan Cultures. New York: Routledge, 2002. Johnston, Keith M. "'The Coolest Way to Watch Movie Trailers in the World': Trailers in the Digital Age." Convergence: The International Journal of Research into New Media Technologies 14 (2008): 145-60. Kernan, Lisa. Coming Attractions: Reading American Movie Trailers. Austin: U of Texas P, 2004. Kerr, Aphra, and Roddy Flynn. "Rethinking Globalisation through the Movie and Games Industries." Convergence: The International Journal of Research Into New Media Technologies 9 (2003): 91-113. The Original Scary ‘Mary Poppins’ Recut Trailer. 8 Oct. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=2T5_0AGdFic›.Saved by the Bell: Brokeback Style. 4 April 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=yHLr5AYl5f4›.Sleepless in Seattle. Dir. Nora Ephron. Film. Tristar Pictures, 1993. Sleepless in Seattle: Recut as a Horror Movie. 30 Jan. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=frUPnZMxr08›.Star Wars: The Emperor Brokeback. 14 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=omB18oRsBYg›.The Ten Commandments. Dir. Cecil B. DeMille. Film. Paramount Pictures, 1956. Ten Things I Hate about Commandments. 14 May 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=u1kqqMXWEFs›.
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Conroy, Mervyn, Aisha Y. Malik, Catherine Hale, Catherine Weir, Alan Brockie, and Chris Turner. "Using practical wisdom to facilitate ethical decision-making: a major empirical study of phronesis in the decision narratives of doctors." BMC Medical Ethics 22, no. 1 (February 18, 2021). http://dx.doi.org/10.1186/s12910-021-00581-y.

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Abstract Background Medical ethics has recently seen a drive away from multiple prescriptive approaches, where physicians are inundated with guidelines and principles, towards alternative, less deontological perspectives. This represents a clear call for theory building that does not produce more guidelines. Phronesis (practical wisdom) offers an alternative approach for ethical decision-making based on an application of accumulated wisdom gained through previous practice dilemmas and decisions experienced by practitioners. Phronesis, as an ‘executive virtue’, offers a way to navigate the practice virtues for any given case to reach a final decision on the way forward. However, very limited empirical data exist to support the theory of phronesis-based medical decision-making, and what does exist tends to focus on individual practitioners rather than practice-based communities of physicians. Methods The primary research question was: What does it mean to medical practitioners to make ethically wise decisions for patients and their communities? A three-year ethnographic study explored the practical wisdom of doctors (n = 131) and used their narratives to develop theoretical understanding of the concepts of ethical decision-making. Data collection included narrative interviews and observations with hospital doctors and General Practitioners at all stages in career progression. The analysis draws on neo-Aristotelian, MacIntyrean concepts of practice- based virtue ethics and was supported by an arts-based film production process. Results We found that individually doctors conveyed many different practice virtues and those were consolidated into fifteen virtue continua that convey the participants’ ‘collective practical wisdom’, including the phronesis virtue. This study advances the existing theory and practice on phronesis as a decision-making approach due to the availability of these continua. Conclusion Given the arguments that doctors feel professionally and personally vulnerable in the context of ethical decision-making, the continua in the form of a video series and app based moral debating resource can support before, during and after decision-making reflection. The potential implications are that these theoretical findings can be used by educators and practitioners as a non-prescriptive alternative to improve ethical decision-making, thereby addressing the call in the literature, and benefit patients and their communities, as well.
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Karlin, Beth, and John Johnson. "Measuring Impact: The Importance of Evaluation for Documentary Film Campaigns." M/C Journal 14, no. 6 (November 18, 2011). http://dx.doi.org/10.5204/mcj.444.

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Introduction Documentary film has grown significantly in the past decade, with high profile films such as Fahrenheit 9/11, Supersize Me, and An Inconvenient Truth garnering increased attention both at the box office and in the news media. In addition, the rising prominence of web-based media has provided new opportunities for documentary to create social impact. Films are now typically released with websites, Facebook pages, twitter feeds, and web videos to increase both reach and impact. This combination of technology and broader audience appeal has given rise to a current landscape in which documentary films are imbedded within coordinated multi-media campaigns. New media have not only opened up new avenues for communicating with audiences, they have also created new opportunities for data collection and analysis of film impacts. A recent report by McKinsey and Company highlighted this potential, introducing and discussing the implications of increasing consumer information being recorded on the Internet as well as through networked sensors in the physical world. As they found: "Big data—large pools of data that can be captured, communicated, aggregated, stored, and analyzed—is now part of every sector and function of the global economy" (Manyika et al. iv). This data can be mined to learn a great deal about both individual and cultural response to documentary films and the issues they represent. Although film has a rich history in humanities research, this new set of tools enables an empirical approach grounded in the social sciences. However, several researchers across disciplines have noted that limited investigation has been conducted in this area. Although there has always been an emphasis on social impact in film and many filmmakers and scholars have made legitimate (and possibly illegitimate) claims of impact, few have attempted to empirically justify these claims. Over fifteen years ago, noted film scholar Brian Winston commented that "the underlying assumption of most social documentaries—that they shall act as agents of reform and change—is almost never demonstrated" (236). A decade later, Political Scientist David Whiteman repeated this sentiment, arguing that, "despite widespread speculation about the impact of documentaries, the topic has received relatively little systematic attention" ("Evolving"). And earlier this year, the introduction to a special issue of Mass Communication and Society on documentary film stated, "documentary film, despite its growing influence and many impacts, has mostly been overlooked by social scientists studying the media and communication" (Nisbet and Aufderheide 451). Film has been studied extensively as entertainment, as narrative, and as cultural event, but the study of film as an agent of social change is still in its infancy. This paper introduces a systematic approach to measuring the social impact of documentary film aiming to: (1) discuss the context of documentary film and its potential impact; and (2) argue for a social science approach, discussing key issues about conducting such research. Changes in Documentary Practice Documentary film has been used as a tool for promoting social change throughout its history. John Grierson, who coined the term "documentary" in 1926, believed it could be used to influence the ideas and actions of people in ways once reserved for church and school. He presented his thoughts on this emerging genre in his 1932 essay, First Principles of Documentary, saying, "We believe that the cinema's capacity for getting around, for observing and selecting from life itself, can be exploited in a new and vital art form" (97). Richard Barsam further specified the definition of documentary, distinguishing it from non-fiction film, such that all documentaries are non-fiction films but not all non-fiction films are documentaries. He distinguishes documentary from other forms of non-fiction film (i.e. travel films, educational films, newsreels) by its purpose; it is a film with an opinion and a specific message that aims to persuade or influence the audience. And Bill Nichols writes that the definition of documentary may even expand beyond the film itself, defining it as a "filmmaking practice, a cinematic tradition, and mode of audience reception" (12). Documentary film has undergone many significant changes since its inception, from the heavily staged romanticism movement of the 1920s to the propagandist tradition of governments using film to persuade individuals to support national agendas to the introduction of cinéma vérité in the 1960s and historical documentary in the 1980s (cf. Barnouw). However, the recent upsurge in popularity of documentary media, combined with technological advances of internet and computers have opened up a whole new set of opportunities for film to serve as both art and agent for social change. One such opportunity is in the creation of film-based social action campaigns. Over the past decade, filmmakers have taken a more active role in promoting social change by coordinating film releases with action campaigns. Companies such as Participant Media (An Inconvenient Truth, Food Inc., etc.) now create "specific social action campaigns for each film and documentary designed to give a voice to issues that resonate in the films" (Participant Media). In addition, a new sector of "social media" consultants are now offering services, including "consultation, strategic planning for alternative distribution, website and social media development, and complete campaign management services to filmmakers to ensure the content of nonfiction media truly meets the intention for change" (Working Films). The emergence of new forms of media and technology are changing our conceptions of both documentary film and social action. Technologies such as podcasts, video blogs, internet radio, social media and network applications, and collaborative web editing "both unsettle and extend concepts and assumptions at the heart of 'documentary' as a practice and as an idea" (Ellsworth). In the past decade, we have seen new forms of documentary creation, distribution, marketing, and engagement. Likewise, film campaigns are utilizing a broad array of strategies to engage audience members, including "action kits, screening programs, educational curriculums and classes, house parties, seminars, panels" that often turn into "ongoing 'legacy' programs that are updated and revised to continue beyond the film's domestic and international theatrical, DVD and television windows" (Participant Media). This move towards multi-media documentary film is becoming not only commonplace, but expected as a part of filmmaking. NYU film professor and documentary film pioneer George Stoney recently noted, "50 percent of the documentary filmmaker's job is making the movie, and 50 percent is figuring out what its impact can be and how it can move audiences to action" (qtd. in Nisbet, "Gasland"). In his book Convergence Culture, Henry Jenkins, coined the term "transmedia storytelling", which he later defined as "a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience" ("Transmedia"). When applied to documentary film, it is the elements of the "issue" raised by the film that get dispersed across these channels, coordinating, not just an entertainment experience, but a social action campaign. Dimensions of Evaluation It is not unreasonable to assume that such film campaigns, just like any policy or program, have the possibility to influence viewers' knowledge, attitudes, and behavior. Measuring this impact has become increasingly important, as funders of documentary and issue-based films want look to understand the "return on investment" of films in terms of social impact so that they can compare them with other projects, including non-media, direct service projects. Although we "feel" like films make a difference to the individuals who also see them in the broader cultures in which they are embedded, measurement and empirical analysis of this impact are vitally important for both providing feedback to filmmakers and funders as well as informing future efforts attempting to leverage film for social change. This type of systematic assessment, or program evaluation, is often discussed in terms of two primary goals—formative (or process) and summative (or impact) evaluation (cf. Muraskin; Trochim and Donnelly). Formative evaluation studies program materials and activities to strengthen a program, and summative evaluation examines program outcomes. In terms of documentary film, these two goals can be described as follows: Formative Evaluation: Informing the Process As programs (broadly defined as an intentional set of activities with the aim of having some specific impact), the people who interact with them, and the cultures they are situated in are constantly changing, program development and evaluation is an ongoing learning cycle. Film campaigns, which are an intentional set of activities with the aim of impacting individual viewers and broader cultures, fit squarely within this purview. Without formulating hypotheses about the relationships between program activities and goals and then collecting and analyzing data during implementation to test them, it is difficult to learn ways to improve programs (or continue doing what works best in the most efficient manner). Attention to this process enables those involved to learn more about, not only what works, but how and why it works and even gain insights about how program outcomes may be affected by changes to resource availability, potential audiences, or infrastructure. Filmmakers are constantly learning and honing their craft and realizing the impact of their practice can help the artistic process. Often faced with tight budgets and timelines, they are forced to confront tradeoffs all the time, in the writing, production and post-production process. Understanding where they are having impact can improve their decision-making, which can help both the individual project and the overall field. Summative Evaluation: Quantifying Impacts Evaluation is used in many different fields to determine whether programs are achieving their intended goals and objectives. It became popular in the 1960s as a way of understanding the impact of the Great Society programs and has continued to grow since that time (Madaus and Stufflebeam). A recent White House memo stated that "rigorous, independent program evaluations can be a key resource in determining whether government programs are achieving their intended outcomes as well as possible and at the lowest possible cost" and the United States Office of Management and Budget (OMB) launched an initiative to increase the practice of "impact evaluations, or evaluations aimed at determining the causal effects of programs" (Orszag 1). Documentary films, like government programs, generally target a national audience, aim to serve a social purpose, and often do not provide a return on their investment. Participant Media, the most visible and arguably most successful documentary production company in the film industry, made recent headlines for its difficulty in making a profit during its seven-year history (Cieply). Owner and founder Jeff Skoll reported investing hundreds of millions of dollars into the company and CEO James Berk added that the company sometimes measures success, not by profit, but by "whether Mr. Skoll could have exerted more impact simply by spending his money philanthropically" (Cieply). Because of this, documentary projects often rely on grant funding, and are starting to approach funders beyond traditional arts and media sources. "Filmmakers are finding new fiscal and non-fiscal partners, in constituencies that would not traditionally be considered—or consider themselves—media funders or partners" (BRITDOC 6). And funders increasingly expect tangible data about their return on investment. Says Luis Ubiñas, president of Ford Foundation, which recently launched the Just Films Initiative: In these times of global economic uncertainty, with increasing demand for limited philanthropic dollars, assessing our effectiveness is more important than ever. Today, staying on the frontlines of social change means gauging, with thoughtfulness and rigor, the immediate and distant outcomes of our funding. Establishing the need for evaluation is not enough—attention to methodology is also critical. Valid research methodology is a critical component of understanding around the role entertainment can play in impacting social and environmental issues. The following issues are vital to measuring impact. Defining the Project Though this may seem like an obvious step, it is essential to determine the nature of the project so one can create research questions and hypotheses based on a complete understanding of the "treatment". One organization that provides a great example of the integration of documentary film imbedded into a larger campaign or movement is Invisible Children. Founded in 2005, Invisible Children is both a media-based organization as well as an economic development NGO with the goal of raising awareness and meeting the needs of child soldiers and other youth suffering as a result of the ongoing war in northern Uganda. Although Invisible Children began as a documentary film, it has grown into a large non-profit organization with an operating budget of over $8 million and a staff of over a hundred employees and interns throughout the year as well as volunteers in all 50 states and several countries. Invisible Children programming includes films, events, fundraising campaigns, contests, social media platforms, blogs, videos, two national "tours" per year, merchandise, and even a 650-person three-day youth summit in August 2011 called The Fourth Estate. Individually, each of these components might lead to specific outcomes; collectively, they might lead to others. In order to properly assess impacts of the film "project", it is important to take all of these components into consideration and think about who they may impact and how. This informs the research questions, hypotheses, and methods used in evaluation. Film campaigns may even include partnerships with existing social movements and non-profit organizations targeting social change. The American University Center for Social Media concluded in a case study of three issue-based documentary film campaigns: Digital technologies do not replace, but are closely entwined with, longstanding on-the-ground activities of stakeholders and citizens working for social change. Projects like these forge new tools, pipelines, and circuits of circulation in a multiplatform media environment. They help to create sustainable network infrastructures for participatory public media that extend from local communities to transnational circuits and from grassroots communities to policy makers. (Abrash) Expanding the Focus of Impact beyond the Individual A recent focus has shifted the dialogue on film impact. Whiteman ("Theaters") argues that traditional metrics of film "success" tend to focus on studio economic indicators that are far more relevant to large budget films. Current efforts focused on box office receipts and audience size, the author claims, are really measures of successful film marketing or promotion, missing the mark when it comes to understanding social impact. He instead stresses the importance of developing a more comprehensive model. His "coalition model" broadens the range and types of impact of film beyond traditional metrics to include the entire filmmaking process, from production to distribution. Whiteman (“Theaters”) argues that a narrow focus on the size of the audience for a film, its box office receipts, and viewers' attitudes does not incorporate the potential reach of a documentary film. Impacts within the coalition model include both individual and policy levels. Individual impacts (with an emphasis on activist groups) include educating members, mobilizing for action, and raising group status; policy includes altering both agenda for and the substance of policy deliberations. The Fledgling Fund (Barrett and Leddy) expanded on this concept and identified five distinct impacts of documentary film campaigns. These potential impacts expand from individual viewers to groups, movements, and eventually to what they call the "ultimate goal" of social change. Each is introduced briefly below. Quality Film. The film itself can be presented as a quality film or media project, creating enjoyment or evoking emotion in the part of audiences. "By this we mean a film that has a compelling narrative that draws viewers in and can engage them in the issue and illustrate complex problems in ways that statistics cannot" (Barrett and Leddy, 6). Public Awareness. Film can increase public awareness by bringing light to issues and stories that may have otherwise been unknown or not often thought about. This is the level of impact that has received the most attention, as films are often discussed in terms of their "educational" value. "A project's ability to raise awareness around a particular issue, since awareness is a critical building block for both individual change and broader social change" (Barrett and Leddy, 6). Public Engagement. Impact, however, need not stop at simply raising public awareness. Engagement "indicates a shift from simply being aware of an issue to acting on this awareness. Were a film and its outreach campaign able to provide an answer to the question 'What can I do?' and more importantly mobilize that individual to act?" (Barrett and Leddy, 7). This is where an associated film campaign becomes increasingly important, as transmedia outlets such as Facebook, websites, blogs, etc. can build off the interest and awareness developed through watching a film and provide outlets for viewers channel their constructive efforts. Social Movement. In addition to impacts on individuals, films can also serve to mobilize groups focused on a particular problem. The filmmaker can create a campaign around the film to promote its goals and/or work with existing groups focused on a particular issue, so that the film can be used as a tool for mobilization and collaboration. "Moving beyond measures of impact as they relate to individual awareness and engagement, we look at the project's impact as it relates to the broader social movement … if a project can strengthen the work of key advocacy organizations that have strong commitment to the issues raised in the film" (Barrett and Leddy, 7). Social Change. The final level of impact and "ultimate goal" of an issue-based film is long-term and systemic social change. "While we understand that realizing social change is often a long and complex process, we do believe it is possible and that for some projects and issues there are key indicators of success" (Barrett and Leddy, 7). This can take the form of policy or legislative change, passed through film-based lobbying efforts, or shifts in public dialogue and behavior. Legislative change typically takes place beyond the social movement stage, when there is enough support to pressure legislators to change or create policy. Film-inspired activism has been seen in issues ranging from environmental causes such as agriculture (Food Inc.) and toxic products (Blue Vinyl) to social causes such as foreign conflict (Invisible Children) and education (Waiting for Superman). Documentary films can also have a strong influence as media agenda-setters, as films provide dramatic "news pegs" for journalists seeking to either sustain or generation new coverage of an issue (Nisbet "Introduction" 5), such as the media coverage of climate change in conjunction with An Inconvenient Truth. Barrett and Leddy, however, note that not all films target all five impacts and that different films may lead to different impacts. "In some cases we could look to key legislative or policy changes that were driven by, or at least supported by the project... In other cases, we can point to shifts in public dialogue and how issues are framed and discussed" (7). It is possible that specific film and/or campaign characteristics may lead to different impacts; this is a nascent area for research and one with great promise for both practical and theoretical utility. Innovations in Tools and Methods Finally, the selection of tools is a vital component for assessing impact and the new media landscape is enabling innovations in the methods and strategies for program evaluation. Whereas the traditional domain of film impact measurement included box office statistics, focus groups, and exit surveys, innovations in data collection and analysis have expanded the reach of what questions we can ask and how we are able to answer them. For example, press coverage can assist in understanding and measuring the increase in awareness about an issue post-release. Looking directly at web-traffic changes "enables the creation of an information-seeking curve that can define the parameters of a teachable moment" (Hart and Leiserowitz 360). Audience reception can be measured, not only via interviews and focus groups, but also through content and sentiment analysis of web content and online analytics. "Sophisticated analytics can substantially improve decision making, minimize risks, and unearth valuable insights that would otherwise remain hidden" (Manyika et al. 5). These new tools are significantly changing evaluation, expanding what we can learn about the social impacts of film through triangulation of self-report data with measurement of actual behavior in virtual environments. Conclusion The changing media landscape both allows and impels evaluation of film impacts on individual viewers and the broader culture in which they are imbedded. Although such analysis may have previously been limited to box office numbers, critics' reviews, and theater exit surveys, the rise of new media provides both the ability to connect filmmakers, activists, and viewers in new ways and the data in which to study the process. This capability, combined with significant growth in the documentary landscape, suggests a great potential for documentary film to contribute to some of our most pressing social and environmental needs. A social scientific approach, that combines empirical analysis with theory applied from basic science, ensures that impact can be measured and leveraged in a way that is useful for both filmmakers as well as funders. In the end, this attention to impact ensures a continued thriving marketplace for issue-based documentary films in our social landscape. References Abrash, Barbara. "Social Issue Documentary: The Evolution of Public Engagement." American University Center for Social Media 21 Apr. 2010. 26 Sep. 2011 ‹http://www.centerforsocialmedia.org/›. Aufderheide, Patricia. "The Changing Documentary Marketplace." Cineaste 30.3 (2005): 24-28. Barnouw, Eric. Documentary: A History of the Non-Fiction Film. New York: Oxford UP, 1993. Barrett, Diana and Sheila Leddy. "Assessing Creative Media's Social Impact." The Fledgling Fund, Dec. 2008. 15 Sep. 2011 ‹http://www.thefledglingfund.org/media/research.html›. Barsam, Richard M. Nonfiction Film: A Critical History. Bloomington: Indiana UP. 1992. BRITDOC Foundation. The End of the Line: A Social Impact Evaluation. London: Channel 4, 2011. 12 Oct. 2011 ‹http://britdoc.org/news_details/the_social_impact_of_the_end_of_the_line/›. Cieply, Michael. "Uneven Growth for Film Studio with a Message." New York Times 5 Jun. 2011: B1. Ellsworth, Elizabeth. "Emerging Media and Documentary Practice." The New School Graduate Program in International Affairs. Aug. 2008. 22 Sep. 2011. ‹http://www.gpia.info/node/911›. Grierson, John. "First Principles of Documentary (1932)." Imagining Reality: The Faber Book of Documentary. Eds. Kevin Macdonald and Mark Cousins. London: Faber and Faber, 1996. 97-102. Hart, Philip Solomon and Anthony Leiserowitz. "Finding the Teachable Moment: An Analysis of Information-Seeking Behavior on Global Warming Related Websites during the Release of The Day After Tomorrow." Environmental Communication: A Journal of Nature and Culture 3.3 (2009): 355-66. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. ———. "Transmedia Storytelling 101." Confessions of an Aca-Fan. The Official Weblog of Henry Jenkins. 22 Mar. 2007. 10 Oct. 2011 ‹http://www.henryjenkins.org/2007/03/transmedia_storytelling_101.html›. Madaus, George, and Daniel Stufflebeam. "Program Evaluation: A Historical Overview." Evaluation in Education and Human Services 49.1 (2002): 3-18. Manyika, James, Michael Chui, Jacques Bughin, Brad Brown, Richard Dobbs, Charles Roxburgh, and Angela Hung Byers. Big Data: The Next Frontier for Innovation, Competition, and Productivity. McKinsey Global Institute. May 2011 ‹http://www.mckinsey.com/mgi/publications/big_data/›. Muraskin, Lana. Understanding Evaluation: The Way to Better Prevention Programs. Washington: U.S. Department of Education, 1993. 8 Oct. 2011 ‹http://www2.ed.gov/PDFDocs/handbook.pdf›. Nichols, Bill. "Foreword." Documenting the Documentary: Close Readings of Documentary Film and Video. Eds. Barry Keith Grant and Jeannette Sloniowski. Detroit: Wayne State UP, 1997. 11-13. Nisbet, Matthew. "Gasland and Dirty Business: Documentary Films Shape Debate on Energy Policy." Big Think, 9 May 2011. 1 Oct. 2011 ‹http://bigthink.com/ideas/38345›. ———. "Introduction: Understanding the Social Impact of a Documentary Film." Documentaries on a Mission: How Nonprofits Are Making Movies for Public Engagement. Ed. Karen Hirsch, Center for Social Media. Mar. 2007. 10 Sep. 2011 ‹http://aladinrc.wrlc.org/bitstream/1961/4634/1/docs_on_a_mission.pdf›. Nisbet, Matthew, and Patricia Aufderheide. "Documentary Film: Towards a Research Agenda on Forms, Functions, and Impacts." Mass Communication and Society 12.4 (2011): 450-56. Orszag, Peter. Increased Emphasis on Program Evaluation. Washington: Office of Management and Budget. 7 Oct. 2009. 10 Oct. 2011 ‹http://www.whitehouse.gov/sites/default/files/omb/assets/memoranda_2010/m10-01.pdf›. Participant Media. "Our Mission." 2011. 2 Apr. 2011 ‹http://www.participantmedia.com/company/about_us.php.›. Plantinga, Carl. Rhetoric and Representation in Nonfiction Film. Cambridge: Cambridge UP, 1997. Trochim, William, and James Donnelly. Research Methods Knowledge Base. 3rd ed. Mason: Atomic Dogs, 2007. Ubiñas, Luis. "President's Message." 2009 Annual Report. Ford Foundation, Sep. 2010. 10 Oct. 2011 ‹http://www.fordfoundation.org/about-us/2009-annual-report/presidents-message›. Vladica, Florin, and Charles Davis. "Business Innovation and New Media Practices in Documentary Film Production and Distribution: Conceptual Framework and Review of Evidence." The Media as a Driver of the Information Society. Eds. Ed Albarran, Paulo Faustino, and R. Santos. Lisbon, Portugal: Media XXI / Formal, 2009. 299-319. Whiteman, David. "Out of the Theaters and into the Streets: A Coalition Model of the Political Impact of Documentary Film and Video." Political Communication 21.1 (2004): 51-69. ———. "The Evolving Impact of Documentary Film: Sacrifice and the Rise of Issue-Centered Outreach." Post Script 22 Jun. 2007. 10 Sep. 2011 ‹http://www.allbusiness.com/media-telecommunications/movies-sound-recording/5517496-1.html›. Winston, Brian. Claiming the Real: The Documentary Film Revisited. London: British Film Institute, 1995. Working Films. "Nonprofits: Working Films." Foundation Source Access 31 May 2011. 5 Oct. 2011 ‹http://access.foundationsource.com/nonprofit/working-films/›.
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44

Grandinetti, Justin Joseph. "A Question of Time: HQ Trivia and Mobile Streaming Temporality." M/C Journal 22, no. 6 (December 4, 2019). http://dx.doi.org/10.5204/mcj.1601.

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One of the commonplace and myopic reactions to the rise of televisual time-shifting via video-on-demand, DVD rental services, illegal downloads, and streaming media was to decree “the death of the communal television experience”. For many, new forms of watching television unconstrained by time-bound, regularly scheduled programming meant the demise of the predominant form of media liveness that existed commercially since the 1950s. Nevertheless, as time-shifting practices evolved, so have attendant notions of televisual temporality—including changing forms of liveness, shared experience, and the plastic and flexible nature of new viewing patterns (Bury & Li; Irani, Jefferies, & Knight; Turner; Couldry). Although these temporal conceptualisations are relevant to streaming media, in the few years since the launch of platforms such as Netflix, Hulu, and Amazon, what it means “to stream” has rapidly expanded. Social media platforms like Twitter, Facebook, Snapchat, YouTube, and TikTok allow users to record, share, and livestream their own content. Not only does social media add to the growing definition of streaming, but these streaming interactions are also predominately mobile (Munson; Droesch). Taken together, a live and social experience of time via audio-visual media is not lost but is instead reactivated through the increasingly mobile nature of streaming. In the following article, I examine how mobile streaming media practices are part of a construction of shared temporality that both draws upon and departs from conceptualisations of televisual and fixed streaming liveness. Accordingly, HQ Trivia—a mobile-specific streaming gameshow app launched in August 2017—demonstrates novel attempts at reimagining the temporally-bound live televisual experience while simultaneously offering new monetisation strategies via mobile streaming technologies. Through this example, I argue that pervasive Web-connectivity, streaming platforms, data collection, mobile devices, and mobile streaming practices form arrangements of valorisation that are temporally bound yet concomitantly mobile, allowing new forms of social cohesion and temporal control.A Brief History of Televisual TemporalityTime is at once something infinitely mysterious and inherently understood. As John Durham Peters concisely explains, “time lies at the heart of the meaning of our lives” (175). It is precisely due to the myriad ontological, phenomenological, and epistemological dimensions of time that the subject has long been the focus of critical inquiry. As part of the so-called spatial turn, Michel Foucault argues that theory formerly treated space as “the dead, the fixed, the undialectical, the immobile. Time, on the contrary, was richness, fecundity, life, dialectic” (70). While scholarly turns toward space and later mobility have shifted the emphasis of critical inquiry, time is not rendered irrelevant. For example, Doreen Massey defines spaces as the product of interrelations, as sphere of possibility and heterogeneous multiplicity, and as always under construction (9). Critical to these conceptualisations of space, then, is the element of time. Considering space not as a static container in which individual actors enter and leave but instead as a production of ongoing becoming demonstrates how space, mobility, and time are inexorably intertwined. Time, space, and mobility are also interrelated when it comes to conversations of power. Judy Wajcman and Nigel Dodd contend that temporal control is related to dynamics of power, in that the powerful are fast and the powerless slow (3). Questions of speed, mobility, and the control of time itself, however, require attention to the media that help construct time. Aspects of time may always escape human comprehension, yet, “Whatever time is, calendars and clocks measure, control, and constitute it” (Peters 176). Time is a sociotechnical construction, but temporal experience is bound up in more than just time-keeping apparatuses. Elucidated by Sarah Sharma, temporalities are not experienced as uniform time, but instead produced within larger economies of labor and temporal worth (8). To reach a more productive understanding of temporalities, Sharma offers power-chronography, which conceptualises time as experiential, political, and produced by social differences and institutions (15). Put another way, time is an experience structured by the social, economic, political, and technical toward forms of social cohesion and control.Time has always been central to the televisual. Though it is often placed in a genealogy with film, William Uricchio contends that early discursive imaginings and material experiments in television are more indebted to technologies such as the telegraph and telephone in promising live and simultaneous communication across distances (289-291). In essence, film is a technology of storage, related to 18th- and 19th-century traditions of conceptualising time as fragmented; the televisual is instead associated with the “contrasting notion of time conceived as a continuous present, as flow, as seamless” (Uricchio 295). Responding to Uricchio, Doron Galili asserts that the relationship between film and television is dialectical and not hierarchical. For Galili, the desire for simultaneity and storage oscillates—both are present, both remain separate from one another. It is the synthesis of simultaneity and storage that allows both to operate together as a technological and mediated vision of mastering time. Despite disagreements regarding how best to conceptualise early film and television, it is clear that the televisual furthered a desire for spatial and temporal coordination, liveness, and simultaneity.In recent years, forms of televisual “time-shifting” allow viewers to escape temporally-bound scheduling. In what is commonly periodised as TVIII, the proliferation of digital platforms, video-on-demand, legal and illegal downloads, and DVD players, and streaming media displaced more traditional forms of watching live television (Jenner 259). It is important to note that while streaming is often related to the televisual, the televisual-to-streaming shift is not a clean linear evolution. Televisual-style content persists in streaming, but streaming might be better defined as matrix media, where content is made available away from the television set (Jenner 260). Regardless, the rise of streaming media platforms such as Netflix, Hulu, and Amazon Prime is commonly framed as part of televisual temporal disruption, as scholars note the growing plurality of televisual-type viewing options (Bury and Li 594). Further still, streaming platforms are often defined as television, a recent example occurring when Netflix CEO Reed Hastings called the service a “global Internet TV network” in 2016.The changing landscape of streaming and time-shifting notwithstanding, individuals remain aware of the viewing patterns of others, and this anticipation impacts the coordination and production of the collective television experience (Irani, Jeffries, and Knight 621). Related to this goal is how liveness connects viewers to shared social realities as they are occurring and helps to create a collective sense of time (Couldry 355-356). This shared experience of the social is still readily available in a time-shifted landscape, in that even shows released via an all-at-once format (for example, Netflix’s Stranger Things) can rapidly become a cultural phenomenon. Moreover, livestreaming has become commonplace as alternative to cable television for live events and sports, along with new uses for gaming and social media. As Graeme Turner notes, “if liveness includes a sense of the shrinking temporal gap between oneself and the rest of the world, as well as a palpable sense of immediacy, then this is something we can find as readily online as in television”. To this end, the claim that streaming media is harbinger of the “death of liveness” is far too simplistic. Liveness vis-à-vis streaming is not something that ceases to exist—shared temporal experiences simply occur in new forms.HQ TriviaOne such strategy to reactive a more traditional form of televisual liveness through streaming is to make streaming more social and mobile. Launched in August 2017, HQ Trivia (later retitled HQ Trivia and Words) requires users, known as HQties, to download the app and log in at 3.00 pm and 9.00 pm Eastern Standard Time to join a live gameshow. In each session, gameshow hosts ask a series of 12 single-elimination questions with three answer choices. Any users who successfully answer all 12 questions correctly split the prize pool for the show, which ranges from $250 to $250,000. Though these monetary prizes appear substantial, the per-person winnings paid out are often quite low based on the number winners splitting the pool. In the short time since its inception, HQ has had high and low audience participation numbers and has also spawned a myriad of imitators, including Facebook’s “Confetti” gameshow.Mobile streaming via trivia gameshows are a return to forms of televisual liveness and participation often disrupted by the flexible nature of streaming. HQ’s twice-a-day events require users to re-adapt to temporal constraints to play and participate. Just as intriguing is that “HQ sees its biggest user participation—and largest prizes—on Sundays, especially if games coincide with national events, such as holidays, sports games or award shows” (Alcantara). Though it is difficult to draw conclusions from this correlation, the fact that HQ garners more players and attention during events and holidays complicates notions of mobile trivia as a primary form of entertainment. It is possible, perhaps, that HQ is an evolution to the so-called second screen experience, in which a mobile device is used simultaneously with a television. As noted by Hye-Jin Lee and Mark Andrejevic, the rise of the second screen often enables real-time monitoring, customisation, and targeting that is envisioned by the promoters of the interactive commercial economy (41). Second screens are a way to reestablish live-viewing and, by extension, advertising through the importance of affective economies (46). Affect, or a preconscious structure of feeling, is critical to platform monetisation, in that the capture of big data requires an infrastructuralisation of desire—in streaming media often a desire for entertainment (Cockayne 6). Through affective capture, users become willing to repeat certain actions via love for and connection to a platform. Put another way, big data collection and processing is often the central monetisation strategy of platforms, but capturing this data requires first cultivating user attachment and repeat actions.To this end, many platforms operate by encouraging as much user engagement as possible. HQ certainly endeavors for strong affective investment by users (a video search for “HQ Trivia winner reactions” demonstrates the often-zealous nature of HQties, even when winning relatively low amounts of prize money). However, HQ departs from the typical platform streaming model in that engagement with the app is limited to two games per day. These comparatively diminutive temporal appointments have substantial implications for HQ’s strategies of valorisation, or the process of apprehending and making productive the user as laborer in new times and spaces (Franklin 13). Media theorists have long acknowledged the “work of watching” television, in which the televisual is “a real economic process, a value-creating process, and a metaphor, a reflection of value creation in the economy as a whole” (Jhally and Livant 125). Televisual monetisation is predominately based on the advertising model, which functions to accelerate the selling of commodities. This configuration of capital accumulation is enabled by a lineage of privatisation of broadcasting; television is heralded as a triumph of deregulation, but in practice is an oligopolistic, advertising-supported system of electronic media aided by government policies (Streeter 175). By contrast, streaming media accomplishes capitalistic accumulation through the collection, storage, and processing of big data via cloud infrastructure. Cloud infrastructure enables unprecedented storage and analytic capacity, and is heavily utilised in streaming media to compress and transmit data packets.Although the metaphor of the cloud situates user data as ephemeral and free, these infrastructures are better conceptualised as a “digital enclosure”, which invokes the importance of privatisation and commodification, as well as the materiality and spatiality of data collection (Andrejevic 297). As such, streaming monetisation is often achieved through the multitude of monetisation possibilities that occur through the collection of vast amounts of user data. Streaming and mobile streaming, then, are similar to the televisual in that these processes monetise the work of watching; yet, the ubiquitous data collection of streaming permits more efficient forms of computational commodification.Mobile streaming media continues the lineage of ubiquitous immaterial labor—a labor form that can, and commonly is, accomplished by “filling the cracks” of non-work time with content engagement and accompanying data collection. HQ Trivia, nevertheless, functions as a notable departure from this model in that company has made public claims that the platform will not utilise the myriad user identification and location data collected by the app. Instead, HQ has engaged in brand promotions that include Warner Brothers movies Ready Player One and Rampage, along with a brief Nike partnership (Feldman; Perry). Here, mobile and temporal valorisation occurs through monetisation strategies more akin to traditional televisual advertising than the techniques of big data collection often utilised by platforms. Whether or not eschewing the proclivity toward monetising user data for a more traditional form of brand promotion will yield rewards for HQ remains to be seen. Nonetheless, this return to more conventional televisual monetisation strategies sets HQ apart from many other applications that rely on data collection and subsequent sale of user data for targeted advertisements.Affective attachment and the transformation of leisure times through mobile devices is critical not just to value generation, but also to the relationship between mobile streaming and temporal and mobile control. As previously noted, Sharma elucidates that time is part of biopolitical forms of control, produced and experienced differently. Nick Couldry echoes these sentiments, in that there are rival forms of liveness stemming from a desire for connectivity, and that these “types of liveness are now pulling in different directions” (360). Despite common positionings, the relationship between television and streaming media is not a neat linear evolution—television, streaming, and mobile streaming continue to operate both side-by-side and in conjunction with one another. The experience of time, nevertheless, operates differently in these media forms. Explained by Wendy Chun, television structures temporality through steady streams of information, the condensation of time that demands response in crisis, and the most powerful moments of “touching the real” via catastrophe (74). New media differs by instead fostering crisis as the norm, in that “crises promise to move users from banal to the crucial by offering the experience of something like responsibility; something like the consequences and joys of ‘being in touch’” (Chun 75). New media crisis is often felt via reminders and other increasingly pervasive prompts that require an immediate user response. HQ differs from other forms of streaming and mobile streaming in that the plastic and flexible nature of viewing is replaced by mobile notifications and reminders that one must be ready for twice-daily games or risk losing a chance to win.In contributing to a sense of new media crisis, HQ fosters novel expectations for the mobile streaming subject. Through temporally-bound mobile livestreaming, “networked smart screens are the mechanism by which time and space will be both overcome and reanimated” as the “real world” is transformed into a magical landscape of mobile desire (Oswald and Packer 286). There is a double-edged element to this transformation, however, in that power of HQ Trivia is the ability to reanimate space through a promise that users are able to win substantial prize money only if one remembers to tune in at certain times. Within HQ Trivia, the much-emphasised temporal freedom of streaming time-shifting is eschewed for more traditional forms of televisual liveness; at the same time, smartphone technologies permit mobile on-the-go forms of engagement. Accordingly, a more traditional televisual simultaneity reemerges even as the spaces of streaming are untethered from the living room. It is in this reemphasis of liveness and sharedness that the user is simultaneously empowered vis-à-vis mobile devices and made mobile streaming subject through new temporal expectations and forms of monetisation.As mobile streaming becomes increasingly pervasive, new experimental applications jockey for user attention and time. HQ Trivia’s model of eschewing data collection for more traditional televisual monetisation represents attempts to recreate mobile media engagement not through individual isolated audio-visual practices, but instead through a live and mobile experience. Consequently, HQ Trivia and other temporally-bound gameshow apps demonstrate a reimagined live televisual experience, and, in turn, a monetisation of mobile engagement through affective investment.ReferencesAlcantara, Chris. “Diving into HQ Trivia: The Toughest Rounds, the Best Time to Play and How Some Users Beat the Odds.” The Washington Post 5 Mar. 2018. <http://www.washingtonpost.com/graphics/2018/business/hq-trivia/?utm_term=.02dc389ae3a9>.Andrejevic, Mark. “Surveillance in the Digital Enclosure.” The Communication Review 10.4 (2007): 295-317.Bury, Rhiannon, and Johnson Li. “Is It Live or Is It Timeshifted, Streamed or Downloaded? Watching Television in the Era of Multiple Screens.” New Media & Society 17.4 (2013): 592-610.Chun, Wendy Hui Kyong. Updating to Remain the Same: Habitual New Media. Cambridge: MIT Press, 2017.Cockayne, Daniel G. “Affect and Value in Critical Examinations of the Production and ‘Prosumption’ of Big Data.” Big Data & Society 3.2 (2016): 1-11.Couldry, Nick. “Liveness, ‘Reality,’ and the Mediated Habitus from Television to the Mobile Phone.” Communication Review 7.4 (2004): 353-361.Droesch, Blake. “More than Half of US Social Network Users Will Be Mobile-Only in 2019.” EMarketer 26 Apr. 2019. <http://www.emarketer.com/content/more-than-half-of-social-network-users-will-be-mobile-only-in-2019>.Franklin, Seb. Control: Digitality as Cultural Logic. Cambridge: MIT Press, 2015.Galili, Doron. “Seeing by Electricity: The Emergence of Television and the Modern Mediascape, 1878—1939.” PhD dissertation. Chicago: U of Chicago, 2011.Irani, Lilly, Robin Jeffries, and Andrea Knight. “Rhythms and Plasticity: Television Temporality at Home.” Personal and Ubiquitous Computing 14.7 (2010): 621-632.Jenner, Mareike. “Is This TVIV? On Netflix, TVIII and Binge-Watching.” New Media & Society 18.2 (2014): 257-273.Jhally, Sut, and Bill Livant. “Watching as Working: The Valorization of Audience Consciousness.” Journal of Communication 36.3 (1986): 124-143.Lee, Hye-Jin, and Mark Andrejevic. “Second-Screen Theory: From Democratic Surround to the Digital Enclosure.” Connected Viewing: Selling, Streaming & Sharing Media in the Digital Age. Eds. Jennifer Holt and Kevin Sanson. New York: Routledge, 2014. 40-62.Massey, Doreen. For Space. London: Sage, 2005.Munson, Ben. “More than Half of Global Video Views Start on Mobile.” Fierce Video 24 Sep. 2019. <https://www.fiercevideo.com/video/more-than-half-global-video-views-start-mobile-report-says>.Oswald, Kathleen, and Jeremy Packer. “Flow and Mobile Media.” Communication Matters: Materialist Approaches to Media, Mobility and Networks. Eds. Jeremy Packer and Stephen B. Crofts Wiley. New York: Routledge, 2012. 276-287.Perry, Erica. “Here's How HQ Trivia Is Finally Monetizing Its Massive Audience.” Social Media Week 29 Mar. 2018. <http://socialmediaweek.org/blog/2018/03/heres-how-hq-trivia-is-finally-monetizing-its-massive-audience/>.Peters, John Durham. The Marvelous Clouds: Toward a Philosophy of Elemental Media. Chicago: U of Chicago P, 2016.Sharma, Sarah. In the Meantime: Temporality and Cultural Politics. Durham: Duke UP, 2014.Sterling, Greg. “Nearly 80 Percent of Social Media Time Now Spent on Mobile Devices.” Marketing Land 4 Apr. 2016. <http://marketingland.com/facebook-usage-accounts-1-5-minutes-spent-mobile-171561>.Streeter, Thomas. Selling the Air. Chicago: U of Chicago P, 1996.Turner, Graeme. “'Liveness' and 'Sharedness' Outside the Box” Flow Journal 8 (2011). <https://www.flowjournal.org/2011/04/liveness-and-sharedness-outside-the-box/>.Uricchio, William. “Television's First Seventy-Five Years: The Interpretive Flexibility of a Medium in Transition.” The Oxford Handbook of Film and Media Studies. Ed. Robert Kolker. Oxford: Oxford UP, 2008. 286-305.Wajcman, Judy, and Nigel Dodd. “Introduction: The Powerful Are Fast, The Powerless Are Slow.” The Sociology of Speed: Digital, Organizational, and Social Temporalities. Eds. Judy Wajcman and Nigel Dodd. Oxford: Oxford UP, 2017. 1-12.
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Avram, Horea. "The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.735.

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Augmented Reality—The Liminal Zone Within the larger context of the post-desktop technological philosophy and practice, an increasing number of efforts are directed towards finding solutions for integrating as close as possible virtual information into specific real environments; a short list of such endeavors include Wi-Fi connectivity, GPS-driven navigation, mobile phones, GIS (Geographic Information System), and various technological systems associated with what is loosely called locative, ubiquitous and pervasive computing. Augmented Reality (AR) is directly related to these technologies, although its visualization capabilities and the experience it provides assure it a particular place within this general trend. Indeed, AR stands out for its unique capacity (or ambition) to offer a seamless combination—or what I call here an effect of convergence—of the real scene perceived by the user with virtual information overlaid on that scene interactively and in real time. The augmented scene is perceived by the viewer through the use of different displays, the most common being the AR glasses (head-mounted display), video projections or monitors, and hand-held mobile devices such as smartphones or tablets, increasingly popular nowadays. One typical example of AR application is Layar, a browser that layers information of public interest—delivered through an open-source content management system—over the actual image of a real space, streamed live on the mobile phone display. An increasing number of artists employ this type of mobile AR apps to create artworks that consist in perceptually combining material reality and virtual data: as the user points the smartphone or tablet to a specific place, virtual 3D-modelled graphics or videos appear in real time, seamlessly inserted in the image of that location, according to the user’s position and orientation. In the engineering and IT design fields, one of the first researchers to articulate a coherent conceptualization of AR and to underlie its specific capabilities is Ronald Azuma. He writes that, unlike Virtual Reality (VR) which completely immerses the user inside a synthetic environment, AR supplements reality, therefore enhancing “a user’s perception of and interaction with the real world” (355-385). Another important contributor to the foundation of AR as a concept and as a research field is industrial engineer Paul Milgram. He proposes a comprehensive and frequently cited definition of “Mixed Reality” (MR) via a schema that includes the entire spectrum of situations that span the “continuum” between actual reality and virtual reality, with “augmented reality” and “augmented virtuality” between the two poles (283). Important to remark with regard to terminology (MR or AR) is that especially in the non-scientific literature, authors do not always explain a preference for either MR or AR. This suggests that the two terms are understood as synonymous, but it also provides evidence for my argument that, outside of the technical literature, AR is considered a concept rather than a technology. Here, I use the term AR instead of MR considering that the phrase AR (and the integrated idea of augmentation) is better suited to capturing the convergence effect. As I will demonstrate in the following lines, the process of augmentation (i.e. the convergence effect) is the result of an enhancement of the possibilities to perceive and understand the world—through adding data that augment the perception of reality—and not simply the product of a mix. Nevertheless, there is surely something “mixed” about this experience, at least for the fact that it combines reality and virtuality. The experiential result of combining reality and virtuality in the AR process is what media theorist Lev Manovich calls an “augmented space,” a perceptual liminal zone which he defines as “the physical space overlaid with dynamically changing information, multimedia in form and localized for each user” (219). The author derives the term “augmented space” from the term AR (already established in the scientific literature), but he sees AR, and implicitly augmented space, not as a strictly defined technology, but as a model of visuality concerned with the intertwining of the real and virtual: “it is crucial to see this as a conceptual rather than just a technological issue – and therefore as something that in part has already been an element of other architectural and artistic paradigms” (225-6). Surely, it is hard to believe that AR has appeared in a void or that its emergence is strictly related to certain advances in technological research. AR—as an artistic manifestation—is informed by other attempts (not necessarily digital) to merge real and fictional in a unitary perceptual entity, particularly by installation art and Virtual Reality (VR) environments. With installation art, AR shares the same spatial strategy and scenographic approach—they both construct “fictional” areas within material reality, that is, a sort of mise-en-scène that are aesthetically and socially produced and centered on the active viewer. From the media installationist practice of the previous decades, AR inherited the way of establishing a closer spatio-temporal interaction between the setting, the body and the electronic image (see for example Bruce Nauman’s Live-Taped Video Corridor [1970], Peter Campus’s Interface [1972], Dan Graham’s Present Continuous Pasts(s) [1974], Jeffrey Shaw’s Viewpoint [1975], or Jim Campbell’s Hallucination [1988]). On the other hand, VR plays an important role in the genealogy of AR for sharing the same preoccupation for illusionist imagery and—at least in some AR projects—for providing immersive interactions in “expanded image spaces experienced polysensorily and interactively” (Grau 9). VR artworks such as Paul Sermon, Telematic Dreaming (1992), Char Davies’ Osmose (1995), Michael Naimark’s Be Now Here (1995-97), Maurice Benayoun’s World Skin: A Photo Safari in the Land of War (1997), Luc Courchesne’s Where Are You? (2007-10), are significant examples for the way in which the viewer can be immersed in “expanded image-spaces.” Offering no view of the exterior world, the works try instead to reduce as much as possible the critical distance the viewer might have to the image he/she experiences. Indeed, AR emerged in great part from the artistic and scientific research efforts dedicated to VR, but also from the technological and artistic investigations of the possibilities of blending reality and virtuality, conducted in the previous decades. For example, in the 1960s, computer scientist Ivan Sutherland played a crucial role in the history of AR contributing to the development of display solutions and tracking systems that permit a better immersion within the digital image. Another important figure in the history of AR is computer artist Myron Krueger whose experiments with “responsive environments” are fundamental as they proposed a closer interaction between participant’s body and the digital object. More recently, architect and theorist Marcos Novak contributed to the development of the idea of AR by introducing the concept of “eversion”, “the counter-vector of the virtual leaking out into the actual”. Today, AR technological research and the applications made available by various developers and artists are focused more and more on mobility and ubiquitous access to information instead of immersivity and illusionist effects. A few examples of mobile AR include applications such as Layar, Wikitude—“world browsers” that overlay site-specific information in real-time on a real view (video stream) of a place, Streetmuseum (launched in 2010) and Historypin (launched in 2011)—applications that insert archive images into the street-view of a specific location where the old images were taken, or Google Glass (launched in 2012)—a device that provides the wearer access to Google’s key Cloud features, in situ and in real time. Recognizing the importance of various technological developments and of the artistic manifestations such as installation art and VR as predecessors of AR, we should emphasize that AR moves forward from these artistic and technological models. AR extends the installationist precedent by proposing a consistent and seamless integration of informational elements with the very physical space of the spectator, and at the same time rejects the idea of segregating the viewer into a complete artificial environment like in VR systems by opening the perceptual field to the surrounding environment. Instead of leaving the viewer in a sort of epistemological “lust” within the closed limits of the immersive virtual systems, AR sees virtuality rather as a “component of experiencing the real” (Farman 22). Thus, the questions that arise—and which this essay aims to answer—are: Do we have a specific spatial dimension in AR? If yes, can we distinguish it as a different—if not new—spatial and aesthetic paradigm? Is AR’s intricate topology able to be the place not only of convergence, but also of possible tensions between its real and virtual components, between the ideal of obtaining a perceptual continuity and the inherent (technical) limitations that undermine that ideal? Converging Spaces in the Artistic Mode: Between Continuum and Discontinuum As key examples of the way in which AR creates a specific spatial experience—in which convergence appears as a fluctuation between continuity and discontinuity—I mention three of the most accomplished works in the field that, significantly, expose also the essential role played by the interface in providing this experience: Living-Room 2 (2007) by Jan Torpus, Under Scan (2005-2008) by Rafael Lozano-Hemmer and Hans RichtAR (2013) by John Craig Freeman and Will Pappenheimer. The works illustrate the three main categories of interfaces used for AR experience: head-attached, spatial displays, and hand-held (Bimber 2005). These types of interface—together with all the array of adjacent devices, software and tracking systems—play a central role in determining the forms and outcomes of the user’s experience and consequently inform in a certain measure the aesthetic and socio-cultural interpretative discourse surrounding AR. Indeed, it is not the same to have an immersive but solitary experience, or a mobile and public experience of an AR artwork or application. The first example is Living-Room 2 an immersive AR installation realized by a collective coordinated by Jan Torpus in 2007 at the University of Applied Sciences and Arts FHNW, Basel, Switzerland. The work consists of a built “living-room” with pieces of furniture and domestic objects that are perceptually augmented by means of a “see-through” Head Mounted Display. The viewer perceives at the same time the real room and a series of virtual graphics superimposed on it such as illusionist natural vistas that “erase” the walls, or strange creatures that “invade” the living-room. The user can select different augmenting “scenarios” by interacting with both the physical interfaces (the real furniture and objects) and the graphical interfaces (provided as virtual images in the visual field of the viewer, and activated via a handheld device). For example, in one of the scenarios proposed, the user is prompted to design his/her own extended living room, by augmenting the content and the context of the given real space with different “spatial dramaturgies” or “AR décors.” Another scenario offers the possibility of creating an “Ecosystem”—a real-digital world perceived through the HMD in which strange creatures virtually occupy the living-room intertwining with the physical configuration of the set design and with the user’s viewing direction, body movement, and gestures. Particular attention is paid to the participant’s position in the room: a tracking device measures the coordinates of the participant’s location and direction of view and effectuates occlusions of real space and then congruent superimpositions of 3D images upon it. Figure 1: Jan Torpus, Living-Room 2 (Ecosystems), Augmented Reality installation (2007). Courtesy of the artist. Figure 2: Jan Torpus, Living-Room 2 (AR decors), Augmented Reality installation (2007). Courtesy of the artist.In this sense, the title of the work acquires a double meaning: “living” is both descriptive and metaphoric. As Torpus explains, Living-Room is an ambiguous phrase: it can be both a living-room and a room that actually lives, an observation that suggests the idea of a continuum and of immersion in an environment where there are no apparent ruptures between reality and virtuality. Of course, immersion is in these circumstances not about the creation of a purely artificial secluded space of experience like that of the VR environments, but rather about a dialogical exercise that unifies two different phenomenal levels, real and virtual, within a (dis)continuous environment (with the prefix “dis” as a necessary provision). Media theorist Ron Burnett’s observations about the instability of the dividing line between different levels of experience—more exactly, of the real-virtual continuum—in what he calls immersive “image-worlds” have a particular relevance in this context: Viewing or being immersed in images extend the control humans have over mediated spaces and is part of a perceptual and psychological continuum of struggle for meaning within image-worlds. Thinking in terms of continuums lessens the distinctions between subjects and objects and makes it possible to examine modes of influence among a variety of connected experiences. (113) It is precisely this preoccupation to lessen any (or most) distinctions between subjects and objects, and between real and virtual spaces, that lays at the core of every artistic experiment under the AR rubric. The fact that this distinction is never entirely erased—as Living-Room 2 proves—is part of the very condition of AR. The ambition to create a continuum is after all not about producing perfectly homogenous spaces, but, as Ron Burnett points out (113), “about modalities of interaction and dialogue” between real worlds and virtual images. Another way to frame the same problematic of creating a provisional spatial continuum between reality and virtuality, but this time in a non-immersive fashion (i.e. with projective interface means), occurs in Rafael Lozano-Hemmer’s Under Scan (2005-2008). The work, part of the larger series Relational Architecture, is an interactive video installation conceived for outdoor and indoor environments and presented in various public spaces. It is a complex system comprised of a powerful light source, video projectors, computers, and a tracking device. The powerful light casts shadows of passers-by within the dark environment of the work’s setting. A tracking device indicates where viewers are positioned and permits the system to project different video sequences onto their shadows. Shot in advance by local videographers and producers, the filmed sequences show full images of ordinary people moving freely, but also watching the camera. As they appear within pedestrians’ shadows, the figurants interact with the viewers, moving and establishing eye contact. Figure 3: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. Figure 4: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. One of the most interesting attributes of this work with respect to the question of AR’s (im)possible perceptual spatial continuity is its ability to create an experientially stimulating and conceptually sophisticated play between illusion and subversion of illusion. In Under Scan, the integration of video projections into the real environment via the active body of the viewer is aimed at tempering as much as possible any disparities or dialectical tensions—that is, any successive or alternative reading—between real and virtual. Although non-immersive, the work fuses the two levels by provoking an intimate but mute dialogue between the real, present body of the viewer and the virtual, absent body of the figurant via the ambiguous entity of the shadow. The latter is an illusion (it marks the presence of a body) that is transcended by another illusion (video projection). Moreover, being “under scan,” the viewer inhabits both the “here” of the immediate space and the “there” of virtual information: “the body” is equally a presence in flesh and bones and an occurrence in bits and bytes. But, however convincing this reality-virtuality pseudo-continuum would be, the spatial and temporal fragmentations inevitably persist: there is always a certain break at the phenomenological level between the experience of real space, the bodily absence/presence in the shadow, and the displacements and delays of the video image projection. Figure 5: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. Figure 6: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. The third example of an AR artwork that engages the problem of real-virtual spatial convergence as a play between perceptual continuity and discontinuity, this time with the use of hand-held mobile interface is Hans RichtAR by John Craig Freeman and Will Pappenheimer. The work is an AR installation included in the exhibition “Hans Richter: Encounters” at Los Angeles County Museum of Art, in 2013. The project recreates the spirit of the 1929 exhibition held in Stuttgart entitled Film und Foto (“FiFo”) for which avant-garde artist Hans Richter served as film curator. Featured in the augmented reality is a re-imaging of the FiFo Russian Room designed by El Lissitzky where a selection of Russian photographs, film stills and actual film footage was presented. The users access the work through tablets made available at the exhibition entrance. Pointing the tablet at the exhibition and moving around the room, the viewer discovers that a new, complex installation is superimposed on the screen over the existing installation and gallery space at LACMA. The work effectively recreates and interprets the original design of the Russian Room, with its scaffoldings and surfaces at various heights while virtually juxtaposing photography and moving images, to which the authors have added some creative elements of their own. Manipulating and converging real space and the virtual forms in an illusionist way, AR is able—as one of the artists maintains—to destabilize the way we construct representation. Indeed, the work makes a statement about visuality that complicates the relationship between the visible object and its representation and interpretation in the virtual realm. One that actually shows the fragility of establishing an illusionist continuum, of a perfect convergence between reality and represented virtuality, whatever the means employed. AR: A Different Spatial Practice Regardless the degree of “perfection” the convergence process would entail, what we can safely assume—following the examples above—is that the complex nature of AR operations permits a closer integration of virtual images within real space, one that, I argue, constitutes a new spatial paradigm. This is the perceptual outcome of the convergence effect, that is, the process and the product of consolidating different—and differently situated—elements in real and virtual worlds into a single space-image. Of course, illusion plays a crucial role as it makes permeable the perceptual limit between the represented objects and the material spaces we inhabit. Making the interface transparent—in both proper and figurative senses—and integrating it into the surrounding space, AR “erases” the medium with the effect of suspending—at least for a limited time—the perceptual (but not ontological!) differences between what is real and what is represented. These aspects are what distinguish AR from other technological and artistic endeavors that aim at creating more inclusive spaces of interaction. However, unlike the CAVE experience (a display solution frequently used in VR applications) that isolates the viewer within the image-space, in AR virtual information is coextensive with reality. As the example of the Living-Room 2 shows, regardless the degree of immersivity, in AR there is no such thing as dismissing the real in favor of an ideal view of a perfect and completely controllable artificial environment like in VR. The “redemptive” vision of a total virtual environment is replaced in AR with the open solution of sharing physical and digital realities in the same sensorial and spatial configuration. In AR the real is not denounced but reflected; it is not excluded, but integrated. Yet, AR distinguishes itself also from other projects that presuppose a real-world environment overlaid with data, such as urban surfaces covered with screens, Wi-Fi enabled areas, or video installations that are not site-specific and viewer inclusive. Although closely related to these types of projects, AR remains different, its spatiality is not simply a “space of interaction” that connects, but instead it integrates real and virtual elements. Unlike other non-AR media installations, AR does not only place the real and virtual spaces in an adjacent position (or replace one with another), but makes them perceptually convergent in an—ideally—seamless way (and here Hans RichtAR is a relevant example). Moreover, as Lev Manovich notes, “electronically augmented space is unique – since the information is personalized for every user, it can change dynamically over time, and it is delivered through an interactive multimedia interface” (225-6). Nevertheless, as our examples show, any AR experience is negotiated in the user-machine encounter with various degrees of success and sustainability. Indeed, the realization of the convergence effect is sometimes problematic since AR is never perfectly continuous, spatially or temporally. The convergence effect is the momentary appearance of continuity that will never take full effect for the viewer, given the internal (perhaps inherent?) tensions between the ideal of seamlessness and the mostly technical inconsistencies in the visual construction of the pieces (such as real-time inadequacy or real-virtual registration errors). We should note that many criticisms of the AR visualization systems (being them practical applications or artworks) are directed to this particular aspect related to the imperfect alignment between reality and digital information in the augmented space-image. However, not only AR applications can function when having an estimated (and acceptable) registration error, but, I would state, such visual imperfections testify a distinctive aesthetic aspect of AR. The alleged flaws can be assumed—especially in the artistic AR projects—as the “trace,” as the “tool’s stroke” that can reflect the unique play between illusion and its subversion, between transparency of the medium and its reflexive strategy. In fact this is what defines AR as a different perceptual paradigm: the creation of a convergent space—which will remain inevitably imperfect—between material reality and virtual information.References Azuma, Ronald T. “A Survey on Augmented Reality.” Presence: Teleoperators and Virtual Environments 6.4 (Aug. 1997): 355-385. < http://www.hitl.washington.edu/projects/knowledge_base/ARfinal.pdf >. Benayoun, Maurice. World Skin: A Photo Safari in the Land of War. 1997. Immersive installation: CAVE, Computer, video projectors, 1 to 5 real photo cameras, 2 to 6 magnetic or infrared trackers, shutter glasses, audio-system, Internet connection, color printer. Maurice Benayoun, Works. < http://www.benayoun.com/projet.php?id=16 >. Bimber, Oliver, and Ramesh Raskar. Spatial Augmented Reality. Merging Real and Virtual Worlds. Wellesley, Massachusetts: AK Peters, 2005. 71-92. Burnett, Ron. How Images Think. Cambridge, Mass.: MIT Press, 2004. Campbell, Jim. Hallucination. 1988-1990. Black and white video camera, 50 inch rear projection video monitor, laser disc players, custom electronics. Collection of Don Fisher, San Francisco. Campus, Peter. Interface. 1972. Closed-circuit video installation, black and white camera, video projector, light projector, glass sheet, empty, dark room. Centre Georges Pompidou Collection, Paris, France. Courchesne, Luc. Where Are You? 2005. Immersive installation: Panoscope 360°. a single channel immersive display, a large inverted dome, a hemispheric lens and projector, a computer and a surround sound system. Collection of the artist. < http://courchel.net/# >. Davies, Char. Osmose. 1995. Computer, sound synthesizers and processors, stereoscopic head-mounted display with 3D localized sound, breathing/balance interface vest, motion capture devices, video projectors, and silhouette screen. Char Davies, Immersence, Osmose. < http://www.immersence.com >. Farman, Jason. Mobile Interface Theory: Embodied Space and Locative Media. New York: Routledge, 2012. Graham, Dan. Present Continuous Past(s). 1974. Closed-circuit video installation, black and white camera, one black and white monitor, two mirrors, microprocessor. Centre Georges Pompidou Collection, Paris, France. Grau, Oliver. Virtual Art: From Illusion to Immersion. Translated by Gloria Custance. Cambridge, Massachusetts, London: MIT Press, 2003. Hansen, Mark B.N. New Philosophy for New Media. Cambridge, Mass.: MIT Press, 2004. Harper, Douglas. Online Etymology Dictionary, 2001-2012. < http://www.etymonline.com >. Manovich, Lev. “The Poetics of Augmented Space.” Visual Communication 5.2 (2006): 219-240. Milgram, Paul, Haruo Takemura, Akira Utsumi, Fumio Kishino. “Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum.” SPIE [The International Society for Optical Engineering] Proceedings 2351: Telemanipulator and Telepresence Technologies (1994): 282-292. Naimark, Michael, Be Now Here. 1995-97. Stereoscopic interactive panorama: 3-D glasses, two 35mm motion-picture cameras, rotating tripod, input pedestal, stereoscopic projection screen, four-channel audio, 16-foot (4.87 m) rotating floor. Originally produced at Interval Research Corporation with additional support from the UNESCO World Heritage Centre, Paris, France. < http://www.naimark.net/projects/benowhere.html >. Nauman, Bruce. Live-Taped Video Corridor. 1970. Wallboard, video camera, two video monitors, videotape player, and videotape, dimensions variable. Solomon R. Guggenheim Museum, New York. Novak, Marcos. Interview with Leo Gullbring, Calimero journalistic och fotografi, 2001. < http://www.calimero.se/novak2.htm >. Sermon, Paul. Telematic Dreaming. 1992. ISDN telematic installation, two video projectors, two video cameras, two beds set. The National Museum of Photography, Film & Television in Bradford England. Shaw, Jeffrey, and Theo Botschuijver. Viewpoint. 1975. Photo installation. Shown at 9th Biennale de Paris, Musée d'Art Moderne, Paris, France.
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Wilson, Shaun. "Creative Practice through Teleconferencing in the Era of COVID-19." M/C Journal 24, no. 3 (June 21, 2021). http://dx.doi.org/10.5204/mcj.2772.

Full text
Abstract:
In February 2021, during the third COVID-19 lockdown in the state of Victoria, Australia, artist Shaun Wilson used the teleconferencing platforms Teams and Skype to create a slow cinema feature length artwork titled Fading Light to demonstrate how innovative creative practice can overcome barriers of distance experienced by creative practitioners from the limitations sustained during the COVID-19 pandemic. While these production techniques offer free access to develop new methodologies through practice, the wider scope of pandemic lockdowns mediated artists with teleconferencing as a tool to interrogate the nature of life during our various global lockdowns. It thus afforded a pioneering ability for artists to manufacture artwork about lockdowns whilst in lockdown, made from the tools commonly used for virtual communication. The significance of such opportunities, as this article will argue, demonstrates a novel approach to making artwork about COVID-19 in ways that were limited prior to the start of 2020 in terms of commonality, that now are “turning us all into broadcasters, streamers and filmmakers” (Sullivan). However, as we are only just becoming familiar with the cultural innovation pioneered from the limitations brought about by the pandemic, new aesthetics are emerging that challenge normative traditions of manufacturing and thinking about creative artefacts. Teleconferencing platforms were used differently prior to 2020 when compared to the current pandemic era. Throughout the 2000s and 2010s, there were no global gigascale movement restrictions or medical dangers to warrant a global shutdown that would ultimately determine how a person interacts with public places. In a pre-pandemic context, the daily use of teleconferencing was a luxury. Its subsequent use in the COVID-19 era became a necessity in many parts of day-to-day life. As artists have historically been able to comment through their work on global health crises, how has contemporary art responded since 2020 in using teleconferencing within critical studio practice? To explore such an idea, this article will probe examples of practice from artists making artworks with teleconferencing about pandemics during the COVID-19 pandemic. Discussion will purposely not consider a wider historical scope of teleconferencing in art and scholarship as the context in this article explicitly addresses art made in and commenting on the COVID-19 pandemic using the tools of lockdown readily available through teleconferencing platforms. It will instead concentrate on three artists addressing the pandemic during 2020 and 2021. The first example will be There Is No Such Thing as Internet from Polish artists Maria Magdalena Kozlowska and Maria Tobola, “performers who identify as one artist, Maria Małpecki” (“Pogo”). The second example is New York artist Michael Mandiberg’s Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24), from the series Zoom Paintings. The third example is Australian artist Shaun Wilson’s Fading Light. These works will be discussed as a means of considering teleconferencing as a contemporary art medium used in response to COVID-19 and art made as pandemic commentary through the technology that has defined its global social integration. Figure 1: Maria Małpecki, There Is No Such Thing as Internet, used with permission. There Is No Such Thing as Internet was presented as a live stream on 7 May 2020 and as an online video between 7-31 May 2020 in the “Online Cocktail Party with Maria Małpecki” at Pogo Bar, KW Institute for Contemporary Art, Berlin by Maria Małpecki and curator Tomek Pawlowski Jarmolajew (“Pogo”). The work represents a twenty-minute livestream essay created in part by a teleconferencing video call performance and appropriated video streams. This includes video chat examples from Chomsky and Žižek, compiled together through intertextual video collages which The Calvert Journal described as a work “that explore[s] identity and different modes of communication in times of isolation” (De La Torre). One of the key strengths of this work in terms of teleconferencing is how it embraces the medium as an integral part of the performative methodology. To such an extent, one might argue that if it was removed and replaced by traditional video camera shots, which do feature in the video but are not the main aesthetic driver, the Metamodernist troupe of Małpecki’s videos would not perform the same critique of the pandemic. So, for Małpecki to comment on isolation through the Internet requires video calls to be central in the artwork in order for it to hold the cultural value it embeds through the subject. The conceptual framework relies on short segments to create episodic moments reliant on philosophical laments relating to each part of the work. For example, the first act unfolds with a montage of short video clip collages reminiscent of the quick-clip YouTube browsing habit culture from the pandemic to expedite an argument that indeed, there really is no singular internet. Rather, from this, what we are experiencing is arguably something else entirely. From here we move to the second act titled “We wake up in a different room every morning. We wander in a labyrinth where most doors are already open” (Małpecki); but as Małpecki comments, “sometimes our job is to shut them”. The sequence evolves into a disorientating dual screen sequence of the artists panicking to what they are viewing on screen. What this is exactly remains unclear. It may be us as the audience or something else as Malpecki holds their webcam devices upside down to provide an unnerving menage amidst the screams and exacerbations that invites spatial disorientation as a point of engagement for the viewer. As we recognise that video call protocols during the pandemic are visually static and that normative ‘rules’ of video calls require stabilised video and clean sound, Małpecki subverts these protocols to that of an uncomfortable, anarchic performance. It's at odds with the gentility of video call aesthetics which, in the case of this artwork, is more like watching a continuous point of view shot from a participant on a roller coaster or an extreme fairground ride. As the audience moves through each of the eclectic acts, this randomness laments a continuity that, sometimes satirical and at other times sublime, infuses the silliness and obliqueness of habitual lockdown video viewing. Even the most mundane of videos we watch to pass the time have become anthems of the COVID-19 era as a mixture of boredom, stupidity, and collective grief. Małpecki’s work in this regard becomes a complex observation for a society in crisis. It eloquently uses video calls as a way to comment on what this article argues to be an important cultural artefact in contemporary art’s response to COVID-19. Just as Goya subverted the Venetian pandemic in the grim Plague Hospital, Małpecki reflects our era in the same disruptive way by using frailty as a mirror to reveal an uneasy reflection masked in satirical obscurity, layered with fragments of the Internet and its subjective “other”. Figure 2: Michael Mandiberg, Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24), used with permission. Conversely, the work of New York artist Michael Mandiberg uses teleconferencing in a different way by painting the background of video calls onto stretched canvases mostly over the duration of the actual call time. Yet in doing so, the removal of people from inside the frame highlights aspects of isolation and absence in lockdown. At the Denny Dinin Gallery exhibition in New York, The Zoom Paintings “presented in the digital sphere where they were born” (Defoe). Zoom provided both the frame and the exhibition space for these works, with “one painting … on view each day [on Zoom], for a total of ten paintings” (“Zoom”). Describing the works, Mandiberg states that they are “about the interchangeability of people and places. It’s not memorializing a particular event; it’s memorializing how unmemorable it is” (Mandiberg; Defoe). This defines an innovative approach to teleconferencing that engages with place in times when the same kinds of absence experienced in the images of peopleless Zoom video calls mirror the external absence of people in public places during lockdown. Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24) is time stamped with the diaristic nature of the Zoom Paintings series. These works are not just a set of painting subjects interlinked through a common theme of paintings ‘about Zoom backgrounds’. They, rather, operate as a complex depiction of absence located in the pandemic, evidently capturing a powerful social commentary about what the artist experienced during these times. In doing so, it immediately prompts the viewer into tensions that conceptually frame COVID-19, whether that be the isolation of waiting out the pandemic in lockdown, the removal of characters through illness from the virus, or even a sudden death from the virus itself. The camera’s point of view illustrates an empty space where we know something is missing. At the very least the artist suggests that someone nearby once inhabited these empty spaces but they are, at present, removed from the scene or have vanished altogether. On 16 August 2020, the day that the painting was made, the New York Times estimated that 514 people in the United States died from COVID-19 (“Coronavirus”). When measured against a further death rate peaking at 5,463 people in the United States who died on 11 February 2021, the catastrophic mortality data in the United States alone statistically supports Mandiberg’s lament as to the severity of the pandemic, which serves as the context of his work. Based on this data alone, the absence in Mandiberg’s paintings intensifies a sense of isolation and loss insofar as the subjectivity embedded within the video call frame speaks to a powerful way that contemporary art is providing commentary during the pandemic (“Coronavirus”). Art in this context becomes a silent observer using teleconferencing to address both what is taken away from us and what visually remains behind. This article acknowledges the absence in Mandiberg’s paintings as a timely reminder of the socio-devastation experienced in the pandemic’s wake. Therein lies a three-folded image within an image within an image, not unlike what we see in Blade Runner when Deckard’s Esper Machine investigates the reflection in a mirror of someone else, and no more vivid than in Van Eyck’s Arnolfini Portrait. From a structural point of view, we witness Mandiberg’s images during its exhibition on Zoom in much the same conceptual way. In this case though, it is a mirrored online image of an image painted from a video call interpreted online from a recorded image transmitted online through teleconferencing. Through similar transactions, Shaun Wilson’s utilisation of video calls is represented in Fading Light as a way to comment on COVID-19 through the lens of Teams and Skype. The similarities of Fading Light to There Is No Such Thing as Internet stem obviously from the study of figuration used as the driver of the works but at the same time, it also draws comparison with Mandiberg’s stillness as represented in the frozen poses of each figure. At a more complex level, there is, though, a polar opposite in the mechanics that, for Mandiberg, uses video to translate into painted subjects. Fading Light does the opposite, with paintings recontextualised into video subjects. Such an analysis of both works brings about a sense of trepidation. For Mandiberg, it is the unsettling stillness through absence. In Fading Light it is the oppressive state of the motionlessness in frame that offers the same sense of awkwardness found in Mandiberg’s distorted painted laptop angles, and that makes the same kind of uncomfortableness bearable. It is only as much as an audience affords the time to allow before the loneliness of the subject renders the Zoom paintings a memorial to what is lost. Of note in Fading Light are the characteristically uncomfortable traits of what we detect should be in the frame of the subject but isn’t, which lends a tension to the viewer who has involuntarily been deprived of what is to be expected. For a modern Internet audience, a video without movement invites a combination of tension, boredom, and annoyance, drawing parallels to Hitchcock’s premise that something has just happened but we’re not entirely sure exactly what it was or is. Likewise, Małpecki’s same juxtaposition of tension with glimpses of Chomsky and Žižek videos talking over each other is joined by the artists’ breaking the fourth wall of cinema theory. Observing the artists lose concentration while watching the other videos in the video call scenario enact the mundane activities we encounter in the same kinds of situations of watching someone else on Zoom. However, in this context, we are watching them watching someone else whom we are also watching, while watching ourselves at the same time. Figure 3: Shaun Wilson, Fading Light, used with permission. The poses in Fading Light are reconfigured from characters in German medieval paintings and low relief religious iconography created during the Black Death era. Such works hang in the Gothic St. Michael’s Church in Schwäbisch Hall in Germany originally used by Martin Luther as his Southern Germany outpost during the Reformation. Wilson documented these paintings in October 2006, which then became the ongoing source images used in the 51 Paintings Suite films. The church itself has a strong connection to pandemics where a large glass floor plate behind the altar reveals an open ossuary of people who died of plague during the Black Death. This association brings an empirical linkage to the agency in Fading Light that mediates the second handed nature of the image, initially painted during a medieval pandemic, and now juxtaposed into the video frame captured in a current pandemic. From a conceptual standpoint, the critical analysis reflected in such a framework allows the artwork to reveal itself at a multi-level perspective, operating within a Metamodernist methodology. Two separate elements oscillate in tandem with one another, yet completely independent, or in this case, impervious to each other’s affect. Fading Light’s key affordance from this oscillation consolidate Wilson’s methodology in the artwork in as much detail as what Małpecki and Mandiberg construct in their respective works, yet obviously for very different motivations. If the basis of making video art in the pandemic using teleconferencing changes the way we might think about using these platforms, which otherwise may not have previously been taken serious by the academy as a valid medium in art, then the quiet meaningfulness throughout the film transcends a structured method to ascertain a pictorial presence of the image in its facsimile state. This pays respect to the source images but also embraces and overlays the narrative of the current pandemic intertwined within the subject. Given that Fading Light allows a ubiquitous dialogue to grow from the framed image, a subjective commonality in these mentioned works provide insight into how artists have engaged innovation strategies with teleconferencing to develop artwork made and commenting about the current pandemic. Whether it be Małpecki’s subversive pandemic variety show, the loneliness of Mandiberg’s Zoom call paintings or Wilson’s refilming of Black Death era paintings, all three artists use video call platforms as a contemporary art medium capable of social commentary during histo-trauma. These works also raise the possibility of interdisciplinary Metamodernist approaches to consider the implications of non-traditional mediums in offering socio-commentary during profoundly impactful times. It remains to be seen if contemporary video call platforms will become a frequented tool in contemporary art long after the COVID-19 pandemic is over. However, by these works and indeed, from the others to follow and not yet revealed, the current ossuary provides an opportunity for artists to respond to their own immediate surroundings to redefine existing boundaries in art and look to innovation in the methods they use. We are in a new era of art making, only now beginning to reveal itself. It may take years or even decades to better understand the magnitude of the significance that artists have contributed towards their own practices since the beginnings of the pandemic. This time of profound change only strengthens the need for contemporary art to preserve and enlighten humanity through the journey from crisis to hope. References Blade Runner. Dir. by Ridley Scott, Warner Brothers, 1982. “Coronavirus US Cases.” New York Times, 27 Mar. 2021. 28 Mar. 2021 <http://www.nytimes.com/interactive/2020/us/coronavirus-us-cases.html>. Defoe, Taylor. “‘It's Memorializing How Unmemorable It Is’: Artist Michael Mandiberg on Painting Melancholy Portraits on Zoom.” Artnet News 10 Nov. 2020. 19 Mar. 2021 <http://news.artnet.com/exhibitions/mandiberg-zoom-paintings-1922159>. De La Torre, Lucia. “Art in the Age of Zoom: Explore the Video Art Collage Unraveling the Complexities of the Digital Age.” The Culvert Journal, 5 May 2020. 19 Mar. 2021 <https://www.calvertjournal.com/articles/show/11788/online-performance-art-polish-artist-maria-malpecki-digital-age>. Goya, Francisco. Plaga Hospital. Private Collection. 1800. Małpecki, Maria. There Is No Such Thing as Internet. Vimeo, 2020. <http://vimeo.com/415998383>. Mandiberg, Michael. Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24). New York: Denny Dinin Gallery, 2020. “Pogo Bar: Maria Małpecki & Tomek Pawłowski Jarmołajew.” KW Institute for Contemporary Art, 7 May 2020. 19 Mar. 2021 <http://www.kw-berlin.de/en/maria-malpecki-tomek-pawlowski-jarmolajew/>. Sullivan, Eve. “Video Art during and after the Pandemic: 2020 Limestone Coast Video Art Festival.” Artlink, 2020. 19 Mar. 2021 <http://www.artlink.com.au/articles/4885/video-art-during-and-after-the-pandemic-2020-limes/>. Van Eyck, Jan. Arnolfini Portrait. Canberra: National Gallery, 1434. Wilson, Shaun. Fading Light. Bakers Road Entertainment, 2021. “The Zoom Paintings.” Denny Dimin Gallery, 12 Nov. 2020. <http://dennydimingallery.com/news/virtual_exhibition/zoom-paintings/>.
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Leotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no. 3 (June 22, 2016). http://dx.doi.org/10.5204/mcj.1084.

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The digital revolution has been characterized by the overlapping of different media technologies and platforms which reshaped both traditional forms of audiovisual consumption and older conceptions of place and space. John Agnew claims that, traditionally, the notion of place has been associated with two different meanings: ‘the first is a geometric conception of place as a mere part of space and the second is a phenomenological understanding of a place as a distinctive coming together in space’ (317). Both of the dominant meanings have been challenged by the idea that the world itself is increasingly “placeless” as space-spanning connections and flows of information, things, and people undermine the rootedness of a wide range of processes anywhere in particular (Friedman). On the one hand, by obliterating physical distance, new technologies such as the Internet and the cell phone are making places obsolete, on the other hand, the proliferation of media representations favoured by these technologies are making places more relevant than ever. These increasing mediatisation processes, in fact, generate what Urry and Larsen call ‘imaginative geographies’, namely the conflation of representational spaces and physical spaces that substitute and enhance each other in contingent ways (116). The smartphone as a new hybrid media platform that combines different technological features such as digital screens, complex software applications, cameras, tools for online communication and GPS devices, has played a crucial role in the construction of new notions of place. This article examines a specific type of phone applications: mobile, digital mapping tools that allow users to identify film-locations. In doing so it will assess how new media platforms can potentially reconfigure notions of both media consumption, and (physical and imagined) mobility. Furthermore, the analysis of digital movie maps and their mediation of film locations will shed light on the way in which contemporary leisure activities reshape the cultural, social and geographic meaning of place. Digital, Mobile Movie MapsDigital movie maps can be defined as software applications, conceived for smart phones or other mobile devices, which enable users to identify the geographical position of film locations. These applications rely on geotagging which is the process of adding geospatial metadata (usually latitudinal and longitudinal coordinates) to texts or images. From this point of view these phone apps belong to a broader category of media that Tristan Thielmann calls geomedia: converging applications of interactive, digital, mapping tools and mobile and networked media technologies. According to Hjorth, recent studies on mobile media practices show a trend toward “re-enacting the importance of place and home as both a geo-imaginary and socio-cultural precept” (Hjorth 371). In 2008 Google announced that Google Maps and Google Earth will become the basic platform for any information search. Similarly, in 2010 Flickr started georeferencing their complete image stock (Thielmann 8). Based on these current developments media scholars such as Thielmann claim that geomedia will emerge in the future as one of the most pervasive forms of digital technology (8).In my research I identified 44 phone geomedia apps that offered content variously related to film locations. In every case the main functionality of the apps consisted in matching geographic data concerning the locations with visual and written information about the corresponding film production. ‘Scene Seekers’, the first app able to match the title of a film with the GPS map of its locations, was released in 2009. Gradually, subsequent film-location apps incorporated a number of other functions including:Trivia and background information about films and locationsSubmission forms which allow users to share information about their favourite film locatiosLocation photosLinks to film downloadFilm-themed itinerariesAudio guidesOnline discussion groupsCamera/video function which allow users to take photos of the locations and share them on social mediaFilm stills and film clipsAfter identifying the movie map apps, I focused on the examination of the secondary functions they offered and categorized the applications based on both their main purpose and their main target users (as explicitly described in the app store). Four different categories of smart phone applications emerged. Apps conceived for:Business (for location scouts and producers)Entertainment (for trivia and quiz buffs)Education (for students and film history lovers)Travel (for tourists)‘Screen New South Wales Film Location Scout’, an app designed for location scouts requiring location contact information across the state of New South Wales, is an example of the first category. The app provides lists, maps and images of locations used in films shot in the region as well as contact details for local government offices. Most of these types of apps are available for free download and are commissioned by local authorities in the hope of attracting major film productions, which in turn might bring social and economic benefits to the region.A small number of the apps examined target movie fans and quiz buffs. ‘James Bond and Friends’, for example, focuses on real life locations where spy/thriller movies have been shot in London. Interactive maps and photos of the locations show their geographical position. The app also offers a wealth of trivia on spy/thriller movies and tests users’ knowledge of James Bond films with quizzes about the locations. While some of these apps provide information on how to reach particular film locations, the emphasis is on trivia and quizzes rather than travel itself.Some of the apps are explicitly conceived for educational purposes and target film students, film scholars and users interested in the history of film more broadly. The Italian Ministry for Cultural Affairs, for example, developed a number of smartphone apps designed to promote knowledge about Italian Cinema. Each application focuses on one Italian city, and was designed for users wishing to acquire more information about the movie industry in that urban area. The ‘Cinema Roma’ app, for example, contains a selection of geo-referenced film sets from a number of famous films shot in Rome. The film spots are presented via a rich collection of historical images and texts from the Italian National Photographic Archive.Finally, the majority of the apps analysed (around 60%) explicitly targets tourists. One of the most popular film-tourist applications is the ‘British Film Locations’ app with over 100,000 downloads since its launch in 2011. ‘British Film Locations’ was commissioned by VisitBritain, the British tourism agency. Visit Britain has attempted to capitalize on tourists’ enthusiasm around film blockbusters since the early 2000s as their research indicated that 40% of potential visitors would be very likely to visit the place they had seen in films or on TV (VisitBritain). British Film Locations enables users to discover and photograph the most iconic British film locations in cinematic history. Film tourists can search by film title, each film is accompanied by a detailed synopsis and list of locations so users can plan an entire British film tour. The app also allows users to take photos of the location and automatically share them on social networks such as Facebook or Twitter.Movie Maps and Film-TourismAs already mentioned, the majority of the film-location phone apps are designed for travel purposes and include functionalities that cater for the needs of the so called ‘post-tourists’. Maxine Feifer employed this term to describe the new type of tourist arising out of the shift from mass to post-Fordist consumption. The post-tourist crosses physical and virtual boundaries and shifts between experiences of everyday life, either through the actual or the simulated mobility allowed by the omnipresence of signs and electronic images in the contemporary age (Leotta). According to Campbell the post-tourist constructs his or her own tourist experience and destination, combining these into a package of overlapping and disjunctive elements: the imagined (dreams and screen cultures), the real (actual travels and guides) and the virtual (myths and internet) (203). More recently a number of scholars (Guttentag, Huang et al., Neuhofer et al.) have engaged with the application and implications of virtual reality on the planning, management and marketing of post-tourist experiences. Film-induced tourism is an expression of post-tourism. Since the mid-1990s a growing number of scholars (Riley and Van Doren, Tooke and Baker, Hudson and Ritchie, Leotta) have engaged with the study of this phenomenon, which Sue Beeton defined as “visitation to sites where movies and TV programmes have been filmed as well as to tours to production studios, including film-related theme parks” (11). Tourists’ fascination with film sets and locations is a perfect example of Baudrillard’s theory of hyperreality. Such places are simulacra which embody the blurred boundaries between reality and representation in a world in which unmediated access to reality is impossible (Baudrillard).Some scholars have focused on the role of mediated discourse in preparing both the site and the traveller for the process of tourist consumption (Friedberg, Crouch et al.). In particular, John Urry highlights the interdependence between tourism and the media with the concept of the ‘tourist gaze’. Urry argues that the gaze dominates tourism, which is primarily concerned with the commodification of images and visual consumption. According to Urry, movies and television play a crucial role in shaping the tourist gaze as the tourist compares what is gazed at with the familiar image of the object of the gaze. The tourist tries to reproduce his or her own expectations, which have been “constructed and sustained through a variety of non-tourist practices, such as film, TV, literature, records, and videos” (Urry 3). The inclusion of the camera functionality in digital movie maps such as ‘British Film Locations’ fulfils the need to actually reproduce the film images that the tourist has seen at home.Film and MapsThe convergence between film and (virtual) travel is also apparent in the prominent role that cartography plays in movies. Films often allude to maps in their opening sequences to situate their stories in time and space. In turn, the presence of detailed geographical descriptions of space at the narrative level often contributes to establish a stronger connection between film and viewers (Conley). Tom Conley notes that a number of British novels and their cinematic adaptations including Tolkien’s The Lord of the Rings (LOTR) and Stevenson’s Treasure Island belong to the so called ‘cartographic fiction’ genre. In these stories, maps are deployed to undo the narrative thread and inspire alternative itineraries to the extent of legitimising an interactive relation between text and reader or viewer (Conley 225).The popularity of LOTR locations as film-tourist destinations within New Zealand may be, in part, explained by the prominence of maps as both aesthetic and narrative devices (Leotta). The authenticity of the LOTR geography (both the novel and the film trilogy) is reinforced, in fact, by the reoccurring presence of the map. Tolkien designed very detailed maps of Middle Earth that were usually published in the first pages of the books. These maps play a crucial role in the immersion into the imaginary geography of Middle Earth, which represents one of the most important pleasures of reading LOTR (Simmons). The map also features extensively in the cinematic versions of both LOTR and The Hobbit. The Fellowship of the Ring opens with several shots of a map of Middle Earth, anticipating the narrative of displacement that characterizes LOTR. Throughout the trilogy the physical dimensions of the protagonists’ journey are emphasized by the foregrounding of the landscape as a map.The prominence of maps and geographical exploration as a narrative trope in ‘cartographic fiction’ such as LOTR may be responsible for activating the ‘tourist imagination’ of film viewers (Crouch et al.). The ‘tourist imagination’ is a construct that explains the sense of global mobility engendered by the daily consumption of the media, as well as actual travel. As Crouch, Jackson and Thompson put it, “the activity of tourism itself makes sense only as an imaginative process which involves a certain comprehension of the world and enthuses a distinctive emotional engagement with it” (Crouch et al. 1).The use of movie maps, the quest for film locations in real life may reproduce some of the cognitive and emotional pleasures that were activated while watching the movie, particularly if maps, travel and geographic exploration are prominent narrative elements. Several scholars (Couldry, Hills, Beeton) consider film-induced tourism as a contemporary form of pilgrimage and movie maps are becoming an inextricable part of this media ritual. Hudson and Ritchie note that maps produced by local stakeholders to promote the locations of films such as Sideways and LOTR proved to be extremely popular among tourists (391-392). In their study about the impact of paper movie maps on tourist behaviour in the UK, O’Connor and Pratt found that movie maps are an essential component in the marketing mix of a film location. For example, the map of Pride and Prejudice Country developed by the Derbyshire and Lincolnshire tourist boards significantly helped converting potential visitors into tourists as almost two in five visitors stated it ‘definitely’ turned a possible visit into a certainty (O’Connor and Pratt).Media Consumption and PlaceDigital movie maps have the potential to further reconfigure traditional understandings of media consumption and place. According to Nana Verhoeff digital mapping tools encourage a performative cartographic practice in the sense that the dynamic map emerges and changes during the users’ journey. The various functionalities of digital movie maps favour the hybridization between film reception and space navigation as by clicking on the movie map the user could potentially watch a clip of the film, read about both the film and the location, produce his/her own images and comments of the location and share it with other fans online.Furthermore, digital movie maps facilitate and enhance what Nick Couldry, drawing upon Claude Levi Strauss, calls “parcelling out”: the marking out as significant of differences in ritual space (83). According to Couldry, media pilgrimages, the visitation of TV or film locations are rituals that are based from the outset on an act of comparison between the cinematic depiction of place and its physical counterpart. Digital movie maps have the potential to facilitate this comparison by immediately retrieving images of the location as portrayed in the film. Media locations are rife with the marking of differences between the media world and the real locations as according to Couldry some film tourists seek precisely these differences (83).The development of smart phone movie maps, may also contribute to redefine the notion of audiovisual consumption. According to Nanna Verhoeff, mobile screens of navigation fundamentally revise the spatial coordinates of previously dominant, fixed and distancing cinematic screens. One of the main differences between mobile digital screens and larger, cinematic screens is that rather than being surfaces of projection or transmission, they are interfaces of software applications that combine different technological properties of the hybrid screen device: a camera, an interface for online communication, a GPS device (Verhoeff). Because of these characteristics of hybridity and intimate closeness, mobile screens involve practices of mobile and haptic engagement that turn the classical screen as distanced window on the world, into an interactive, hybrid navigation device that repositions the viewer as central within the media world (Verhoeff).In their discussion of the relocation of cinema into the iPhone, Francesco Casetti and Sara Sampietro reached similar conclusions as they define the iPhone as both a visual device and an interactive interface that mobilizes the eye as well as the hand (Casetti and Sampietro 23). The iPhone constructs an ‘existential bubble’ in which the spectator can find refuge while remaining exposed to the surrounding environment. When the surrounding environment is the real life film location, the consumption or re-consumption of the film text allowed by the digital movie map is informed by multi-sensorial and cognitive stimuli that are drastically different from traditional viewing experiences.The increasing popularity of digital movie maps is a phenomenon that could be read in conjunction with the emergence of innovative locative media such as the Google glasses and other applications of Augmented Reality (A.R.). Current smart phones available in the market are already capable to support A.R. applications and it appears likely that this will become a standard feature of movie apps within the next few years (Sakr). Augmented reality refers to the use of data overlays on real-time camera view of a location which make possible to show virtual objects within their spatial context. The camera eye on the device registers physical objects on location, and transmits these images in real time on the screen. On-screen this image is combined with different layers of data: still image, text and moving image.In a film-tourism application of augmented reality tourists would be able to point their phone camera at the location. As the camera identifies the location images from the film will overlay the image of the ‘real location’. The user, therefore, will be able to simultaneously see and walk in both the real location and the virtual film set. The notion of A.R. is related to the haptic aspect of engagement which in turn brings together the doing, the seeing and the feeling (Verhoeff). In film theory the idea of the haptic has come to stand for an engaged look that involves, and is aware of, the body – primarily that of the viewer (Marx, Sobchack). The future convergence between cinematic and mobile technologies is likely to redefine both perspectives on haptic perception of cinema and theories of film spectatorship.The application of A.R. to digital, mobile maps of film-locations will, in part, fulfill the prophecies of René Barjavel. In 1944, before Bazin’s seminal essay on the myth of total cinema, French critic Barjavel, asserted in his book Le Cinema Total that the technological evolution of the cinematic apparatus will eventually result in the total enveloppement (envelopment or immersion) of the film-viewer. This enveloppement will be characterised by the multi-sensorial experience and the full interactivity of the spectator within the movie itself. More recently, Thielmann has claimed that geomedia such as movie maps constitute a first step toward the vision that one day it might be possible to establish 3-D spaces as a medial interface (Thielmann).Film-Tourism, Augmented Reality and digital movie maps will produce a complex immersive and inter-textual media system which is at odds with Walter Benjamin’s famous thesis on the loss of ‘aura’ in the age of mechanical reproduction (Benjamin), as one of the pleasures of film-tourism is precisely the interaction with the auratic place, the actual film location or movie set. According to Nick Couldry, film tourists are interested in the aura of the place and filming itself. The notion of aura is associated here with both the material history of the location and the authentic experience of it (104).Film locations, as mediated by digital movie maps, are places in which people have a complex sensorial, emotional, cognitive and imaginative involvement. The intricate process of remediation of the film-locations can be understood as a symptom of what Lash and Urry have called the ‘re-subjectification of space’ in which ‘locality’ is re-weighted with a more subjective and affective charge of place (56). According to Lash and Urry the aesthetic-expressive dimensions of the experience of place have become as important as the cognitive ones. By providing new layers of cultural meaning and alternative modes of affective engagement, digital movie maps will contribute to redefine both the notion of tourist destination and the construction of place identity. These processes can potentially be highly problematic as within this context the identity and meanings of place are shaped and controlled by the capital forces that finance and distribute the digital movie maps. Future critical investigations of digital cartography will need to address the way in which issues of power and control are deeply enmeshed within new tourist practices. ReferencesAgnew, John, “Space and Place.” Handbook of Geographical Knowledge. Eds. John Agnew and David Livingstone. London: Sage, 2011. 316-330Barjavel, René. Cinema Total. Paris: Denoel, 1944.Baudrillard, Jean. Simulations. Trans. Paul Foss et al. New York: Semiotext(e), 1983.Beeton, Sue. Film Induced Tourism. Buffalo: Channel View Publications, 2005.Benjamin, Walter. Illuminations. Translated by Harry Zohn. Glasgow: Fontana, 1979.Campbell, Nick. “Producing America.” The Media and the Tourist Imagination. Eds. David Crouch et al. London: Routledge, 2005. 198-214.Casetti, Francesco, and Sara Sampietro. “With Eyes, with Hands: The Relocation of Cinema into the iPhone.” Moving Data: The iPhone and the Future of Media. Eds. Pelle Snickars and Patrick Vonderau. New York: Columbia University Press, 2013. 19-30.Claudell, Tom, and David Mizell. “Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes.” Proceedings of 1992 IEEE Hawaii International Conference, 1992.Conley, Tom. “The Lord of the Rings and The Fellowship of the Map.” From Hobbits to Hollywood. Ed. Ernst Mathijs and Matthew Pomerance. Amsterdam: Rodopi, 2006. 215–30.Couldry, Nick. “The View from inside the 'Simulacrum‘: Visitors’ Tales from the Set of Coronation Street.” Leisure Studies 17.2 (1998): 94-107.Couldry, Nick. Media Rituals: A Critical Approach. London: Routledge, 2003. 75-94.Crouch, David, Rhona Jackson, and Felix Thompson. The Media and the Tourist Imagination. London: Routledge, 2005Feifer, Maxine. Going Places: The Ways of the Tourist from Imperial Rome to the Present Day. London: Macmillan, 1985.Friedberg, Anne. Window Shopping: Cinema and the Postmodern. Berkeley: University of California Press, 1993.Friedman, Thomas. The World Is Flat: A Brief History of the Twentieth Century. New York: Farrar, Strauss and Giroux, 2005.Guttentag, Daniel. “Virtual Reality: Applications and Implications for Tourism.” Tourism Management 31.5 (2010): 637-651.Hill, Matt. Fan Cultures. London: Routledge. 2002.Huang, Yu Chih, et al. “Exploring User Acceptance of 3D Virtual Worlds in Tourism Marketing”. Tourism Management 36 (2013): 490-501.Hjorth, Larissa. “The Game of Being Mobile. One Media History of Gaming and Mobile Technologies in Asia-Pacific.” Convergence 13.4 (2007): 369–381.Hudson, Simon, and Brent Ritchie. “Film Tourism and Destination Marketing: The Case of Captain Corelli’s Mandolin.” Journal of Vacation Marketing 12.3 (2006): 256–268.Jackson, Rhona. “Converging Cultures; Converging Gazes; Contextualizing Perspectives.” The Media and the Tourist Imagination. Eds. David Crouch et al. London: Routledge, 2005. 183-197.Kim, Hyounggon, and Sarah Richardson. “Motion Pictures Impacts on Destination Images.” Annals of Tourism Research 25.2 (2005): 216–327.Lash, Scott, and John Urry. Economies of Signs and Space. London: Sage, 1994.Leotta, Alfio. Touring the Screen: Tourism and New Zealand Film Geographies. London: Intellect Books, 2011.Marks, Laura. “Haptic Visuality: Touching with the Eyes.” Framework the Finnish Art Review 2 (2004): 78-82.Neuhofer, Barbara, Dimitrios Buhalis, and Adele Ladkin. ”A Typology of Technology-Enhanced Tourism Experiences.” International Journal of Tourism Research 16.4 (2014): 340-350.O’Connor, Noelle, and Stephen Pratt. Using Movie Maps to Leverage a Tourism Destination – Pride and Prejudice (2005). Paper presented at the 4th Tourism & Hospitality Research Conference – Reflection: Irish Tourism & Hospitality. Tralee Institute of Technology Conference, Tralee, Co. Kerry, Ireland. 2008.Riley, Roger, and Carlton Van Doren. “Films as Tourism Promotion: A “Pull” Factor in a “Push” Location.” Tourism Management 13.3 (1992): 267-274.Sakr, Sharif. “Augmented Reality App Concept Conjures Movie Scenes Shot in Your Location”. Engadget 2011. 1 Feb. 2016 <http://www.engadget.com/2011/06/22/augmented-reality-app-concept-conjures-movie-scenes-shot-in-your/>.Simmons, Laurence. “The Lord of the Rings: The Fellowship of the Ring.” The Cinema of Australia and New Zealand. Eds. Geoff Mayer and Keith Beattie. London: Wallflower, 2007. 223–32.Sobchack, Vivian. Carnal Thoughts: Embodiment and Moving Image Culture. Berkeley: University of California. 2004.Thielmann, Tristan. “Locative Media and Mediated Localities: An Introduction to Media Geography.” Aether 5a Special Issue on Locative Media (Spring 2010): 1-17.Tooke, Nichola, and Michael Baker. “Seeing Is Believing: The Effect of Film on Visitor Numbers to Screened Location.” Tourism Management 17.2 (1996): 87-94.Tzanelli, Rodanthi. The Cinematic Tourist. New York: Routledge, 2007.Urry, John. The Tourist Gaze. London: Sage, 2002.Urry, John, and Jonas Larsen. The Tourist Gaze 3.0. London: Sage, 2011.Verhoeff, Nana. Mobile Screens: The Visual Regime of Navigation. Amsterdam University Press, 2012.VisitBritain. “Films Continue to Draw Tourists to Britain.” 2010. 20 Oct. 2012 <http://www.visitbritain.org/mediaroom/archive/2011/filmtourism.aspx>.
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O'Meara, Radha. "Do Cats Know They Rule YouTube? Surveillance and the Pleasures of Cat Videos." M/C Journal 17, no. 2 (March 10, 2014). http://dx.doi.org/10.5204/mcj.794.

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Did you see the videos where the cat jumps in the box, attacks the printer or tries to leap from the snowy car? As the availability and popularity of watching videos on the Internet has risen rapidly in the last decade, so has the prevalence of cat videos. Although the cuteness of YouTube videos of cats might make them appear frivolous, in fact there is a significant irony at their heart: online cat videos enable corporate surveillance of viewers, yet viewers seem just as oblivious to this as the cats featured in the videos. Towards this end, I consider the distinguishing features of contemporary cat videos, focusing particularly on their narrative structure and mode of observation. I compare cat videos with the “Aesthetic of Astonishment” of early cinema and with dog videos, to explore the nexus of a spectatorship of thrills and feline performance. In particular, I highlight a unique characteristic of these videos: the cats’ unselfconsciousness. This, I argue, is rare in a consumer culture dominated by surveillance, where we are constantly aware of the potential for being watched. The unselfconsciousness of cats in online videos offers viewers two key pleasures: to imagine the possibility of freedom from surveillance, and to experience the power of administering surveillance as unproblematic. Ultimately, however, cat videos enable viewers to facilitate our own surveillance, and we do so with the gleeful abandon of a kitten jumping in a tissue box What Distinguishes Cat Videos? Cat videos have become so popular, that they generate millions of views on YouTube, and the Walker Art Center in Minneapolis now holds an annual Internet Cat Video Festival. If you are not already a fan of the genre, the Walker’s promotional videos for the festival (2013 and 2012) provide an entertaining introduction to the celebrities (Lil Bub, Grumpy Cat, and Henri), canon (dancing cats, surprised cat, and cat falling off counter), culture and commodities of online cat videos, despite repositioning them into a public exhibition context. Cats are often said to dominate the internet (Hepola), despite the surprise of Internet inventor Tim Berners-Lee. Domestic cats are currently the most popular pet in the world (Driscoll), however they are already outnumbered by smartphones. Cats have played various roles in our societies, cultures and imaginations since their domestication some 8-10,000 years ago (Driscoll). A potent social and cultural symbol in mythology, art and popular culture, the historical and cultural significance of cats is complex, shifting and often contradictory. They have made their way across geographic, cultural and class boundaries, and been associated with the sacred and the occult, femininity and fertility, monstrosity and domesticity (Driscoll, Rogers). Cats are figured as both inscrutable and bounteously polysemic. Current representations of cats, including these videos, seem to emphasise their sociability with humans, association with domestic space, independence and aloofness, and intelligence and secretiveness. I am interested in what distinguishes the pleasures of cat videos from other manifestations of cats in folklore and popular culture such as maneki-neko and fictional cats. Even within Internet culture, I’m focusing on live action cat videos, rather than lolcats, animated cats, or dog videos, though these are useful points of contrast. The Walker’s cat video primer also introduces us to the popular discourses accounting for the widespread appeal of these videos: cats have global reach beyond language, audiences can project their own thoughts and feelings onto cats, cats are cute, and they make people feel good. These discourses circulate in popular conversation, and are promoted by YouTube itself. These suggestions do not seem to account for the specific pleasures of cat videos, beyond the predominance of cats in culture more broadly. The cat videos popular on the Internet tend to feature several key characteristics. They are generated by users, shot on a mobile device such as a phone, and set in a domestic environment. They employ an observational mode, which Bill Nichols has described as a noninterventionist type of documentary film associated with traditions of direct cinema and cinema verite, where form and style yields to the profilmic event. In the spirit of their observational mode, cat videos feature minimal sound and language, negligible editing and short duration. As Leah Shafer notes, cat videos record, “’live’ events, they are mostly shot by ‘amateurs’ with access to emerging technologies, and they dramatize the familiar.” For example, the one-minute video Cat vs Printer comprises a single, hand-held shot observing the cat, and the action is underlined by the printer’s beep and the sounds created by the cat’s movements. The patterned wallpaper suggests a domestic location, and the presence of the cat itself symbolises domesticity. These features typically combine to produce impressions of universality, intimacy and spontaneity – impressions commonly labelled ‘cute’. The cat’s cuteness is also embodied in its confusion and surprise at the printer’s movements: it is a simpleton, and we can laugh at its lack of understanding of the basic appurtenances of the modern world. Cat videos present minimalist narratives, focused on an instant of spectacle. A typical cat video establishes a state of calm, then suddenly disrupts it. The cat is usually the active agent of change, though chance also frequently plays a significant role. The pervasiveness of this structure means that viewers familiar with the form may even anticipate a serendipitous event. The disruption prompts a surprising or comic effect for the viewer, and this is a key part of the video’s pleasure. For example, in Cat vs Printer, the establishing scenario is the cat intently watching the printer, a presumably quotidian scene, which escalates when the cat begins to smack the moving paper. The narrative climaxes in the final two seconds of the video, when the cat strikes the paper so hard that the printer tray bounces, and the surprised cat falls off its stool. The video ends abruptly. This disruption also takes the viewer by surprise (at least it does the first time you watch it). The terse ending, and lack of resolution or denouement, encourages the viewer to replay the video. The minimal narrative effectively builds expectation for a moment of surprise. These characteristics of style and form typify a popular body of work, though there is variation, and the millions of cat videos on YouTube might be best accounted for by various subgenres. The most popular cat videos seem to have the most sudden and striking disruptions as well as the most abrupt endings. They seem the most dramatic and spontaneous. There are also thousands of cat videos with minor disruptions, and some with brazenly staged events. Increasingly, there is obvious use of postproduction techniques, including editing and music. A growing preponderance of compilations attests to the videos’ “spreadability” (Jenkins, Ford, and Green). The conventional formal structure of these videos effectively homogenises the cat, as if there is a single cat performing in millions of videos. Indeed, YouTube comments often suggest a likeness between the cat represented in the video and the commenter’s own cat. In this sense, the cuteness so readily identified has an homogenising effect. It also has the effect of distinguishing cats as a species from other animals, as it confounds common conceptions of all (other) animals as fundamentally alike in their essential difference from the human (animal). Cat videos are often appreciated for what they reveal about cats in general, rather than for each cat’s individuality. In this way, cat videos symbolise a generic feline cuteness, rather than identify a particular cat as cute. The cats of YouTube act “as an allegory for all the cats of the earth, the felines that traverse myths and religions, literature and fables” (Derrida 374). Each cat swiping objects off shelves, stealing the bed of a dog, leaping onto a kitchen bench is the paradigmatic cat, the species exemplar. Mode of Spectatorship, Mode of Performance: Cat Videos, Film History and Dog Videos Cat videos share some common features with early cinema. In his analysis of the “Aesthetic of Astonishment,” which dominated films until about 1904, film historian Tom Gunning argues that the short, single shot films of this era are characterised by exciting audience curiosity and fulfilling it with visual shocks and thrills. It is easy to see how this might describe the experience of watching Cat vs Printer or Thomas Edison’s Electrocution of an Elephant from 1903. The thrill of revelation at the end of Cat vs Printer is more significant than the minimal narrative it completes, and the most popular videos seem to heighten this shock. Further, like a rainy afternoon spent clicking the play button on a sequence of YouTube’s suggested videos, these early short films were also viewed in variety format as a series of attractions. Indeed, as Leah Shafer notes, some of these early films even featured cats, such as Professor Welton’s Boxing Cats from 1894. Each film offered a moment of spectacle, which thrilled the modern viewer. Gunning argues that these early films are distinguished by a particular relationship between spectator and film. They display blatant exhibitionism, and address their viewer directly. This highlights the thrill of disruption: “The directness of this act of display allows an emphasis on the thrill itself – the immediate reaction of the viewer” (Gunning “Astonishment” 122). This is produced both within the staging of the film itself as players look directly at the camera, and by the mode of exhibition, where a showman primes the audience verbally for a moment of revelation. Importantly, Gunning argues that this mode of spectatorship differs from how viewers watch narrative films, which later came to dominate our film and television screens: “These early films explicitly acknowledge their spectator, seeming to reach outwards and confront. Contemplative absorption is impossible here” (“Astonishment” 123). Gunning’s emphasis on a particular mode of spectatorship is significant for our understanding of pet videos. His description of early cinema has numerous similarities with cat videos, to be sure, but seems to describe more precisely the mode of spectatorship engendered by typical dog videos. Dog videos are also popular online, and are marked by a mode of performance, where the dogs seem to present self-consciously for the camera. Dogs often appear to look at the camera directly, although they are probably actually reading the eyes of the camera operator. One of the most popular dog videos, Ultimate dog tease, features a dog who appears to look into the camera and engage in conversation with the camera operator. It has the same domestic setting, mobile camera and short duration as the typical cat video, but, unlike the cat attacking the printer, this dog is clearly aware of being watched. Like the exhibitionistic “Cinema of Attractions,” it is marked by “the recurring look at the camera by [canine] actors. This action which is later perceived as spoiling the realistic illusion of the cinema, is here undertaken with brio, establishing contact with the audience” (Gunning “Attractions” 64). Dog videos frequently feature dogs performing on command, such as the countless iterations of dogs fetching beverages from refrigerators, or at least behaving predictably, such as dogs jumping in the bath. Indeed, the scenario often seems to be set up, whereas cat videos more often seem to be captured fortuitously. The humour of dog videos often comes from the very predictability of their behaviour, such as repeatedly fetching or rolling in mud. In an ultimate performance of self-consciousness, dogs even seem to act out guilt and shame for their observers. Similarly, baby videos are also popular online and were popular in early cinema, and babies also tend to look at the camera directly, showing that they are aware of bring watched. This emphasis on exhibitionism and modes of spectatorship helps us hone in on the uniqueness of cat videos. Unlike the dogs of YouTube, cats typically seem unaware of their observers; they refuse to look at the camera and “display their visibility” (Gunning “Attractions,” 64). This fits with popular discourses of cats as independent and aloof, untrainable and untameable. Cat videos employ a unique mode of observation: we observe the cat, who is unencumbered by our scrutiny. Feline Performance in a World of Pervasive Surveillance This is an aesthetic of surveillance without inhibition, which heightens the impressions of immediacy and authenticity. The very existence of so many cat videos online is a consequence of camera ubiquity, where video cameras have become integrated with common communications devices. Thousands of cameras are constantly ready to capture these quotidian scenes, and feed the massive economy of user-generated content. Cat videos are obviously created and distributed by humans, a purposeful labour to produce entertainment for viewers. Cat videos are never simply a feline performance, but a performance of human interaction with the cat. The human act of observation is an active engagement with the other. Further, the act of recording is a performance of wielding the camera, and often also through image or voice. The cat video is a companion performance, which is part of an ongoing relationship between that human and that other animal. It carries strong associations with regimes of epistemological power and physical domination through histories of visual study, mastery and colonisation. The activity of the human creator seems to contrast with the behaviour of the cat in these videos, who appears unaware of being watched. The cats’ apparent uninhibited behaviour gives the viewer the illusion of voyeuristically catching a glimpse of a self-sufficient world. It carries connotations of authenticity, as the appearance of interaction and intervention is minimised, like the ideal of ‘fly on the wall’ documentary (Nichols). This lack of self-consciousness and sense of authenticity are key to their reception as ‘cute’ videos. Interestingly, one of the reasons that audiences may find this mode of observation so accessible and engaging, is because it heeds the conventions of the fourth wall in the dominant style of fiction film and television, which presents an hermetically sealed diegesis. This unselfconscious performance of cats in online videos is key, because it embodies a complex relationship with the surveillance that dominates contemporary culture. David Lyon describes surveillance as “any focused attention to personal details for the purposes of influence, management, or control” (“Everyday” 1) and Mark Andrejevic defines monitoring as “the collection of information, with or without the knowledge of users, that has actual or speculative economic value” (“Enclosure” 297). We live in an environment where social control is based on information, collected and crunched by governments, corporations, our peers, and ourselves. The rampancy of surveillance has increased in recent decades in a number of ways. Firstly, technological advances have made the recording, sorting and analysis of data more readily available. Although we might be particularly aware of the gaze of the camera when we stand in line at the supermarket checkout or have an iPhone pointed at our face, many surveillance technologies are hidden points of data collection, which track our grocery purchases, text messages to family and online viewing. Surveillance is increasingly mediated through digital technologies. Secondly, surveillance data is becoming increasingly privatised and monetised, so there is strengthening market demand for consumer information. Finally, surveillance was once associated chiefly with institutions of the state, or with corporations, but the process is increasingly “lateral,” involving peer-to-peer surveillance and self-surveillance in the realms of leisure and domestic life (Andrejevic “Enclosure,” 301). Cat videos occupy a fascinating position within this context of pervasive surveillance, and offer complex thrills for audiences. The Unselfconscious Pleasures of Cat Videos Unselfconsciousness of feline performance in cat videos invites contradictory pleasures. Firstly, cat videos offer viewers the fantasy of escaping surveillance. The disciplinary effect of surveillance means that we modify our behaviour based on a presumption of constant observation; we are managed and manipulated as much by ourselves as we are by others. This discipline is the defining condition of industrial society, as described by Foucault. In an age of traffic cameras, Big Brother, CCTV, the selfie pout, and Google Glass, modern subjects are oppressed by the weight of observation to constantly manage their personal performance. Unselfconsciousness is associated with privacy, intimacy, naivety and, increasingly, with impossibility. By allowing us to project onto the experience of their protagonists, cat videos invite us to imagine a world where we are not constantly aware of being watched, of being under surveillance by both human beings and technology. This projection is enabled by discourse, which constructs cats as independent and aloof, a libertarian ideal. It provides the potential for liberation from technologized social surveillance, and from the concomitant self-discipline of our docile bodies. The uninhibited performance of cats in online videos offers viewers the prospect that it is possible to live without the gaze of surveillance. Through cat videos, we celebrate the untameable. Cats model a liberated uninhibitedness viewers can only desire. The apparent unselfconsciousness of feline performance is analogous to Derrida’s conception of animal nakedness: the nudity of animals is significant, because it is a key feature which distinguishes them from humans, but at the same time there is no sense of the concept of nakedness outside of human culture. Similarly, a performance uninhibited by observation seems beyond humans in contemporary culture, and implies a freedom from social expectations, but there is also little suggestion that cats would act differently if they knew they were observed. We interpret cats’ independence as natural, and take pleasure in cats’ naturalness. This lack of inhibition is cute in the sense that it is attractive to the viewer, but also in the sense that it is naïve to imagine a world beyond surveillance, a freedom from being watched. Secondly, we take pleasure in the power of observing another. Surveillance is based on asymmetrical regimes of power, and the position of observer, recorder, collator is usually more powerful than the subject of their gaze. We enjoy the pleasure of wielding the unequal gaze, whether we hit the “record” button ourselves or just the “play” button. In this way, we celebrate our capacity to contain the cat, who has historically proven conceptually uncontainable. Yet, the cats’ unselfconsciousness means we can absolve ourselves of their exploitation. Looking back at the observer, or the camera, is often interpreted as a confrontational move. Cats in videos do not confront their viewer, do not resist the gaze thrown on them. They accept the role of subject without protest; they perform cuteness without resistance. We internalise the strategies of surveillance so deeply that we emulate its practices in our intimate relationships with domestic animals. Cats do not glare back at us, accusingly, as dogs do, to remind us we are exerting power over them. The lack of inhibition of cats in online videos means that we can exercise the power of surveillance without confronting the oppression this implies. Cat videos offer the illusion of watching the other without disturbing it, brandishing the weapon without acknowledging the violence of its impact. There is a logical tension between these dual pleasures of cat videos: we want to escape surveillance, while exerting it. The Work of Cat Videos in ‘Liquid Surveillance’ These contradictory pleasures in fact speak to the complicated nature of surveillance in the era of “produsage,” when the value chain of media has transformed along with traditional roles of production and consumption (Bruns). Christian Fuchs argues that the contemporary media environment has complicated the dynamics of surveillance, and blurred the lines between subject and object (304). We both create and consume cat videos; we are commodified as audience and sold on as data. YouTube is the most popular site for sharing cat videos, and a subsidiary of Google, the world’s most visited website and a company which makes billions of dollars from gathering, collating, storing, assessing, and trading our data. While we watch cat videos on YouTube, they are also harvesting information about our every click, collating it with our other online behaviour, targeting ads at us based on our specific profile, and also selling this data on to others. YouTube is, in fact, a key tool of what David Lyon calls “liquid surveillance” after the work of Zygmunt Bauman, because it participates in the reduction of millions of bodies into data circulating at the service of consumer society (Lyon “Liquid”). Your views of cats purring and pouncing are counted and monetised, you are profiled and targeted for further consumption. YouTube did not create the imbalance of power implied by these mechanisms of surveillance, but it is instrumental in automating, amplifying, and extending this power (Andrejevic “Lateral,” 396). Zygmunt Bauman argues that in consumer society we are increasingly seduced to willingly subject ourselves to surveillance (Lyon “Liquid”), and who better than the cute kitty to seduce us? Our increasingly active role in “produsage” media platforms such as YouTube enables us to perform what Andrejevic calls “the work of being watched” (“Work”). When we upload, play, view, like and comment on cat videos, we facilitate our own surveillance. We watch cat videos for the contradictory pleasures they offer us, as we navigate and negotiate the overwhelming surveillance of consumer society. Cat videos remind us of the perpetual possibility of observation, and suggest the prospect of escaping it. ReferencesAndrejevic, Mark. “The Work of Being Watched: Interactive Media and the Exploitation of Self-Disclosure.” Critical Studies in Media Communication 19.2 (2002): 230-248. Andrejevic, Mark. “The Discipline of Watching: Detection, Risk, and Lateral Surveillance.” Critical Studies in Media Communication 23.5 (2006): 391-407. Andrejevic, Mark. “Surveillance in the Digital Enclosure.” The Communication Review 10.4 (2007): 295-317. Berners-Lee, Tim. “Ask Me Anything.” Reddit, 12 March 2014. 29 Apr. 2014 ‹http://www.reddit.com/r/IAmA/comments/2091d4/i_am_tim_bernerslee_i_invented_the_www_25_years/cg0wpma›. Bruns, Axel. Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. New York: Peter Lang, 2008. Derrida, Jacques. The Animal That Therefore I Am. New York: Fordham University Press, 2008. Project MUSE, 4 Mar. 2014. 29 Apr. 2014 ‹http://muse.jhu.edu/›. Driscoll, Carlos A., et al. "The Taming of the Cat." Scientific American 300.6 (2009): 68-75. Foucault, Michel. Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. New York: Random House, 1995. Fuchs, Christian. “Web 2.0, Prosumption, and Surveillance.” Surveillance & Society 8.3 (2011): 288-309. Gunning, Tom. “An Aesthetic of Astonishment: Early Film and the Incredulous Spectator.” Viewing Positions: Ways of Seeing Film. Ed. Linda Williams. New Brunswick, NJ: Rutgers UP, 1995. 114-133. Gunning, Tom. "The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde." Wide Angle 8.3-4 (1986): 63-70. Hepola, Sarah. “The Internet Is Made of Kittens.” Salon, 11 Feb 2009. 29 Apr. 2014 ‹http://www.salon.com/2009/02/10/cat_internet/›. Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Network Culture. New York: NYU Press, 2013. Lyon, David. “Liquid Surveillance: The Contribution of Zygmunt Bauman to Surveillance Studies.” International Political Sociology 4 (2010): 325–338 Lyon, David. “Surveillance, Power and Everyday Life.” In Robin Mansell et al., eds., Oxford Handbook of Information and Communication Technologies. Oxford: Oxford Handbooks, 2007. 449-472. 29 Apr. 2014 ‹http://www.sscqueens.org/sites/default/files/oxford_handbook.pdf›. Nichols, Bill. Introduction to Documentary. 2nd ed. Bloomington: Indiana University Press, 2010. Rogers, Katharine. The Cat and the Human Imagination: Feline Images from Bast to Garfield. Ann Arbor, MI: University of Michigan Press, 2001. Shafer, Leah. “I Can Haz an Internet Aesthetic?!? LOLCats and the Digital Marketplace.” Paper presented at the Northeast Popular/American Culture Association Conference, St. John Fisher College, Rochester, New York, 2012. 5 Mar. 2014 ‹http://fisherpub.sjfc.edu/cgi/viewcontent.cgi?article=1094&context=nepca›.
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49

Green, Lelia. "Sex." M/C Journal 5, no. 6 (November 1, 2002). http://dx.doi.org/10.5204/mcj.2000.

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Abstract:
This paper addresses that natural consort of love: sex. It particularly considers the absence of actual sex from mainstream popular culture and the marginalisation of 'fun' sex as porn, requiring its illicit circulation as ‘illegitimate’ videos. The absence of sex from films classified and screened in public venues (even to over-18s) prevents a discourse about actual sex informing the discourse of love and romance perpetuated through Hollywood movies. The value of a variety of representations of sexual practice in the context of a discussion of love, sex and romance in Western cinema was briefly illuminated for the few days that Baise-moi was legitimately screened in Australia. For all that love is one of the great universal themes, Western cinema tends to communicate this ‘finer feeling’ through recourse to romance narratives. Which is not to say that romantic representations of love are devoid of sex, just that that the cinematic convention is to indicate sex, without showing it. Indeed, without the actors 'doing it'. The peculiarity of this situation is not usually clear, however, because there is so little mainstream sex-cinema with which to compare the anodyne gyrations of romantic Hollywood. Which was where Baise-moi came in, briefly. Baise-moi is variously translated for English-speaking cinema audiences as 'Fuck me' (in Australia) and 'Rape me' (in the US, where, astonishingly, Rape me is seen as a less objectionable title than Fuck me.) Of the two titles, Fuck me is by far the cleverer and more authentically related to the meaning and content, whereas Rape me is a travesty, particularly given the shocking power of an extremely graphic and violent rape scene which initiates much of the succeeding violence. An early appeal by the Australian Attorney-General (to the Review Board) against the Office of Film and Literature Classification’s granting of an R rating meant that Baise-moi was hastily removed from Australian cinemas. The movie is, however, heavily reviewed on the web and readers are referred to commentaries such as those by Gary Morris and Frank Vigorito. The grounds on which Classification was refused were given as ‘strong depictions of violence’, ‘sexual violence’, ‘frequent, actual detailed sex scenes’ and ‘scenes which demean both women and men’. Violence, sexual violence and ‘scenes which demean’ are hardly uncommon in films (although it may be unusual that these demean even-handedly). If the amount of violence is nothing new, the sex was certainly different from the usual cinematic fare. Although this was not the first time that ‘unsimulated’ sex had been shown on the art-house big screen, the other major examples were not entirely similar. Romance was wordy, arguably feminist, and a long way from mindless sex-because-they-like-it. Intimacy 's ‘sex scenes are explicit but totally non pornographic, they’re painful, needy, unsatisfying except on an orgasmic level’, according to Margaret Pomeranz, who reviewed the film for SBS. Baise-moi is different because, as Vigorito says, ‘please make no mistake that the two main characters in this film, the so-called French Thelma and Louise, certainly do want to fuck’. (They also like to kill.) Baise-moi is often characterised as a quasi-feminist revenge movie where the two protagonists Manu (a porn star) and Nadine (a sex worker) seek revenge with (according to Morris) ‘ultimately more nihilism than party-hearty here, with the non-stop killings laid squarely at the doorstep of a society that’s dehumanized its citizens’. While the brutality depicted is mind-blowing (sometimes literally/visually) it is the sex that got the film banned, but not until after some 50,000 Australians had seen it. The elements that separate Baise-moi from Intimacy and Romance (apart from the extreme violence) is that the characters have (heterosexual) sex with a variety of partners, and sometimes do so just for fun. Further, although the Office of Film and Literature Classification ‘considers that the film has significant artistic and cultural merit’ (OFLC), one of the directors wrote the novel on which the film is based while the other director and the two stars are former porn industry workers. If Baise-moi had been accepted as cinema-worthy, where would the sex-on-the-screen factor have stopped for future classification of films? The popular culture approach to romance, love and sex moves comparatively smoothly from the first kiss to the rumpled sheets. Although the plot of a romantic film may consist in keeping the love and sex activities apart, the love is (almost invariably) requited. And, as films such as Notting Hill demonstrate, true love these days is communicated less frequently through the willingness of a couple to have sex (which generally goes without saying), and more often through commitment to the having and rearing of a shared child (whereas off-screen this may more usually be the commitment of a shared mortgage). Sex, in short, is popularly positioned as a precursor to love; as not entirely necessary (and certainly not sufficient) but very usually associated with the state of 'being in love'. It is comparatively rare to see any hesitation to engage in sex on the part of a film-portrayed loving couple, other than hurdles introduced through the intervention of outside forces. A rare example of thinking and talking before fucking is The Other Sister , but this means it rates as an R in the States because of ‘thematic elements involving sex-related material’. In contrast, the film Notting Hill, where the characters played by Julia Roberts and Hugh Grant hardly pause for breath once attraction is established, rates a PG-13 (‘for sexual content and brief strong language’). Thus it is all right for producers to have sex in a storyline, but any hesitation, or discussion, makes the film unsuited to younger audiences. Given that characters’ thinking about sex, and talking about sex, as part of (or preliminary to) having sex apparently increases the age at which the audience is allowed to see the film, perhaps it should not be surprising that actually showing sex about which the audience can then think and talk is almost entirely banned. Yet for a culture that associates sex so strongly with love, and celebrates love so thoroughly in film, television and literature (not to mention popular magazines such as Woman's Day, New Idea, New Weekly and Who), to be occasionally challenged by a film that includes actual sex acts seems not unreasonable, particularly when restricted to audiences of consenting adults. Ian McEwan's debut collection of short stories, First love, last rites explores this conundrum of 'the sex that shall only be acted, never performed' in a short story, 'Cocker at the theatre' (McEwan 57). The tale is about a theatrical production where the actors are new, and nude, and the theme of the play is copulation. It is a story of its time, mid-seventies, the resonating-hippie Age of Aquarius, when Hair still rocked. McEwan's naked couples are assembled by the play's director and then pressed together to begin the rhythmic moves required to complement the thumping musical score of GTC: ‘Grand Time Copulation’. The male and female actors are not near enough to each other, so they are spliced closer together: ‘When they began to move again their pubic hair rasped’ (57-8). The director is unimpressed by the result: ‘I know it's hard, but you have to look as if you're enjoying this thing.' (His voice rose.) 'Some people do, you know. It's a fuck, you understand, not a funeral.' (His voice sank.) 'Let's have it again, with some enthusiasm this time.' However, all is not entirely well, after a good second beginning. ‘Them on the end, they're going too fast, what do you think?' [says the director to the stage manager] They watched together. It was true, the two who had been moving well, they were a little out of time ... 'My God,' said [the director] 'They're fucking … It's disgusting and obscene … pull them apart.' (58-9). The issue raised here, as in the case of the removal of any classification from Baise-moi that effectively prevented further public screenings, is the double standard of a society that expends so much of its critical and cultural energies in exploring the nature of love, romance and sexual attraction but balks (horrified) at the representation of actual sex. Yet one of the values of a cinematic replay of 'unsimulated sex' is that it acts as a ‘reality check’ for all the mushy renditions of romance that form the mainstream representation of 'love' on-screen. So, if we want to see sex, should we not simply consume pornography? In modern-day Australia it is impossible to discuss depictions of live sex without conjuring up connotations of ‘porn’. Porn, however, is not usually consumed in a manner or place that allows it to interrogate media messages from mainstream production houses and distributors. Watching porn, for example at home on video, removes it from a context in which it could realistically prompt a re-evaluation of the visual diet of love and sex Hollywood-style, an opportunity that was provided by Baise-moi during its temporary season. The comparative absence of on-screen sexual activity means that there is an absence of texts through which we can interrogate mainstream representations of lovemaking. Whereas the Eros Foundation aims to promote debate leading to ‘logical perspectives on sex and rational law reform of the sex industry’, and avoids using the term 'pornography' on its home page, it is hard to find any representations of unsimulated sex that are not classified as porn and consequently easily pigeon-holed as 'not relevant' to cultural debate except in general terms regarding (say) 'censorship' or 'the portrayal of women'. It is hard to know what Baise-moi might have said to Australian audiences about the relationship between sex, authenticity (Morris uses the term ‘trashy integrity’) and popular culture since the film was screened for only the briefest of intervals, and throughout that time the ‘hype’ surrounding it distracted audiences from any discussion other than would it/wouldn't it, and should it/shouldn't it, be banned. Hopefully, a future Attorney-General will allow the adults in this country to enjoy the same range of popular cultural inputs available to citizens in more liberal nations, and back the initial (liberal) decision of the OFLC. And what has love got to do with all this? Not much it seems, although doesn't popular culture ‘teach’ that one of the main uses for a love theme is to provide an excuse for some gratuitous sex? Perhaps, after all, it is time to cut to the chase and allow sex to be screened as a popular culture genre in its own right, without needing the excuse of a gratuitous love story. Works Cited McEwan, Ian. First love, last rites. London: Picador, 1975. 56-60. Morris, Gary. “Baise-moi. Feminist screed or fetish-fuckathon? Best to flip a coin.” Lip Magazine 2001. http://www.lipmagazine.org/articles/revi... OFLC. Classification Review Board News release, 10 May 2002. http://www.oflc.gov.au/PDFs/RBBaiseMoi.pdf Pomeranz, Margaret. “Intimacy.” The Movie Show: Reviews. http://www.sbs.com.au/movieshow/reviews.... Vigorito, Frank. “Natural porn killers.” Offoffofffilm 2001. http://www.offoffoff.com/film/2001/baise... Filmography Baise-moi. Dirs. Virginie Despentes and CoRalie Trinh Thi. Dist. Film Fixx, 2000. Intimacy. Dir. Patrice Chereau. Dist. Palace Films, 2001. Notting Hill. Dir. Roger Michell. Dist. Universal Pictures, 1999. Romance. Dir. Catherine Breillat. Dist. Potential Films, 1999. The other sister. Dir. Gary Marshall. Dist. Touchstone Pictures, 1999. Links http://www.offoffoff.com/film/2001/baisemoi.php3 http://www.eros.com.au http://film.guardian.co.uk/censorship/news/0,11729,713540,00.html http://www.sbs.com.au/movieshow/reviews.php3?id=838 http://www.michaelbutler.com/hair http://www.oflc.gov.au/PDFs/RBBaiseMoi.pdf http://www.movie-source.com/no/othersister.shtml http://www.lipmagazine.org/articles/revimorris_128.shtml Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Green, Lelia. "Sex" M/C: A Journal of Media and Culture 5.6 (2002). Dn Month Year < http://www.media-culture.org.au/0211/sex.php>. APA Style Green, L., (2002, Nov 20). Sex. M/C: A Journal of Media and Culture, 5,(6). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0211/sex.html
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50

Petzke, Ingo. "Alternative Entrances: Phillip Noyce and Sydney’s Counterculture." M/C Journal 17, no. 6 (August 7, 2014). http://dx.doi.org/10.5204/mcj.863.

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Abstract:
Phillip Noyce is one of Australia’s most prominent film makers—a successful feature film director with both iconic Australian narratives and many a Hollywood blockbuster under his belt. Still, his beginnings were quite humble and far from his role today when he grew up in the midst of the counterculture of the late sixties. Millions of young people his age joined the various ‘movements’ of the day after experiences that changed their lives—mostly music but also drugs or fashion. The counterculture was a turbulent time in Sydney artistic circles as elsewhere. Everything looked possible, you simply had to “Do It!”—and Noyce did. He dived head-on into these times and with a voracious appetite for its many aspects—film, theatre, rallies, music, art and politics in general. In fact he often was the driving force behind such activities. Noyce described his personal epiphany occurring in 1968: A few months before I was due to graduate from high school, […] I saw a poster on a telegraph pole advertising American 'underground' movies. There was a mesmerising, beautiful blue-coloured drawing on the poster that I later discovered had been designed by an Australian filmmaker called David Perry. The word 'underground' conjured up all sorts of delights to an eighteen-year-old in the late Sixties: in an era of censorship it promised erotica, perhaps; in an era of drug-taking it promised some clandestine place where marijuana, or even something stronger, might be consumed; in an era of confrontation between conservative parents and their affluent post-war baby-boomer children, it promised a place where one could get together with other like-minded youth and plan to undermine the establishment, which at that time seemed to be the aim of just about everyone aged under 30. (Petzke 8) What the poster referred to was a new, highly different type of film. In the US these films were usually called “underground”. This term originates from film critic Manny Farber who used it in his 1957 essay Underground Films. Farber used the label for films whose directors today would be associated with independent and art house feature films. More directly, film historian Lewis Jacobs referred to experimental films when he used the words “film which for most of its life has led an underground existence” (8). The term is used interchangeably with New American Cinema. It was based on a New York group—the Film-Makers’ Co-operative—that started in 1960 with mostly low-budget filmmakers under the guidance of Jonas Mekas. When in 1962 the group was formally organised as a means for new, improved ways of distributing their works, experimental filmmakers were the dominant faction. They were filmmakers working in a more artistic vein, slightly influenced by the European Avant-garde of the 1920s and by attempts in the late 1940s and early 1950s. In film history, this era is also known as the Third Avant-garde. In their First Statement of the New American Cinema Group, the group drew connections to both the British Free Cinema and the French Nouvelle Vague. They also claimed that contemporary cinema was “morally corrupt, aesthetically obsolete, thematically superficial, temperamentally boring” (80). An all-encompassing definition of Underground Film never was available. Sheldon Renan lists some of the problems: There are underground films in which there is no movement and films in which there is nothing but movement. There are films about people and films about light. There are short, short underground films and long, long underground films. There are some that have been banned, and there is one that was nominated for an Academy Award. There are sexy films and sexless films, political films and poetical films, film epigrams and film epics … underground film is nothing less than an explosion of cinematic styles, forms and directions. (Renan 17) No wonder that propelled by frequent serious articles in the press—notably Jonas Mekas in the Village Voice—and regular screenings at other venues like the Film-makers’ Cinemathèque and the Gallery of Modern Art in New York, these films proved increasingly popular in the United States and almost immediately spread like bush fires around the world. So in early September 1968 Noyce joined a sold-out crowd at the Union Theatre in Sydney, watching 17 shorts assembled by Ubu Films, the premier experimental and underground film collective in 1960s Australia (Milesago). And on that night his whole attitude to art, his whole attitude to movies—in fact, his whole life—changed. He remembered: I left the cinema that night thinking, "I’m gonna make movies like that. I can do it." Here was a style of cinema that seemed to speak to me. It was immediate, it was direct, it was personal, and it wasn’t industrial. It was executed for personal expression, not for profit; it was individual as opposed to corporate, it was stylistically free; it seemed to require very little expenditure, innovation being the key note. It was a completely un-Hollywood-like aesthetic; it was operating on a visceral level that was often non-linear and was akin to the psychedelic images that were in vogue at the time—whether it was in music, in art or just in the patterns on your multi-coloured shirt. These movies spoke to me. (Petzke 9) Generally speaking, therefore, these films were the equivalent of counterculture in the area of film. Theodore Roszak railed against “technocracy” and underground films were just the opposite, often almost do-it-yourself in production and distribution. They were objecting to middle-class culture and values. And like counterculture they aimed at doing away with repression and to depict a utopian lifestyle feeling at ease with each imaginable form of liberality (Doggett 469). Underground films transgressed any Hollywood rule and convention in content, form and technique. Mobile hand-held cameras, narrow-gauge or outright home movies, shaky and wobbly, rapid cutting, out of focus, non-narrative, disparate continuity—you name it. This type of experimental film was used to express the individual consciousness of the “maker”—no longer calling themselves directors—a cinematic equivalent of the first person in literature. Just as in modern visual art, both the material and the process of making became part of these artworks. Music often was a dominant factor, particularly Eastern influences or the new Beat Music that was virtually non-existent in feature films. Drug experiences were reflected in imagery and structure. Some of the first comings-out of gay men can be found as well as films that were shown at the appropriately named “Wet Dreams Festival” in Amsterdam. Noyce commented: I worked out that the leading lights in this Ubu Films seemed to be three guys — Aggy Read, Albie Thoms and David Perry […They] all had beards and […] seemed to come from the basement of a terrace house in Redfern. Watching those movies that night, picking up all this information, I was immediately seized by three great ambitions. First of all, I wanted to grow a beard; secondly, I wanted to live in a terrace house in the inner city; and thirdly, I wanted to be a filmmaker. (Ubu Films) Noyce soon discovered there were a lot of people like him who wanted to make short films for personal expression, but also as a form of nationalism. They wanted to make Australian movies. Noyce remembered: “Aggy, Albie and David encouraged everyone to go and make a film for themselves” (Petzke 11). This was easy enough to do as these films—not only in Australia—were often made for next to nothing and did not require any prior education or training. And the target audience group existed in a subculture of people willing to pay money even for extreme entertainment as long as it was advertised in an appealing way—which meant: in the way of the rampaging Zeitgeist. Noyce—smitten by the virus—would from then on regularly attend the weekly meetings organised by the young filmmakers. And in line with Jerry Rubin’s contemporary adage “Do it!” he would immediately embark on a string of films with enthusiasm and determination—qualities soon to become his trademark. All his films were experimental in nature, shot on 16mm and were so well received that Albie Thoms was convinced that Noyce had a great career ahead of him as an experimental filmmaker. Truly alternative was Noyce’s way to finally finance Better to Reign in Hell, his first film, made at age 18 and with a total budget of $600. Noyce said on reflection: I had approached some friends and told them that if they invested in my film, they could have an acting role. Unfortunately, the guy whose dad had the most money — he was a doctor’s son — was also maybe the worst actor that was ever put in front of a camera. But he had invested four hundred dollars, so I had to give him the lead. (Petzke 13) The title was taken from Milton’s poem Paradise Lost (“better to reign in hell than serve in heaven”). It was a film very much inspired by the images, montage and narrative techniques of the underground movies watched at Ubu. Essentially the film is about a young man’s obsession with a woman he sees repeatedly in advertising and the hallucinogenic dreams he has about her. Despite its later reputation, the film was relatively mundane. Being shot in black and white, it lacks the typical psychedelic ingredients of the time and is more reminiscent of the surrealistic precursors to underground film. Some contempt for the prevailing consumer society is thrown in for good measure. In the film, “A youth is persecuted by the haunting reappearance of a girl’s image in various commercial outlets. He finds escape from this commercial brainwashing only in his own confused sexual hallucinations” (Sydney Filmmakers Co-operative). But despite this advertising, so convincingly capturing the “hint! hint!” mood of the time, Noyce’s first film isn’t really outstanding even in terms of experimental film. Noyce continued to make short experimental films. There was not even the pretence of a story in any of them. He was just experimenting with his gear and finding his own way to use the techniques of the underground cinema. Megan was made at Sydney University Law School to be projected as part of the law students’ revue. It was a three-minute silent film that featured a woman called Megan, who he had a crush on. Intersection was 2 minutes 44 seconds in length and shot in the middle of a five-way or four-way intersection in North Sydney. The camera was walked into the intersection and spun around in a continuous circle from the beginning of the roll of film to the end. It was an experiment with disorientation and possibly a comment about urban development. Memories was a seven-minute short in colour about childhood and the bush, accompanied by a smell-track created in the cinema by burning eucalyptus leaves. Sun lasted 90 seconds in colour and examined the pulsating winter sun by way of 100 single frame shots. And finally, Home was a one-and-a-half-minute single frame camera exploration of the filmmaker’s home, inside and out, including its inhabitants and pets. As a true experimental filmmaker, Noyce had a deep interest in technical aspects. It was recommended that Sun “be projected through a special five image lens”, Memories and Intersection with “an anamorphic lens” (Sydney Filmmakers Co-operative). The double projection for Better to Reign in Hell and the two screens required for Good Afternoon, as well as the addition of the smell of burning leaves in Memories, were inroads into the subgenre of so-called Expanded Cinema. As filmmaking in those days was not an isolated enterprise but an integral part of the all-encompassing Counterculture, Noyce followed suit and became more and more involved and politiced. He started becoming a driving force of the movement. Besides selling Ubu News, he organised film screenings. He also wrote film articles for both Honi Soit and National U, the Sydney University and Canberra University newspapers—articles more opinionated than sophisticated. He was also involved in Ubu’s Underground Festival held in August and in other activities of the time, particularly anti-war protests. When Ubu Films went out of business after the lack of audience interest in Thoms’s long Marinetti film in 1969, Aggy Read suggested that Ubu be reinvented as a co-operative for tax reasons and because they might benefit from their stock of 250 Australian and foreign films. On 28 May 1970 the reinvention began at the first general meeting of the Sydney Filmmakers Cooperative where Noyce volunteered and was elected their part-time manager. He transferred the 250 prints to his parents’ home in Wahroonga where he was still living he said he “used to sit there day after day just screening those movies for myself” (Petzke 18). The Sydney University Film Society screened feature films to students at lunchtime. Noyce soon discovered they had money nobody was spending and equipment no one was using, which seemed to be made especially for him. In the university cinema he would often screen his own and other shorts from the Co-op’s library. The entry fee was 50 cents. He remembered: “If I handed out the leaflets in the morning, particularly concentrating on the fact that these films were uncensored and a little risqué, then usually there would be 600 people in the cinema […] One or two screenings per semester would usually give me all the pocket money I needed to live” (Petzke 19). Libertine and risqué films were obviously popular as they were hard to come by. Noyce said: We suffered the worst censorship of almost any Western country in the world, even worse than South Africa. Books would be seized by customs officers at the airports and when ships docked. Customs would be looking for Lady Chatterley’s Lover. We were very censored in literature and films and plays, and my film [Better to Reign in Hell] was banned from export. I tried to send it to a film festival in Holland and it was denied an export permit, but because it had been shot in Australia, until someone in the audience complained it could still be screened locally. (Castaway's Choice) No wonder clashes with the law happened frequently and were worn like medals of honour in those days of fighting the system, proving that one was fighting in the front line against the conservative values of law and order. Noyce encountered three brushes with the law. The first occurred when selling Ubu Films’ alternative culture newspaper Ubu News, Australia’s first underground newspaper (Milesago). One of the issues contained an advertisement—a small drawing—for Levi’s jeans, showing a guy trying to put his Levis on his head, so that his penis was showing. That was judged by the police to be obscene. Noyce was found guilty and given a suspended sentence for publishing an indecent publication. There had been another incident including Phil’s Pill, his own publication of six or eight issues. After one day reprinting some erotic poems from The Penguin Collection of Erotic Poetry he was found guilty and released on a good behaviour bond without a conviction being recorded. For the sake of historical truth it should be remembered, though, that provocation was a genuine part of the game. How else could one seriously advertise Better to Reign in Hell as “a sex-fantasy film which includes a daring rape scene”—and be surprised when the police came in after screening this “pornographic film” (Stratton 202) at the Newcastle Law Students Ball? The Newcastle incident also throws light on the fact that Noyce organised screenings wherever possible, constantly driving prints and projectors around in his Mini Minor. Likewise, he is remembered as having been extremely helpful in trying to encourage other people with their own ideas—anyone could make films and could make them about anything they liked. He helped Jan Chapman, a fellow student who became his (first) wife in December 1971, to shoot and edit Just a Little Note, a documentary about a moratorium march and a guerrilla theatre group run by their friend George Shevtsov. Noyce also helped on I Happened to Be a Girl, a documentary about four women, friends of Chapman. There is no denying that being a filmmaker was a hobby, a full-time job and an obsessive religion for Noyce. He was on the organising committee of the First Australian Filmmakers’ Festival in August 1971. He performed in the agit-prop acting troupe run by George Shevtsov (later depicted in Renegades) that featured prominently at one of Sydney’s rock festival that year. In the latter part of 1971 and early 1972 he worked on Good Afternoon, a documentary about the Combined Universities’ Aquarius Arts Festival in Canberra, which arguably was the first major manifestation of counterculture in Australia. For this the Aquarius Foundation—the cultural arm of the Australian Union of Students—had contracted him. This became a two-screen movie à la Woodstock. Together with Thoms, Read and Ian Stocks, in 1972 he participated in cataloguing the complete set of films in distribution by the Co-op (see Sydney Filmmakers Cooperative). As can be seen, Noyce was at home in many manifestations of the Sydney counterculture. His own films had slowly become more politicised and bent towards documentary. He even started a newsreel that he used to screen at the Filmmakers’ Cooperative Cinema with a live commentary. One in 1971, Springboks Protest, was about the demonstrations at the Sydney Cricket Ground against the South African rugby tour. There were more but Noyce doesn’t remember them and no prints seem to have survived. Renegades was a diary film; a combination of poetic images and reportage on the street demonstrations. Noyce’s experimental films had been met with interest in the—limited—audience and among publications. His more political films and particularly Good Afternoon, however, reached out to a much wider audience, now including even the undogmatic left and hard-core documentarists of the times. In exchange, and for the first time, there were opposing reactions—but as always a great discussion at the Filmmakers’ Cinema, the main venue for independent productions. This cinema began with those initial screenings at Sydney University in the union room next to the Union Theatre. But once the Experimental Film Fund started operating in 1970, more and more films were submitted for the screenings and consequently a new venue was needed. Albie Thoms started a forum in the Yellow House in Kings Cross in May 1970. Next came—at least briefly—a restaurant in Glebe before the Co-op took over a space on the top floor of the socialist Third World Bookshop in Goulburn Street that was a firetrap. Bob Gould, the owner, was convinced that by first passing through his bookshop the audience would buy his books on the way upstairs. Sundays for him were otherwise dead from a commercial point of view. Noyce recollected that: The audience at this Filmmakers’ Cinema were mightily enthusiastic about seeing themselves up on the screen. And there was always a great discussion. So, generally the screenings were a huge success, with many full houses. The screenings grew from once a week, to three times on Sunday, to all weekend, and then seven days a week at several locations. One program could play in three different illegal cinemas around the city. (Petzke 26) A filmmakers’ cinema also started in Melbourne and the groups of filmmakers would visit each other and screen their respective films. But especially after the election of the Whitlam Labor government in December 1972 there was a shift in interest from risqué underground films to the concept of Australian Cinema. The audience started coming now for a dose of Australian culture. Funding of all kind was soon freely available and with such a fund the film co-op was able to set up a really good licensed cinema in St. Peters Lane in Darlinghurst, running seven days a week. But, Noyce said, “the move to St. Peters Lane was sort of the end of an era, because initially the cinema was self-funded, but once it became government sponsored everything changed” (Petzke 29). With money now readily available, egotism set in and the prevailing “we”-feeling rather quickly dissipated. But by the time of this move and the resulting developments, everything for Noyce had already changed again. He had been accepted into the first intake of the Interim Australian Film & TV School, another one of the nation-awareness-building projects of the Whitlam government. He was on his “long march through the institutions”—as this was frequently called throughout Europe—that would bring him to documentaries, TV and eventually even Hollywood (and return). Noyce didn’t linger once the alternative scene started fading away. Everything those few, wild years in the counterculture had taught him also put him right on track to become one of the major players in Hollywood. He never looked back—but he remembers fondly…References Castaway’s Choice. Radio broadcast by KCRW. 1990. Doggett, Peter. There’s a Riot Going On: Revolutionaries, Rock Stars and the Rise and Fall of ’60s Counter-Culture. Edinburgh: Canongate, 2007. Farber, Manny. “Underground Films.” Negative Space: Manny Farber on the Movies. Ed. Manny Farber. New York: Da Capo, 1998. 12–24. Jacobs, Lewis. “Morning for the Experimental Film”. Film Culture 19 (1959): 6–9. Milesago. “Ubu Films”. n.d. 26 Nov. 2014 ‹http://www.milesago.com/visual/ubu.htm›. New American Cinema Group. “First Statement of the New American Cinema Group.” Film Culture Reader. Ed. P. Adams Sitney. New York: Praeger, 1970. 73–75. Petzke, Ingo. Phillip Noyce: Backroads to Hollywood. Sydney: Pan McMillan, 2004. Renan, Sheldon. The Underground Film: An Introduction to Its Development in America. London: Studio Vista, 1968. Roszak, Theodore. The Making of Counter Culture. New York: Anchor, 1969. Stratton, David. The Last New Wave: The Australian Film Revival. Sydney: Angus and Robertson, 1980. Sydney Filmmakers Co-operative. Film Catalogue. Sydney: Sydney Filmmakers Co-operative, 1972. Ubu Films. Unreleased five-minute video for the promotion of Mudie, Peter. Ubu Films: Sydney Underground Movies 1965-1970. Sydney: UNSW Press, 1997.
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