Academic literature on the topic 'Non-diegetic effects'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Non-diegetic effects.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Non-diegetic effects":

1

Dykhoff, Klas. "Non-diegetic sound effects." New Soundtrack 2, no. 2 (September 2012): 169–79. http://dx.doi.org/10.3366/sound.2012.0037.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Sándor, Katalin. "The Polaroid and the Cross. Media-Reflexivity and Allegorical Figurations in Lucian Pintilie’s The Oak (1992)." Acta Universitatis Sapientiae, Film and Media Studies 12, no. 1 (September 1, 2016): 45–66. http://dx.doi.org/10.1515/ausfm-2016-0003.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Abstract The paper discusses the question of media reflexivity and allegorical figuration in Lucian Pintilie’s 1992 film, The Oak. Through a fictional narrative, the film reflects on the communist period from the historical context of the post-1989 transition strongly marked by the after-effects of dictatorship and by political, social and economic instability. By incorporating a diegetic Polaroid camera and a home movie, The Oak displays a reflexive preoccupation with the mediality and the socio-cultural constructedness of the image. The figurative, allegorizing tendency of the film – manifest in the subversive recontextualization of grand narratives, iconographic codes or images of art history – also foregrounds the question of cultural mediation. I argue that by displaying the non-transparency of the cinematic image and the cultural mediatedness of the “real,” the media-reflexive and allegorical-figurative discourse of the film can be regarded as a critical historical response to the social and representational crises linked to the communist era, but at the same time it may be symptomatic of the social, cultural, political anxieties of post-1989 transition.1
3

Kovalenko, Yu B. "Composition and improvisation in the aspect of the music infl uence on the expressive structure of the fi lm." Aspects of Historical Musicology 15, no. 15 (September 15, 2019): 60–79. http://dx.doi.org/10.34064/khnum2-15.03.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Background. In recent years, there has been an increasing interest in interdisciplinary research of arts due to the fact that human consciousness has a unity of principles and approaches in the perception of the surrounding world. In this regard, synthetic arts are of particular interest because they form their creative potential by the expressive means of their art forms. And cinema is one of those open to interaction with the audiovisual means of its other components. There are a lot of studies on fi lm music that contain the analysis of functional and structural features, as well as a point of expressive means interaction, although the last one is not systematized and generalized. Objectives. The study is aimed at identifying the features of the interaction between music and cinema. Particularly, the infl uence of compositional and improvisational processes of music on the expressive structure of the fi lm and the specifi cs of fi lm making are considered. The movies using mostly jazz music were selected to study for a more effective and balanced comparison of the effects of compositional and improvisational principles in their dialectical coexistence. Methods. The desire to explore the phenomenon in its entirety led to an integrated approach which has helped to project the expressive system of music on fi lm work. Both systemic and structural-functional methods are involved in order to determine the specifi cs. The comparative method of analysis is used to generalize the connections of music thinking with audiovisual conception. And the interpretative approach helps to synthesize the results of survey. Scientifi c novelty consists in the attempt to outline the essential connection between music and audiovisual creativity which lies in the time nature of both arts and the tendency to non-verbal expressiveness. Results. The results of the research support the idea that composition and improvisation as two principles of creating a musical work are equally inherent in fi lm making. The fi rst of them provides for the stability and completeness of the structure, while the second one is associated with an instantaneous sensual response to the creation of the work in front of the viewer. Thereby, improvisation actualizes the process of creating a work of art as a way of artists’ communication with one another and with the public. It should be noted that there is a difference between the concept of improvisation as a process and the improvisational principle as a property. The last of them is found in the music of any tradition and is refl ected in the content and form of the work. The main features of the improvisational principle are relaxedness and freedom of expression, a feeling of continuity of movement and unexpectedness of further actions. Similarly, the compositional principle can be distinguished. It is based on repeats and returns of stable elements at a distance. The interaction of compositional and improvisational principles can be traced in the complex of expressive means of the fi lm at the level of dramatic development and plot structure, features of the dynamic movement and screen plastic, light-shadow score, fi - gurative content. When it comes to a musical or biopic fi lm, the diegetic music becomes a stabilizing element of the composition, and the constant returning to the situation of musical performance creates a cyclical effect. At the same time, sensual contemplation, live instant response to the observation of the creation provides a fi eld for acting improvisation within the regulated scenario. Analysis of the movie “Round Midnight” (Bertrand Tavernier, 1986) confi rms these assumptions and the hero’s jazz improvisation replaces his monologues, acting as the main fi gurative characteristic. Films in the genre Noir are marked by the use of jazz improvisation on the non-diegetic structure level. The functional uncertainty of sections, the fl ow of linear and nonlinear narratives, and unexpected change in the rhythm are observed in such fi lms. However, the return of wandering, searching, doubting, walking, coversational situations provide a manifestation of the compositional principle. These observations are made on the example of the movie “Lift to the Scaffold” (Luis Malle, 1958), and the most profound form of interaction between jazz improvisation and cinematic expressiveness – the so-called “jazz cinema”, based on the interpretation of jazz through the prism of fi lm expressive means. “Shadows” (John Cassavetes, 1959) happened to be the fi rst specimen of such kind of fi lms. But the most complex form of interaction between compositional and improvisational elements of music and fi lms are large-scale drama fi lms with numerous storylines and a large number of characters. This is considered on the example of the “Regtime” (Miloš Forman, 1981), where the musical genre determines the plot development, certain events and situations and musical score. In other words, music affects the expressive structure of the fi lm on three levels: genre-stylistic, compositional-dramatic, artistic-linguistic. Conclusions. In the process of the research it has been found out that common time nature in music and cinema allows them to be in close cooperation. The analysis of improvisational and compositional elements in fi lms indicates their certain connections with the musical form. Stabilization at the level of the plot is achieved through the return of certain dramatic situations, cycle of musical compositions as a diegetic element of the fi lm and fi nally, musical accompaniment of certain situations. Instead, improvisation is refl ected in the unexpected events, the looseness of the dialogue and the violation of linear development. All of these dramatic situations are marked by sensual contemplation and alive, instant response to changes in events. One of the main features that unite fi lm structure and jazzy music is the dialogical character of narration. This property makes improvisation a method of presentation and composition building.
4

Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.729.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.
5

Loess, Nicholas. "Augmentation and Improvisation." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.739.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Preamble: Medium/Format/Marker Medium/Format/Marker (M/F/M) was a visual-aural improvisational performance involving myself, and musicians Joe Sorbara, and Ben Grossman. It was formed through my work as a PhD candidate at the Improvisation, Community, and Social Practice research initiative at the University of Guelph. This performance was conceived as an attempted intervention against the propensity to reify the “new.” It also sought to address the proliferation of the screen and question how the increased presence of screens in everyday life has augmented the way in which an audience is conceived and positioned. This conception is in direct conversation with my thesis, which is a practice-based research project exploring what the experimental combination of intermediality, improvisation, and the cinema might offer towards developing a reflexive approach to "new" media, screen culture, and expanded cinemas. One of the ways I chose to explore this area involved developing an interface that allowed an audio-visual ensemble to improvise with a film's audio-visual projection. I experimented with different VJ programs. These programs often utilize digital filters and effects to alter images through real-time mixing and layering, much like a DJ does with sound. I found a program developed by Chicago-based artist Ontologist called Ontoplayer, which he developed out of his practice as an improvisational video artist. The program works through a dual-channel interface where two separate digital files could be augmented, with their projected tempo capable of being determined by musicians through a MIDI interface. I conceptualized the performance around the possibility of networking myself with two other musicians via this interface. I approached percussionist Joe Sorbara and multi-instrumentalist Ben Grossman with the idea to use Ontoplayer as a means to improvise with Chris Marker's La Jetée (1962, 28 mins). The film itself would be projected simultaneously in four different formats: 16mm celluloid, VHS, Blu-ray, and Standard Definition video (the format the ensemble improvised with) projected onto four separate screens. From left to right, the first screen contained the projected version of La Jetée that we improvised with, next to it was its Blu-ray format, next to that, a degraded VHS copy of the film, and next to that, the 16mm print. The performance materialized through performing a number of improvisatory experiments. A last minute experiment conceived a few hours before the performance involved placing contact microphones overtop of the motor on a Bell & Howell 16mm projector. The projector was tested in the days leading up to the performance and it ran as smoothly as could be expected. It had a nice cacophonous hum that Ben Grossman intended to improvise with using some contact mics attached directly over the projector’s motor, a $5 iPad app, and his hurdy-gurdy. Fifteen minutes before the performance began, the three of us huddled to discuss how long we'd like to go. We had met briefly the day before to discuss the technical setup of the performance but not its execution and length. I hadn't considered duration. Joe broke the silence by asking if we'd be "finding beginnings and endings." I didn't know what that entailed, but nodded. We started. I turned on the projector and it immediately started to cough and chew on the 40 year old 16mm print I found online. My first impulse was to intervene, to try to save it. The film continued and I sat frozen for a moment. Joe started playing and Ben, expecting me to send him the audio track from La Jetée, prompted me to do so. I let the projector go and began. Joe had a digital kick-drum and two contact mics on his drum kit hooked into a MIDI hub, while Ben's hurdy-gurdy had a contact mic inside it, wired into the hub. The hub hooked into my laptop and allowed for an intermedial conversation to emerge between the three of us. While the 16mm, VHS, and Blu-Ray formats proceeded relatively unimpeded alongside each other on their respective screens, the fourth screen was where this conversation took place. I digitally reordered different image sequences from La Jetée. The fact that it’s a film (almost) comprised entirely of still images made this reordering intriguing in that I was able control the speed of progressing from each image to the next. The movement from image to image was structured between Ben and Joe’s improvisations and the kind of effects and filters I had initialized. Ontoplayer has a number of effects and filters that push the base image into more abstract territories (e.g.: geometric shapes, over pixelation) I was uninterested in exploring. I utilized effects that to some degree still kept the representational content of the image intact. The degree to which these effects took hold of the image were determined by whether or not Ben and Joe decided to use the part of their instrument that would trigger them. The decision to linger on an image, colour it differently, or skip ahead in the film’s real-time projection destabilized my sense of where I was in the film. It became an event in the sense that each movement, both visual and aural was happening with an indeterminate duration. La Jetée opens with the narrator proclaiming: “this is the story of a man marked by an image from his childhood.” The story itself is situated around a man in a post-apocalyptic world, haunted by the persistent memory of a woman he saw as a child while standing on the jetty at Orly Airport in Paris. The man was a soldier, now captured, and imprisoned in an underground camp. The prison guards have been conducting experiments on the prisoners, attempting to use the prisoner’s memories as a mechanism to send them backwards and forwards in time. The narrator explains, “with the surface of the planet irradiated … The human race was doomed. Space was off limits. The only link with survival passed through time … The purpose of the experiments was to throw emissaries into time to call the past and future to the aid of the present.” La Jetée is visually structured as a photomontage, with voice-over narration, diegetic and non-diegetic sound existing as component parts to the whole film. I decided to separate these components for the sake of isolating them before the performance as instruments of the film to be improvisationally deployed through the intermedial connection between Ben, Joe, and myself. The resulting projections that emerged from our interface became a kind of improvised "grooving" to La Jetée that restricted the impulse to discriminately place sound beneath and behind the image. I selected images from different points in the film that felt "timely" given the changing dynamic between the three of us. I remember lingering on an image of the woman's face, her hand against her mouth, her hair being blown back by the wind. I looked and listened for the moment when the film would catch and then catch fire. It never came. We let the reel run to the end and continued on improvising until we found an ending. But the sound of that film catching but never breaking, the intention and tension of the film being near death the entire time made everything we did more precious, teetering on the brink of failure. We could never have predicted that, and it gave us something I continue to ponder and be thankful for. Celluloid junkies in the room commented on how precipitous the whole thing was, given how rare it is to encounter the sound of celluloid film travelling through a projector inside a cinematic space. An audiophile mused over how there wasn’t any document, his mind adequately blown by how “funky” the projector sounded. With there being no document of the performance, I'm left with my own memories. In mining the aftermath of this performance, I hope to find an addendum that considers how improvisation might negotiate with augmentation in ways that speak to Walter Benjamin's assertion that the "camera, the film, on the one hand, extends our comprehension of the necessities which rule our lives; on the other hand, it manages to assure us of an immense and unexpected field of action” (Benjamin 236-7).Images to be Determined I got a job working in a photo lab eight years ago, right around the time digital cameras started becoming not only affordable, but technologically-comparable alternatives to film cameras. The photo printer in the lab was setup to scan and digitize celluloid filmstrips to allow for digital “touchups” by the technician. It was also hooked into touchscreen media stations that accepted a variety of memory card formats so that customers could “touchup” their own images. Celluloid film meant that as long as their format was chemical, touching up their images remained the task of the technician. Against the urging of the lab’s manager, I resisted altering other people’s images. It felt like a violation, despite the fact that almost every customer was unaware of this process. They assumed a degree of responsibility for a chemically-exposed image. I still got blamed for a lot of bad photography, but an image chemically under or overexposed was irreparable. Digital cameras changed all of that. I still preferred an evenly exposed celluloid print to a digital, but the allure was the ability for these images to be augmented. Augmentation is synonymous with "enhancement," "prosthesis," "addition," "amplification," "enrichment," "expansion,” and "extension" (to name a few). For the purpose of this essay, I am situating augmentation as an agential act engaging with a static form to purposefully alter its aesthetic and political relation to a reality. To what extent can we say that the digital image is itself, an augmentation? If Instagram is any indication, the digital image's existence is bound by its perpetual augmentation. A digital image is only as good as its capacity to be worked on. The ubiquity of digitally applying lomographic filters to digital images, as a defining step in their distributive chain, is indicative of the discursive impact remediating the old into the new has on digital forms. These digitally-coded filters used to augment “clear” digital images are comprised of exaggerated imperfections that existed to varying degrees, as unforeseen side effects of working with comparatively more unstable celluloid textures. The filtered images themselves are digital distortions of a digital original. The filters augment this original through obscuring one or a number of components. Some filters might exaggerate the green values or sharpen a particular quadrant within the frame that might coincide with the look of a particular film stock from the past. The discourse of “film” and “vintage” photography has become a synonymous component of the digital aesthetic, discursively warming up what is often considered to be a cold, and disembodied medium. Augmentation works to re-establish a congruous relationship between the filmic and the digital, attempting to reconcile the aesthetic distance between granularity and pixelation. This is ironic because this process is encapsulated through digitally encoding and applying these filters for the sake of obscuring clarity. Thus, the object is both hailed as clear and clearly manipulable. Another example a bit closer to the cinema is the development of digital video cameras offering RAW, or minimally compressed file formats for the sole purpose of augmenting the initial recording in post-production workflows in an attempt to minimize degradation in the image. The colour values and dynamic range of these images are muted, or flattened so that the human can control their elevation after the fact. To some degree the initial image, in itself, is an augmentation of its filmic relative. From early experiments with video synthesizers to the present digital coding of film effects, digital images have tantalized video artists and filmmakers with possibility shrouded in instantaneity and malleability. A key problem with this structure remains the unbridled proliferation and expansion of the digital image, set free for the sake of newness. How might improvisation work towards establishing an ethics of augmentation? An ethics of this kind must disrupt the popular notion of the digital image existing beyond analogical constraints. The belief that “if you can imagine it, you can do it” obfuscates the reality that to work with images, whatever their texture, is a negotiation with constraint. Part of M/F/M’s fruition emerged from a conversation I'd had with Canadian Animator Pierre Hébert last summer. Now obvious, but for Hébert, the first obstacle he needed to overcome as an improviser was developing an instrument that he could gig with. Through the act of designing an instrument I immediately became aware of what wasn't possible, and so the work leading up to the performance involved attempting to expand the possibilities of that instrument. How might I conceive of my own treatment of images simultaneously treated by Joe and Ben as a kind of cinematic extended technique we collaboratively bring into being? Constraint necessitates the need for extension, for finding new ways to sound and appear. Constraint is also consistently conceived as shackling progress. In scientific methodologies it is often arbitrarily imposed to steer an experiment into a desired direction. This sort of experimental methodology is in the business of presupposing outcomes, which I feel is often the case with what ultimately becomes the essay of end result in Humanities research. Constraint is an important imposition in improvisation only if the parties involved are willing to find new ways to move in consort with it. The act of improvisation is thus an engagement with the spatio-temporal constraints of performance, politics, memory, texture, and difference. My conception of the cinema is that of an instrument, whose past is what I work with to better understand its future. Critic Gene Youngblood, in his landmark book, Expanded Cinema, theorized a new conception of the cinema as a global planetary phenomenon suffused inside a space of intermedia, where immersive, interactive, and interconnected realms necessitated the need to critically conceptualise the cinema in cosmic terms. At around the time of Youngblood's writing, another practitioner of the cosmic way, improviser and composer Sun Ra was staking a similar claim for music's ability to uplift the species cosmically. Ra's popular line “If we came from nowhere here, why can’t we go somewhere there?” (Heble 125), articulated the problematic racial politics in post-WWII America, that fixed African-American identity into a static domain with little room to move upward. The "somewhere there" to Ra was a non-space, created from "a desire to opt out of the very codes of representation and intelligibility, the very frameworks of interpretation and assumption which have legitimated the workings of dominant culture" (Heble 125). Though Youngblood's and Ra's intellectual and creative impulses formed from differing political circumstances, the work and thinking of these two figures remain significant articulations of the need to work from and towards the cosmic. In 2003, Youngblood published a follow-up essay in a reprint of Expanded Cinema entitled Cinema and the Code. In it, he defines cinema as a “phenomenology of the moving image.” Rather than conceiving of it through any of its particular media, Youngblood advocates for a segregated conception of the cinema: Just as we separate music from its instruments. Cinema is the art of organizing a stream of audiovisual events in time. It is an event-stream, like music. There are at least four media through which we can practice cinema – film, video, holography, and structured digital code—just as there are many instruments through which we can practice music. (Youngblood cited in Marchessault and Lord 7) Music and cinema are thus conceived as the exterior consequences of creative and co-creative instrumental experimentation. For Ra and Youngblood, the planetary stakes of this project are infused with the need to manufacture and occupy an imaginative space (if only for a moment) outside of the known. This is not to say that the action itself is transcendental. But rather this outside is the planetary. For the past year I've been making a documentary with Joe Sorbara on the free improv scene in Toronto. Listening to musicians talk about improvisation in expansive terms, as this ethereal and ephemeral experience, that exists on the brink of failure, that is as much an act of memory as renewal, reverberated with my own feelings surrounding the cinema. Improvisation, to philosopher Gary Peters, is the "entwinement of preservation and destruction", that "invites us to make a transition from a closed conception of the past to one that re-thinks it as an endlessly ongoing event or occurrence whereby tradition is re-originated (Benjamin) or re-opened (Heidegger)” (Peters 2). This “entwinement of preservation and destruction” takes me back to my earlier discussion of the ways in which digital photography, in particular lomographically filtered snapshots, is structured through preserving the discursive past of film while destroying its standard. The performance of M/F/M attempted to connect the augmentation of the digital image and the impact this augmentation had on conceptualizing the past through an improvisational approach to intermediality. The issue I have with the determination of images concerns their technological standardization. As long as manufacturers and technicians control this process then the practice of gathering, projecting, and experiencing digital images is predetermined by their commercial obligation. It assures that augmenting the “immense and unexpected field of action” comprising the domain of images is itself a predetermination. References Benjamin, Walter. Illuminations. New York: Schocken Books, 1985. Heble, Ajay. Landing on the Wrong Note. London: Routledge, 2000. Marker, Chris, dir. La Jetée. Argos Films. 1962. Marchessault, Janine, and Susan Lord. Fluid Screens, Expanded Cinema. Toronto: University of Toronto Press, 2007. Peters, Gary. The Philosophy of Improvisation. Chicago: University of Chicago Press, 2009.
6

Bolton, Michael C. "Cumming to an End." M/C Journal 7, no. 4 (October 1, 2004). http://dx.doi.org/10.5204/mcj.2398.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
In finding patriarchal oppression in linear narratives, early Second Wave feminist writers like Hélène Cixous, Julia Kristeva, and Luce Irigaray opposed biologically based Freudian theories that claimed the feminine was grounded in a certain essence of male-ness and female-ness. Cixous’ advocacy of écriture féminine includes her critique of traditional narrative, which she claims is structured by a sexual opposition that “has always worked for man’s profit to the point of reducing writing . . . to his laws” (883). Specifically in terms of cinema, the focus of this paper, Laura Mulvey finds similar oppression in filmic linear narratives. For her, the avant-garde’s near limitless possibilities can break this power, thus freeing “the look of the camera into its materiality in time and space and the look of the audience into dialectics and passionate detachment” (47). Similarly, Steve Neale’s “Masculinity as Spectacle: Reflections on Men and Mainstream Cinema,” where he theorizes about placing the male body under the erotic gaze, remains immersed in a discourse on linear narrative. Some pornography theorists like Richard Dyer slightly eschew the overall plot-based notion of narrative by using the visible male orgasm as the structuring device, creating something of a narrative of ejaculation. Specifically, I am referring to Dyer’s “Idol thoughts: orgasm and self-reflexivity in gay pornography” where he states that cumming “brings the linear narrative drive that structures porn to a clear climax and end” (192). This emphasis on the male orgasm is also a tool used by some anti-porn feminists to read male-supremacy into (heterosexual) porn. Linda Williams, however, is quick to show that the money shot “is after all only male orgasm” which “can also be seen as the very limit of the visual representation of sexual pleasure,” countering some anti-porn arguments of pornography vis-à-vis the recorded male orgasm (Hard Core 101, author’s emphasis). Yet this too comes from an ever-present formalist tradition of film theory that reads meaning almost exclusively on the screen, maintaining the notion that porn is viewed as standard, commercial movies are, a notion that hardly seems thorough enough to account for the particulars of porn spectatorship. (Subsequently, Williams explores patterns of consumption in a later article entitled “Film Bodies: Gender, Genre, and Excess,” an article which I will discuss in more detail below.) With specific attention to pornography’s effects on viewers, Andrea Dworkin and Catharine A. MacKinnon were successful in getting certain municipalities to pass legislation banning pornography based on the detriments of the genre. (For further explanation of their position, please see the Minneapolis, Minnesota and Indianapolis, Indiana city council meeting transcripts in their book In Harm’s Way: The Pornography Civil Rights.) Although the courts subsequently struck down this legislation, MacKinnon explained some of her reasoning in “Sexuality” where she asked important questions of (heterosexual) pornography’s defining woman in terms of what (heterosexual) male viewers find erotic, and her account of this definition’s role in terms of power seems fairly accurate. “Sexual meaning is not made only, or even primarily, by words and in texts. It is made in social relations of power in the world, through which process gender is also produced” (160). Yet because her argument is grounded in heterosexual porn, I must question some of her conclusions about “man” as a collective gender. In other words, do the erotics of gay porn still define woman as “what male desire requires for arousal and satisfaction and is totally tautologous with ‘female sexuality’ and ‘the female sex’” (161)? Or does man—at least in part—now fall into this category, thus disrupting the strict binaries of male and female sexuality? MacKinnon does bring in issues of same-sex desire, and her effort at inclusion should be commended. Her understanding of male-male sex, however, remains wed to the idea that dominance and submission are still defining characteristics, and that these characteristics reinforce the masculine:feminine binary, presumably in terms of sexual positioning, thus eliminating variance within male-male desire. The sum total of this is that many gender-based understandings of narrative are too closely tied to formalism, and much theory that questions the positioning of viewers—via feminist theory or otherwise—fails to account for variety within audiences. Porn theorists can use texts like Bel Ami’s Frisky Summer 1: Best Friends to correct the subtracting of marginalized groups by studying the technological characteristics of DVDs in the domestic sphere. And studying these features will allow for more in depth inquiries about geographies of consumption, a category in need of expansion for all of porn studies, not just gay porn. John Champagne favors this type of culturally-minded analysis of gay porn, focusing on consumption practices within the geographic spaces of gay porn theatres/arcades in his “‘Stop Reading Films!’: Film Studies, Close Analysis, and Gay Pornography.” Here, Champagne claims that close analyses of films of any genre act as a gatekeeper for film studies, suggesting that, through formalism, film theorists are able to ward off intrusions from other disciplines (like queer studies), preserve the film text as a privileged site of knowledge, and ensure their own place of authority (79). With regard to gay porn, Champagne claims that these acts of self-preservation film theorists perform when doing close analysis contain any perceived threat that gay porn and the gay porn theatre/arcade present. “In its psychoanalytically inflected variant in particular, it [film studies] uses close analysis to diagnose the desire of (homo)sexualized spectators, a desire it thinks it already knows and can recognize” (77). Offering the gay porn theatre/arcade as a more appropriate location for examination, Champagne aims “to understand the porno film viewing experience as part of a larger set of cultural and social rituals and practices” rather than studying it as simply another filmmaking practice (81). Going hand-in-glove with Champagne’s rejection of close analysis as a tool for porn studies, Linda Williams suggests that pornography—gay, lesbian, straight, or otherwise—is a “body genre,” defining this in terms of its desire to cause a bodily reaction (“Film Bodies” 3). In other words, porn wants to get the viewer off. Champagne’s transferring the emphasis from the text to the spectator is very appropriate for a cultural/social investigation into gay porn because of porn’s encoded desires to cause this bodily reaction. (Similarly, work could be done on the video rental store where consumption of pornography—i.e., renting a movie—could be the pretext for a desired sexual encounter.) Yet by focusing so tightly on the theatre/arcade, Champagne misses the opportunity to bridge textual analysis with consumption practices as they are acted out in the home viewing experience. I, as the home viewer, am allowed more control over the text than the theatre/arcade patron. Champagne describes a machine found in some porn theatres/arcades that cycles through movies, showing brief clips from specific scenes as a preview of what the patron could watch (86). Beyond that, the theatre/arcade patron has little control over pausing, rewinding, or fast-forwarding the film. DVDs, on the other hand, can be viewed non-linearly, something beyond comparison for theatre/arcade patrons and even exceeding what VHS offers. This ability of DVD to turn just about any porn film into a compilation movie infuses far more control over the text than ever before. Because of the overwhelming popularity of home consumption and the ever-expanding DVD market, porn research must account for these newer strategies of consumption. Like most mainstream DVDs, porn DVDs are divided into individual “chapters,” with porn DVDs usually featuring one sex scene at a time, thus acting similarly to the machine Champagne describes. The Frisky Summer DVD is divided into six chapters representing the six sex scenes, but after selecting, say, chapter 6—Ion Davidov and Johan Paulik—the DVD offers sub-chapter options of “play chapter,” “foreplay,” “oral,” “anal,” and “orgasms,” as written on the screen. By beginning with chapter six, the final scene/chapter, I am not missing vital information to understanding what will be present in this final scene because, as a body genre, the film is trying to cause a bodily reaction, trying to produce my orgasm, not necessarily needing me to follow a linear plot. In other words, what happens in chapter 1—Ion Davidov’s sex scene with Daniel Valent—has no bearing on the visceral pleasure of chapter 6. In fact, porn DVDs like Frisky Summer provide the pieces for me to construct my own sequences that meet my visceral desires. But we shouldn’t completely disregard formalist film theory because one of the offered pieces is the film as “sequenced” by the filmmakers. After all, following characters/actors from encounter to encounter could help drive the orgasmic pleasure for some viewers or possibly even satisfy other visual interests unintended by the filmmakers. Separating home porn consumption from other forms of domestic cinema consumption is that porn filmmakers must expect their product to be seen in fragments, illustrating their knowledge of porn viewer behavior. Furthermore, dividing the film into not only the individual sex scenes but also the types of sex featured in that scene suggests that the home viewer is not interested in watching the movie form beginning to end because porn’s true goal of viewer orgasm can be met more efficiently by watching a specific sexual act. Jumping right to, say, the anal sex in chapter six allows me to construct a meta-narrative that both defies the diegetic story offered by the filmmakers yet complies with the genre’s, and therefore, the filmmakers’ larger goal to produce my orgasm. And with my orgasm, the narrative truly comes to an end because, shortly after, I will presumably press stop, thus ending the diegetic narrative at a fairly random place, yet ending the meta-narrative of consumption at its standard and expected post-orgasmic conclusion. Underlining the specificity of the particular sexual act within the sex scene is that, after selecting the anal sex moments between Ion and Johan, the film does not continue on to their orgasms despite this being the next moment in the linear action. Rather, the DVD returns me to the sex act menu within their chapter, allowing me to watch the anal sex again, pick a different type of sex, or return to the chapter menu to pick a different set of actors. With these options of sexual acts within sex scenes, the filmmakers recognize both that I am not necessarily interested in watching the film from beginning to end and that even watching an entire sexual sequence could be more than I want. Furthermore, returning to the menu instead of continuing with the scene as the filmmakers’ edited it suggests that I might never want to see the actor’s orgasms anyway, challenging the formalist importance of the cum shot. An interesting note to consider with this is the time limitation selecting a specific sexual act places on the viewer. The anal sex sequence between Ion and Johan lasts 3:27. This does not guarantee the viewer enough time to reach an orgasm, a fact that appears to counter the film’s body genre qualities. Yet limited time actually results in viewer control. If 3:27 isn’t enough time to orgasm, the film’s return to the sub-chapter menu demands the viewer exercise power over the text by re-watching, rewinding, pausing, or “slow-motioning” the sequence. While the film could at one point be working against my ejaculation, it nevertheless demands that I control the text. Grounding gender-based theories on formalist traditions of narrative and heterosexist notions of spectatorship create a structured absence of marginalized sexual identities in non-linear narrative film viewing. Although my comments on this subscribe to a somewhat limited/“vanilla” idea of solo masturbation by self-identified gay men watching gay porn at home, they should be viewed as a starting point for future research that examines all forces being enacted upon porn viewers. Specifically, we can use this idea of pleasure being found between the text and the orgasm to look at both female and straight male pleasures of their using gay male porn. This middle ground between production and consumption is where I place the structuring device of gay male porn viewed by gay men and should be considered in future studies. References Champagne, John. “‘Stop Reading Films!: Film Studies, Close Analysis, and Gay Pornography.” Cinema Journal 36.4 (Summer 1997): 76-97. Cixous, Hélène. “The Laugh of the Medusa.” Trans. Keith Cohen and Paula Cohen. Signs 1.4 (Summer 1976): 875-893. Dyer, Richard. “Idol thoughts: orgasm and self-reflexivity in gay pornography.” The Culture of Queers. London: Routledge, 2002. 187-203. Frisky Summer 1: Best Friends. DVD. Dir. George Duroy. With Ion Davidov and Johan Paulik. Bel Ami, 1995. 87 min. MacKinnon, Catharine A. “Sexuality.” The Second Wave: A Reader in Feminist Theory. Ed. Linda Nicholson. New York: Routledge, 1997. 158-180. MacKinnon, Catharine A., and Andrea Dworkin, eds. In Harm’s Way: The Pornography Civil Rights Hearings. Cambridge, Mass: Harvard UP, 1997. Mulvey, Laura. “Visual Pleasure and Narrative Cinema.” Feminism and Film. Ed. E. Ann Kaplan. Oxford: Oxford UP, 2000. 34-47. Neale, Steve. “Masculinity as Spectacle: Reflections on Men and Mainstream Cinema.” Feminism and Film. Ed. E. Ann Kaplan. Oxford: Oxford UP, 2000. 253-264. Williams, Linda. “Film Bodies: Gender, Genre, and Excess.” Film Quarterly 44.4 (Summer 1991): 2-13. —-. Hard Core: Power, Pleasure, and the “Frenzy of the Visible”. Rev. ed. Berkeley: Univ. of Cal. Press, 1999. MLA Style Bolton, Michael C. "Cumming to an End: The Male Orgasm and Domestic Consumption of Gay Pornography." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/08_cumming.php>. APA Style Bolton, M. (2004 Oct 11). Cumming to an End: The Male Orgasm and Domestic Consumption of Gay Pornography, M/C Journal 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/08_cumming.php>
7

Morris, Ieuan. "Interruption/Interaction/Collaboration: A Critical Appraisal of the Textual @traction Interactive Event." M/C Journal 9, no. 2 (May 1, 2006). http://dx.doi.org/10.5204/mcj.2622.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
This article reflects upon the process of the making and screening of an interactive short film called Textual @traction, which I wrote and directed. The film is 12 minutes long, 35mm film, and shows how a series of messages sent to a lost mobile phone inadvertently allows two gay men to declare their love for each other. In the form of a puzzle, the film denies sight of the crucial messages sent between the characters, messages which motivate their actions. However, through the simple use of SMS (Short Message System) text technology, the audience can receive each of these messages on their own mobile phones as they watch the film in the cinema. Billed as an interactive event with prior information for audience telephone registration, the film has been screened at cinemas, film festivals, and conferences as well as on broadcast television. To receive the text messages during the film, the phone owner is asked to send a message before the screening to a five-digit number that registers their telephone for the event. If audience members do not have a mobile phone, they must share with another audience member or try to solve the puzzle of the film without messages. Messages are sent to audience members’ mobile/cell phones from a laptop computer by a bulk SMS delivery programme, via an SMS gateway, directly to the appropriate national mobile telephone network provider, guaranteeing split-second accuracy. When appropriate and depending on the location of the screening, audience members can also choose the language of the messages when they register. Textual @traction was nominated for UK BAFTA Interactive Award 2005 and won the Best New Media: Interactive Award at the Celtic Film Festival 2005. It has been shown in a number of international film festivals, including the International Festival of New Film, in Split, Croatia 2004; the International Short Film Festival in Los Angeles 2005(Academy-listed); and the Atlantic Film Festival, Halifax, Nova Scotia, 2005. It had its broadcast premier, and world-first for an interactive film, on S4C (Sianel Pedwar Cymru), the Welsh Language Channel with its Welsh title, ‘Caru T x’, on 25 Jan. 2006. This article addresses the audience’s experience of this interactive event, speculating on the relative audience/user positions inherent in the two technologies (cinema and mobile telephone) and on whether or not their combination can be described as a collaboration. Underpinning this speculation is the assumption that modes of representation and communication construct the subject/user in specific ways and that the Textual @traction interactive event requires of the audience member to occupy both the position of cinema viewer and of phone user alternately during the event if they are to ‘complete’ the fiction. Following on from this assumption, I have set out a number of oppositions: Live/Dead, Social/Individual, Intimate/Anonymous, and Passive/Active, against which the differences between the two technologies and the ways they construct the viewer/user are posited. These polarities also allow exploration of the various aspects of the suspension of disbelief assumed by the viewer of the film and whether the interruption to the flow of images and sounds on the cinema screen by the actions required of the viewer to retrieve and read the telephone messages dismantles that suspension by spoiling the viewer’s identification with the characters, undermining their assumptions governing the world of the film, and shattering its temporal and spatial coherence. As writer and director of the film, my initial intention was not to set out to explore these questions at all. Once the story took shape and I saw the possibility that the only dialogue in the film was that delivered by text message, it was a short step (albeit, initially, a frivolous one!) to investigate the possibility of delivering those messages to the audience during the screening of the film. I dislike reading diegetic written text on the cinema screen, believing it to be a betrayal of cinema’s essential qualities: it is a medium of pictures and sounds, not words. Of course, once it became clear that it was going to be possible to send time-specific messages to the audience members, enabling them to simultaneously read the very same message the character on screen is reading, I soon became intrigued by the potential effect this would have on the audience. Would it ‘deepen’ the process of identification with the characters? None of the characters in the film are aware of each other’s identity when they communicate and thus the narrative unfolds with dramatic irony. Would the audience’s resulting privileged knowledge in relation to the characters be enhanced by the film’s interactive dimension, because the characters are ‘unaware’ that the audience members are reading ‘their messages’? The following explores these questions and is, to a large extent, a product of observation and analysis of the interactive event, post-event, and also includes reflection on comments from audience members that have attended the event. Live/Dead Textual @traction has been constructed according to the principles of classic continuity, with every shot contributing to the narrative chain. At the end of the film, there is closure, both the conventional culmination and the objective of the classic (Hollywood) narrative, the classic continuity approach. Textual @traction, like all forms of cinema—whether classic narrative, avant-garde, multi-screen, or home movie—is a record of past events. In this film we engage with re-animated past events at twenty-four still frames a second, willingly suppressing whatever knowledge and awareness of apparatus and artifice we possess. However, while knowledge of a process of construction and presentation are suppressed, there is no necessity for the viewer to believe that the events on screen are happening as we observe them. We know these events are in the past; rather, it is the knowledge of the active arrangement of these discreet, past events (shots, scenes, sequences…) into a natural flow that we necessarily suppress. This is achievable, of course, by our unconscious operation of a complex system that organises this flow into spatial, temporal, and narrative coherence. ‘Film language’ is the term given to this internalised vocabulary we bring to bear on a film to make sense of what we see and hear—modified in each film, some more than others. It allows us to understand spatial and temporal construction, to accept ellipses, parallel action and so on. It is a very complex system, which in classical continuity is mobilised in the service of the story and rendered invisible, so that a film unfolds as if conforming to natural laws (Bazin; Metz; Monaco). I made the decision at an early stage in the development process for Textual @traction that the film would do precisely this. While I wanted the film to be challenging and ‘experimental’, I believed its potential for breaking new ground resided in the realm of the juxtaposition/collaboration of the two technologies and its impact on the viewer’s engagement with the fictional world of the story. The messages would necessarily be disruptive of a mode of presentation that is sacrosanct (at least in mainstream cinema) and I thought the tighter the narrative chain, the more apparent the effects of this juxtaposition/collaboration would be. Disruption does occur when the viewer receives a message (there are eleven in all during the 12 minutes of the film) and it is at these points that the viewer becomes phone user and the recipient of a ‘live’ communication that is time-specific. Technically, each message is sent from the bulk-messaging programme to all the registered phones at the same time so that their arrival coincides with the arrival of the ‘same message’ in the on-screen character’s phone: audience member and on-screen character then read the same message simultaneously. To achieve this, the start time of the computer programme and the start time of the film projection in the cinema have to coincide exactly. One always presumes that text messages sent to our phones originate with a person, even those that are anonymous (news and sports alerts, etc.). The assumption underlying the use of the messages in Textual @traction is that, since according to the classic narrative cinema-effect we ‘become’ each character in order to understand what motivates their actions (identifying most energetically with the protagonist), receiving the same text messages they are receiving and reading them at the same time as they are is consistent with this process of identification, although stretching it to its limits. Crucial to the achievement of identification within the classic continuity approach is the point-of view shot, and it is this element that the messages ‘substitute’ or, perhaps, ‘literalise’ in the film (Bordwell 29-33; Branigan; Gaut 260-270). Conventionally in a film, when a character looks at something that is significant to the story, the look is followed on screen by the point-of-view shot, which shows the audience what is being seen by that character. In Textual @traction, point-of-view shots are deployed in this conventional manner. Moreover, as the main character in the film is a photographer whom we see taking photographs early in the film, the act of looking and the views he sees are, in fact, clearly foregrounded in a number of shot-reverse shot sequences. However, when we see characters looking at their phones and reading the messages they’ve been sent by other characters in the film, these shots are not followed by point-of-view shots that show the messages they are reading. Instead, the spectators in the cinema ‘enact’ their own point-of-view shot as they look at the same message on their phone screens in their hands. In a ‘literal’ sense, the audience members, at these points, ‘become’ the characters. Thus, in Textual @traction there is a two-fold process that reverses the live/dead polarity of cinema. Firstly, the arrival of the message in the audience-member’s phone transforms the past event on the screen to a live one. The suspension of disbelief in the viewer is heightened in order to accept the impossibility of acquiring the same knowledge the people on screen are acquiring, at the same time. Secondly, the viewer in the cinema, when reading the messages, ‘becomes’ the fictional character, performing a live enactment of the point-of view shot that is missing on screen. In both processes, phone technology bestows its live-ness to the dead world of the film—at least momentarily, until rational thought points out its absurdity. Social/Individual While going to the cinema is a social activity, the apparatus of cinema is organised in such a way as to individuate the cinema experience. The combination of the dimming of the auditorium lights to darkness and the seating arrangement encourages the viewer to suppress the awareness of others. The experience can then become intensely private. While there are physical and aural constraints on the viewer’s behaviour, imposed mainly to guarantee other viewers’ enjoyment (including, ordinarily, the prohibition of mobile phone use!), once seated and still, the viewer feels entitled to respond to the action on the screen in whatever way appropriate: they can smile, shudder, or weep with impunity. Additionally, the optics of the lens (the cinema projector reproducing the camera’s), in conjunction with the design of the auditorium itself, continues the tradition of Renaissance perspective in providing a single vanishing point that guarantees centrality to each viewer in relation to the scene depicted however many viewers there are in the cinema, wherever they are sitting. As far as the apparatus of cinema is concerned, there is no privileged view of the visual field displayed on the screen; each viewer in the auditorium see the same view, wherever they sit, centred and interpolated individually. Text-messaging is one-to-one communication par excellence. It takes speech telephone privacy one step further: even in a situation where both sender and receiver are in public spaces, surrounded by people, two-way communication can be completely private. When every member of the audience in a screening of Textual @traction receives text messages, they receive them at the same time as everyone else, and they assume they are receiving the same message. Emphasised by the cacophony of (individually-chosen) text alerts as each message reaches its destination within split seconds of each other, the simultaneity and the common address transforms what is usually an individual and private mode of communication into a collective, social one. At the same time, the individuating effect of the cinematic apparatus is undermined. Awareness of their counterparts’ presence returns, the light from individual phone screens illuminate the viewers’/phones users’ faces as they retrieve and read their messages and they look around the auditorium to compare their reactions with those of others. In those moments, the social/individual polarity as it relates to the two technologies is reversed: the phone’s from individual to social; cinema, from individuating to collectivising. Intimate/Anonymous While the apparatus of cinema individuates, the address of cinema is anonymous, making no adjustment for the individual (Baudry; Comolli; De Lauretis). Of course, there is specificity in the address of most cinema: the various genre of commercial film, as well as the varieties of independent and avant-garde films, presume certain audiences and address these audiences on the basis of a shared set of assumptions and expectations. These include individual films’ themes, the forms of narrative (or non-narrative), its variety of characters, the pleasures the films afford, and so on. However, cinema is not discursive. It cannot by ‘adjusted’ to suit the individual. The Intimate/Anonymous polarity is one that draws out the difference between a mode of representation, in this case cinema, and a mode of communication, text messaging. The former presents a completed artefact of some kind while the latter is a technology that allows for discursive activity between sender and receiver. Of course, various forms of interactive art are necessarily making this notion of the ‘artefact’ problematic, allowing the individual viewer to organise and re-organise narratives, modify environments, and create unique assemblages of images and sounds, often enabled by sophisticated computer programmes. During such interaction, individuals may create never-to-be repeated experiences brought about by complex, randomised interfaces. Nevertheless, these are examples of interaction with the artefact and while they may be unique, they are also anonymous. If discursive activity between users is achieved in these circumstances then the technology by definition becomes a mode of communication, however mediated by technology or programming. Telephone communication is all about individual address, both in spoken and text language. A text messages is either sent to elicit a response or it is the response. Unless it is an unsolicited, anonymous message, a text message is a specific and personal missive to the individual, its specificity arising from the sender’s knowledge of the receiver. Receiving such text messages during Textual @traction (and because of the sexual tenor of some of the messages, they are especially ‘personal’)—‘sent’ to the audience members ‘unwittingly’ by the individual fictional characters on screen—transforms the address of the film from anonymous to intimate, from general to individual. The intimacy associated with text messaging enhances our identification with the on-screen characters because we are given an insight into their motivations by being (voyeuristically) included what is generally a private discourse. For those who have experienced the Textual @traction interactive event and who have expressed an opinion about it, it does seem that it was this dimension of the experience that was a particular source of pleasure. Passive/Active In mainstream cinema we enter the auditorium and we sit down to face the screen, on which the film appears. While we watch and listen we may eat and drink, shout, weep, and laugh. We can also leave if we disapprove of the film or of the behaviour of others around us. While all these activities (and more) are possible, none will impact on what is happening on the screen, nor, crucially, on the flow of information that constructs our understanding of the characters’ actions and the narrative in general. In this respect, as an audience, we are effectively passive. The receiving of messages during Textual @traction invites the audience to collaborate actively in the final form of the narrative that is the interactive event, completing the fictional world constructed by film and text messages together. The information they receive by text message enhances their understanding of both character motivation and of the narrative in general. Without their activity, the film is a puzzle. Added to the conceptual activity that this involves, there is also the physical activity and the psychological adjustment: when the audience members’ message alert sounds, they have to undertake a number of keystrokes on their keypad in order to bring the message up on the phone screen, then they have to read the message and construe the message’s relevance to the characters on screen, before returning to the cinema-screen element of the event once more. Conclusion There is no doubt that the Textual @traction interactive event strains credulity, or, to put it another way, depends on an enhancement of the suspension of disbelief normally accustomed to by a cinema audience. The notion that on-screen characters are ‘unwittingly’ sending text messages to audience members and that they are reading them ‘at the same time’ is nothing short of absurd. Absurdity and its wilful disregard by the audience, however, is no stranger to cinema, as we know. What I have attempted to do in this paper is to account for the success of the Textual @traction interactive event, despite its absurdity, by identifying three forms of collaboration that it depends on: collaboration with the text in order to complete the fiction, a collaboration between cinema as a mode of representation and messaging as a mode of communication that the audience member enables, and a collaboration between cinema/subject and telephone/subject performed by each audience member. As I have indicated, when these collaborations take place, some of the habitual characteristics of both modes are transformed or modified: text messaging becomes a social rather than a private activity, while the apparatus of cinema transforms from one that individuates to one that collectivises. In addition, the address of cinema, normally anonymous, is bestowed with intimacy by the text messaging, and finally, a normally passive audience is active in their involvement to complete the fiction. References Baudry, Jean-Louis. “Ideological Effects of the Basic Cinematographic Apparatus.” Film Quarterly 28.2 (Winter 1974-5): 39-47. Bazin, André. “The Evolution of the Language of the Cinema.” What Is Cinema? Trans. Hugh Gray. Berkeley: U of California P, 1967. 23-40. Branigan, Edward. “Formal Permutations of the Point-of-View Shot”. Screen 16.3 (1975): 54-64. Bordwell, D., J. Staiger, and K. Thompson. The Classical Hollywood Cinema: Film Style and Mode of Production to 1960. London: Routledge, 1985. Comolli, Jean-Louis. “Technique and Ideology: Camera, Perspective, Depth of Field.” Movies and Methods Vol. II. Ed, Bill Nichols. Berkeley: U of California P, 1985. 40-57. De Lauretis, T., and S. Heath. The Cinematic Apparatus. London: Macmillan, 1980. Gaut, Berys. “Identification and Emotion in Narrative Film.” Philosophy of Film and Motion Pictures: An Anthology. Ed. Noel Carroll and Jinhee Choi. London: Blackwell, 2006. Metz, Christian. Film Language. Trans. Michael Taylor. Oxford: Oxford UP, 1975 [2004]. Monaco, James. How to Read a Film. 3rd ed. Oxford: Oxford UP, 2000. Citation reference for this article MLA Style Morris, Ieuan. "Interruption/Interaction/Collaboration: A Critical Appraisal of the Textual @traction Interactive Event." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/15-morris.php>. APA Style Morris, I. (May 2006) "Interruption/Interaction/Collaboration: A Critical Appraisal of the Textual @traction Interactive Event," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/15-morris.php>.
8

Glitsos, Laura. "From Rivers to Confetti: Reconfigurations of Time through New Media Narratives." M/C Journal 22, no. 6 (December 4, 2019). http://dx.doi.org/10.5204/mcj.1584.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
IntroductionIn the contemporary West, experiences of time are shaped by—and inextricably linked to—the nature of media production and consumption. In Derrida and Steigler’s estimation, teletechnologies bring time “into play” and thus produce time as an “artifact”, that is, a knowable product (3). How and why time becomes “artifactually” produced, according to these thinkers, is a result of the various properties of media production; media ensure that “gestures” (which can be understood here as the cultural moments marked as significant in some way, especially public ones) are registered. Being so, time is constrained, “formatted, initialised” by the matrix of the media system (3). Subsequently, because the media apparatus undergirds the Western imaginary, so too, the media apparatus undergirds the Western concept of time. We can say, in the radically changing global mediascape then, digital culture performs and generates ontological shifts that rewrite the relationship between media, time, and experience. This point lends itself to the significance of the role of both new media platforms and new media texts in reconfiguring understandings between past, present, and future timescapes.There are various ways in which new media texts and platforms work upon experiences of time. In the following, I will focus on just one of these ways: narrativity. By examining a ‘new media’ text, I elucidate how new media narratives imagine timescapes that are constructed through metaphors of ‘confetti’ or ‘snow’, as opposed to more traditional lineal metaphors like ‘rivers’ or ‘streams’ (see Augustine Sedgewick’s “Against Flows” for more critical thinking on the relationship between history, narrative, and the ‘flows’ metaphor). I focus on the revisioning of narrative structure in the Netflix series The Haunting of Hill House (2018) from its original form in the 1959 novel by Shirley Jackson. The narrative revisioning from the novel to the televisual both demonstrates and manifests emergent conceptualisations of time through the creative play of temporal multi-flows, which are contemporaneous yet fragmented.The first consideration is the shift in textual format. However, the translocation of the narrative from a novel to a televisual text is important, but not the focus here. Added to this, I deliberately move toward a “general narrative analysis” (Cobley 28), which has the advantage of focusing onmechanisms which may be integral to linguistically or visually-based genres without becoming embroiled in parochial questions to do with the ‘effectiveness’ of given modes, or the relative ‘value’ of different genres. This also allows narrative analysis to track the development of a specified process as well as its embodiment in a range of generic and technological forms. (Cobley 28)It should be also be noted from the outset that I am not suggesting that fragmented narrative constructions and representations were never imagined or explored prior to this new media age. Quite the contrary if we think of Modernist writers such as Virginia Woolf (Lodwick; Haggland). Rather, it is to claim that this abstraction is emerging in the mainstream entertainment media in greater contest with the dominant and more historically entrenched version of ‘time as a construct’ that is characterised through Realist narratology as linear and flowing only one way. As I will explore below, the reasons for this are largely related to shifts in everyday media consumption brought about by digital culture. There are two reasons why I specifically utilise Netflix’s series The Haunting of Hill House as a fulcrum from which to lever arguments about new media and the contemporary experience of time. First, as a web series, it embodies some of the pertinent conventions of the digital media landscape, both diegetically and also through practices of production and consumption by way of new time-shifting paradigms (see Leaver). I focus on the former in this article, but the latter is fruitful ground for critical consideration. For example, Netflix itself, as a platform, has somewhat destabilised normative temporal routines, such as in the case of ‘binge-watching’ where audiences ‘lose’ time similarly to gamblers in the casino space. Second, the fact that there are two iterations of the same story—one a novel and one a televisual text—provide us with a comparative benchmark from which to make further assertions about the changing nature of media and time from the mid-century to a post-millennium digital mediascape. Though it should be noted, my discussion will focus on the nature and quality of the contemporary framework, and I use the 1959 novel as a frame of reference only rather than examining its rich tapestry in its own right (for critique on the novel itself, see Wilson; see Roberts).Media and the Production of Time-SenseThere is a remarkable canon of literature detailing the relationship between media and the production of time, which can help us place this discussion in a theoretical framework. I am limited by space, but I will engage with some of the most pertinent material to set out a conceptual map. Markedly, from here, I refer to the Western experience of time as a “time-sense” following E.P. Thompson’s work (80). Following Thompson’s language, I use the term “time-sense” to refer to “our inward notation of time”, characterised by the rhythms of our “technological conditioning” systems, whether those be the forces of labour, media, or otherwise (80). Through the textual analysis of Hill House to follow, I will offer ways in which the technological conditioning of the new media system both constructs and shapes time-sense in terms related to a constellation of moments, or, to use a metaphor from the Netflix series itself, like “confetti” or “snow” (“Silence Lay Steadily”).However, in discussing the production of time-sense through new media mechanisms, note that time-sense is not an abstraction but is still linked to our understandings of the literal nature of time-space. For example, Alvin Toffler explains that, in its most simple construction, “Time can be conceived as the intervals during which events occur” (21). However, we must be reminded that events must first occur within the paradigm of experience. That is to say that matters of ‘duration’ cannot be unhinged from the experiential or phenomenological accounts of those durations, or in Toffler’s words, in an echo of Thompson, “Man’s [sic] perception of time is closely linked with his internal rhythms” (71). In the 1970s, Toffler commented upon the radical expansion of global systems of communications that produces the “twin forces of acceleration and transience”, which “alter the texture of existence, hammering our lives and psyches into new and unfamiliar shapes” (18). This simultaneous ‘speeding up’ (which he calls acceleration) and sense of ‘skipping’ (which he calls transience) manifest in a range of modern experiences which disrupt temporal contingencies. Nearly two decades after Toffler, David Harvey commented upon the Postmodern’s “total acceptance of ephemerality, fragmentation, discontinuity, and the chaotic” (44). Only a decade ago, Terry Smith emphasised that time-sense had become even more characterised by the “insistent presentness of multiple, often incompatible temporalities” (196). Netflix had not even launched in Australia and New Zealand until 2015, as well as a host of other time-shifting media technologies which have emerged in the past five years. As a result, it behooves us to revaluate time-sense with this emergent field of production.That being said, entertainment media have always impressed itself upon our understanding of temporal flows. Since the dawn of cinema in the late 19th century, entertainment media have been pivotal in constructing, manifesting, and illustrating time-sense. This has largely (but not exclusively) been in relation to the changing nature of narratology and the ways that narrative produces a sense of temporality. Helen Powell points out that the very earliest cinema, such as the Lumière Brothers’ short films screened in Paris, did not embed narrative, rather, “the Lumières’ actualities captured life as it happened with all its contingencies” (2). It is really only with the emergence of classical mainstream Hollywood that narrative became central, and with it new representations of “temporal flow” (2). Powell tells us that “the classical Hollywood narrative embodies a specific representation of temporal flow, rational and linear in its construction” reflecting “the standardised view of time introduced by the onset of industrialisation” (Powell 2). Of course, as media production and trends change, so does narrative structure. By the late 20th century, new approaches to narrative structure manifest in tropes such as ‘the puzzle film,’ as an example, which “play with audiences” expectations of conventional roles and storytelling through the use of the unreliable narrator and the fracturing of linearity. In doing so, they open up wider questions of belief, truth and reliability” (Powell 4). Puzzle films which might be familiar to the reader are Memento (2001) and Run Lola Run (1999), each playing with the relationship between time and memory, and thus experiences of contemporaneity. The issue of narrative in the construction of temporal flow is therefore critically linked to the ways that mediatic production of narrative, in various ways, reorganises time-sense more broadly. To examine this more closely, I now turn to Netflix’s The Haunting of Hill House.Narratology and Temporal FlowNetflix’s revision of The Haunting of Hill House reveals critical insights into the ways in which media manifest the nature and quality of time-sense. Of course, the main difference between the 1959 novel and the Netflix web series is the change of the textual format from a print text to a televisual text distributed on an Internet streaming platform. This change performs what Marie-Laure Ryan calls “transfictionality across media” (385). There are several models through which transfictionality might occur and thus transmogrify textual and narratival parametres of a text. In the case of The Haunting of Hill House, the Netflix series follows the “displacement” model, which means it “constructs essentially different versions of the protoworld, redesigning its structure and reinventing its story” (Doležel 206). For example, in the 2018 television remake, the protoworld from the original novel retains integrity in that it conveys the story of a group of people who are brought to a mansion called Hill House. In both versions of the protoworld, the discombobulating effects of the mansion work upon the group dynamics until a final break down reveals the supernatural nature of the house. However, in ‘displacing’ the original narrative for adaptation to the web series, the nature of the group is radically reshaped (from a research contingent to a nuclear family unit) and the events follow radically different temporal contingencies.More specifically, the original 1959 novel utilises third-person limited narration and follows a conventional linear temporal flow through which events occur in chronological order. This style of storytelling is often thought about in metaphorical terms by way of ‘rivers’ or ‘streams,’ that is, flowing one-way and never repeating the same configuration (very much unlike the televisual text, in which some scenes are repeated to punctuate various time-streams). Sean Cubitt has examined the relationship between this conventional narrative structure and time sensibility, stating thatthe chronological narrative proposes to us a protagonist who always occupies a perpetual present … as a point moving along a line whose dimensions have however already been mapped: the protagonist of the chronological narrative is caught in a story whose beginning and end have already been determined, and which therefore constructs story time as the unfolding of destiny rather than the passage from past certainty into an uncertain future. (4)I would map Cubitt’s characterisation onto the original Hill House novel as representative of a mid-century textual artifact. Although Modernist literature (by way of Joyce, Woolf, Eliot, and so forth) certainly ‘played’ with non-linear or multi-linear narrative structures, in relation to time-sense, Christina Chau reminds us that Modernity, as a general mood, was very much still caught up in the idea that “time that moves in a linear fashion with the future moving through the present and into the past” (26). Additionally, even though flashbacks are utilised in the original novel, they are revealed using the narrative convention of ‘memories’ through the inner dialogue of the central character, thus still occurring in the ‘present’ of the novel’s timescape and still in keeping with a ‘one-way’ trajectory. Most importantly, the original novel follows what I will call one ‘time-stream’, in that events unfold, and are conveyed through, one temporal flow.In the Netflix series, there are obvious (and even cardinal) changes which reorganise the entire cast of characters as well as the narrative structure. In fact, the very process of returning to the original novel in order to produce a televisual remake says something about the nature of time-sense in itself, which is further sophisticated by the recognition of Netflix as a ‘streaming service’. That is, Netflix encapsulates this notion of ‘rivers-on-demand’ which overlap with each other in the context of the contemporaneous and persistent ‘now’ of digital culture. Marie-Laure Ryan suggests that “the proliferation of rewrites … is easily explained by the sense of pastness that pervades Postmodern culture and by the fixation of contemporary thought with the textual nature of reality” (386). While the Netflix series remains loyal to the mood and basic premise (i.e., that there is a haunted house in which characters endure strange happenings and enter into psycho-drama), the series instead uses fractured narrative convention through which three time-streams are simultaneously at work (although one time-stream is embedded in another and therefore its significance is ‘hidden’ to the viewer until the final episode), which we will examine now.The Time-Streams of Hill HouseIn the Netflix series, the central time-stream is, at first, ostensibly located in the characters’ ‘present’. I will call this time-stream A. (As a note to the reader here, there are spoilers for those who have not watched the Netflix series.) The viewer assumes they are, from the very first scene, following the ‘present’ time-stream in which the characters are adults. This is the time-stream in which the series opens, however, only for the first minute of viewing. After around one minute of viewing time, we already enter into a second time-stream. Even though both the original novel and the TV series begin with the same dialogue, the original novel continues to follow one time-stream, while the TV series begins to play with contemporaneous action by manifesting a second time-stream (following a series of events from the characters past) running in parallel action to the first time-stream. This narrative revisioning resonates with Toffler’s estimation of shifting nature of time-sense in the later twentieth century, in which he cites thatindeed, not only do contemporary events radiate instantaneously—now we can be said to be feeling the impact of all past events in a new way. For the past is doubling back on us. We are caught in what might be called a ‘time skip’. (16)In its ‘displacement’ model, the Hill House televisual remake points to this ongoing fascination with, and re-actualisation of, the exaggerated temporal discrepancies in the experience of contemporary everyday life. The Netflix Hill House series constructs a dimensional timescape in which the timeline ‘skips’ back and forth (not only for the viewer but also the characters), and certain spaces (such as the Red Room) are only permeable to some characters at certain times.If we think about Toffler’s words here—a doubling back, or, a time-skip—we might be pulled toward ever more recent incarnations of this effect. In Helen Powell’s investigation of the relationship between narrative and time-sense, she insists that “new media’s temporalities offer up the potential to challenge the chronological mode of temporal experience” (152). Sean Cubitt proposes that with the intensification of new media “we enter a certain, as yet inchoate, mode of time. For all the boasts of instantaneity, our actual relations with one another are mediated and as such subject to delays: slow downloads, periodic crashes, cache clearances and software uploads” (10). Resultingly, we have myriad temporal contingencies running at any one time—some slow, frustrating, mundane, in ‘real-time’ and others rapid to the point of instantaneous, or even able to pull the past into the present (through the endless trove of archived media on the web) and again into other mediatic dimensions such as virtual reality. To wit, Powell writes that “narrative, in mirroring these new temporal relations must embody fragmentation, discontinuity and incomplete resolution” (153). Fragmentation, discontinuity, and incompleteness are appropriate ways to think through the Hill House’s narrative revision and the ways in which it manifests some of these time-sensibilities.The notion of a ‘time-skip’ is an appropriate way to describe the transitions between the three temporal flows occurring simultaneously in the Hill House televisual remake. Before being comfortably seated in any one time-stream, the viewer is translocated into a second time-stream that runs parallel to it (almost suggesting a kind of parallel dimension). So, we begin with the characters as adults and then almost immediately, we are also watching them as children with the rapid emergence of this second time-stream. This ‘second time-stream’ conveys the events of ‘the past’ in which the central characters are children, so I will call this time-stream B. While time-stream B conveys the scenes in which the characters are children, the scenes are not necessarily in chronological order.The third time-stream is the spectral-stream, or time-stream C. However, the viewer is not fully aware that there is a totally separate time stream at play (the audience is made to think that this time-stream is the product of mere ghost-sightings). This is until the final episode, which completes the narrative ‘puzzle’. That is, the third time-stream conveys the events which are occurring simultaneously in both of the two other time-streams. In a sense, time-stream C, the spectral stream, is used to collapse the ontological boundaries of the former two time-streams. Throughout the early episodes, this time-stream C weaves in and out of time-streams A and B, like an intrusive time-stream (intruding upon the two others until it manifests on its own in the final episode). Time-stream C is used to create a 'puzzle' for the viewer in that the viewer does not fully understand its total significance until the puzzle is completed in the final episode. This convention, too, says something about the nature of time-sense as it shifts and mutates with mediatic production. This echoes back to Powell’s discussion of the ‘puzzle’ trend, which, as I note earlier, plays with “audiences’ expectations of conventional roles and storytelling through the use of the unreliable narrator and the fracturing of linearity” which serves to “open up wider questions of belief, truth and reliability” (4). Similarly, the skipping between three time-streams to build the Hill House puzzle manifests the ever-complicating relationships of time-management experiences in everyday life, in which pasts, presents, and futures impinge upon one another and interfere with each other.Critically, in terms of plot, time-stream B (in which the characters are little children) opens with the character Nell as a small child of 5 or 6 years of age. She appears to have woken up from a nightmare about The Bent Neck Lady. This vision traumatises Nell, and she is duly comforted in this scene by the characters of the eldest son and the father. This provides crucial exposition for the viewer: We are told that these ‘visitations’ from The Bent Neck Lady are a recurring trauma for the child-Nell character. It is important to note that, while these scenes may be mistaken for simple memory flashbacks, it becomes clearer throughout the series that this time-stream is not tied to any one character’s memory but is a separate storyline, though critical to the functioning of the other two. Moreover, the Bent Neck Lady recurs as both (apparent) nightmares and waking visions throughout the course of Nell’s life. It is in Episode Five that we realise why.The reason why The Bent Neck Lady always appears to Nell is that she is Nell. We learn this at the end of Episode Five when the storyline finally conveys how Nell dies in the House, which is by hanging from a noose tied to the mezzanine in the Hill House foyer. As Nell drops from the mezzanine attached to this noose, her neck snaps—she is The Bent Neck Lady. However, Nell does not just drop to the end of the noose. She continues to drop five more times back into the other two time streams. Each time Nell drops, she drops into a different moment in time (and each time the neck snapping is emphasised). The first drop she appears to herself in a basement. The second drop she appears to herself on the road outside the car while she is with her brother. The third is during (what we have been told) is a kind of sleep paralysis. The fourth and fifth drops she appears to herself as the small child on two separate occasions—both of which we witness with her in the first episode. So not only is Nell journeying through time, the audience is too. The viewer follows Nell’s journey through her ‘time-skip’. The result of the staggered but now conjoined time-streams is that we come to realise that Nell is, in fact, haunting herself—and the audience now understands they have followed this throughout not as a ghost-sighting but as a ‘future’ time-stream impinging on another.In the final episode of season one, the siblings are confronted by Ghost-Nell in the Red Room. This is important because it is in this Red Room through which all time-streams coalesce. The Red Room exists dimensionally, cutting across disparate spaces and times—it is the spatial representation of the spectral time-stream C. It is in this final episode, and in this spectral dimension, that all the three time-streams collapse upon each other and complete the narrative ‘puzzle’ for the viewer. The temporal flow of the spectral dimension, time-stream C, interrupts and interferes with the temporal flow of the former two—for both the characters in the text and viewing audience.The collapse of time-streams is produced through a strategic dialogic structure. When Ghost-Nell appears to the siblings in the Red Room, her first line of dialogue is a non-sequitur. Luke emerges from his near-death experience and points to Nell, to which Nell replies: “I feel a little clearer just now. We have. All of us have” ("Silence Lay Steadily"). Nell’s dialogue continues but, eventually, she returns to the same statement, almost like she is running through a cyclic piece of text. She states again, “We have. All of us have.” However, this time around, the phrase is pre-punctuated by Shirley’s claim that she feels as though she had been in the Red Room before. Nell’s dialogue and the dialogue of the other characters suddenly align in synchronicity. The audience now understands that Nell’s very first statement, “We have. All of us have” is actually a response to the statement that Shirley had not yet made. This narrative convention emphasises the ‘confetti-like’ nature of the construction of time here. Confetti is, after all, sheets of paper that have been cut into pieces, thrown into the air, and then fallen out of place. Similarly, the narrative makes sense as a whole but feels cut into pieces and realigned, if only momentarily. When Nell then loops back through the same dialogue, it finally appears in synch and thus makes sense. This signifies that the time-streams are now merged.The Ghost of Nell has travelled through (and in and out of) each separate time-stream. As a result, Ghost-Nell understands the nature of the Red Room—it manifests a slippage of timespace that each of the siblings had entered during their stay at the Hill House mansion. It is with this realisation that Ghost-Nell explains:Everything’s been out of order. Time, I mean. I thought for so long that time was like a line, that ... our moments were laid out like dominoes, and that they ... fell, one into another and on it went, just days tipping, one into the next, into the next, in a long line between the beginning ... and the end.But I was wrong. It’s not like that at all. Our moments fall around us like rain. Or... snow. Or confetti. (“Silence Lay Steadily”)This brings me to the titular concern: The emerging abstraction of time as a mode of layering and fracturing, a mode performed through this analogy of ‘confetti’ or ‘snow’. The Netflix Hill House revision rearranges time constructs so that any one moment of time may be accessed, much like scrolling back and forth (and in and out) of social media feeds, Internet forums, virtual reality programs and so forth. Each moment, like a flake of ‘snow’ or ‘confetti’ litters the timespace matrix, making an infinite tapestry that exists dimensionally. In the Hill House narrative, all moments exist simultaneously and accessing each moment at any point in the time-stream is merely a process of perception.ConclusionNetflix is optimised as a ‘streaming platform’ which has all but ushered in the era of ‘time-shifting’ predicated on geospatial politics (see Leaver). The current media landscape offers instantaneity, contemporaneity, as well as, arbitrary boundedness on the basis of geopolitics, which Tama Leaver refers to as the “tyranny of digital distance”. Therefore, it is fitting that Netflix’s revision of the Hill House narrative is preoccupied with time as well as spectrality. Above, I have explored just some of the ways that the televisual remake plays with notions of time through a diegetic analysis.However, we should take note that even in its production and consumption, this series, to quote Graham Meikle and Sherman Young, is embedded within “the current phase of television [that] suggests contested continuities” (67). Powell problematises the time-sense of this media apparatus further by reminding us that “there are three layers of temporality contained within any film image: the time of registration (production); the time of narration (storytelling); and the time of its consumption (viewing)” (3-4). Each of these aspects produces what Althusser and Balibar have called a “peculiar time”, that is, “different levels of the whole as developing ‘in the same historical time’ … relatively autonomous and hence relatively independent, even in its dependence, of the ‘times’ of the other levels” (99). When we think of the layers upon layers of different time ‘signatures’ which converge in Hill House as a textual artifact—in its production, consumption, distribution, and diegesis—the nature of contemporary time reveals itself as complex but also fleeting—hard to hold onto—much like snow or confetti.ReferencesAlthusser, Louis, and Étienne Balibar. Reading Capital. London: NLB, 1970.Cobley, Paul. Narrative. Hoboken: Taylor and Francis, 2013.Cubitt, S. “Spreadsheets, Sitemaps and Search Engines.” New Screen Media: Cinema/Art/Narrative. Eds. Martin Rieser and Andrea Zapp. London: BFI, 2002. 3-13.Derrida, Jacques, and Bernard Stiegler. Echographies of Television: Filmed Interviews. Massachusetts: Polity Press, 2002.Doležel, Lubomir. Heterocosmica: Fiction and Possible Worlds. Baltimore: Johns Hopkins UP, 1999.Hägglund, Martin. Dying for Time: Proust, Woolf, Nabokov. Cambridge: Harvard UP, 2012.Hartley, Lodwick. “Of Time and Mrs. Woolf.” The Sewanee Review 47.2 (1939): 235-241.Harvey, David. Condition of Postmodernity: An Enquiry into the Origins of Cultural Change. Oxford: Blackwell, 1989.Jackson, Shirley. The Haunting of Hill House. New York: Viking, 1959.Laurie-Ryan Marie. “Transfictionality across Media.” Theorizing Narrativity. Eds. John Pier, García Landa, and José Angel. Berlin: Walter de Gruyter, 2008. 385-418.Leaver, Tama. “Watching Battlestar Galactica in Australia and the Tyranny of Digital Distance.” Media International Australia 126 (2008): 145-154.Meikle, George, and Sherman Young. “Beyond Broadcasting? TV For the Twenty-First Century.” Media International Australia 126 (2008): 67-70.Powell, Helen. Stop the Clocks! Time and Narrative in Cinema. London: I.B. Tauris, 2012.Roberts, Brittany. “Helping Eleanor Come Home: A Reassessment of Shirley Jackson’s The Haunting of Hill House.” The Irish Journal of Gothic and Horror Studies 16 (2017): 67-93.Smith, Terry. What Is Contemporary Art? Chicago: U of Chicago P, 2009.The Haunting of Hill House. Mike Flanagan. Amblin Entertainment, 2018.Thompson, E.P. “Time, Work-Discipline, and Industrial Capitalism.” Past and Present 38.1 (1967): 56-97.Toffler, Alvin. Future Shock. New York: Bantam Books, 1971.Wilson, Michael T. “‘Absolute Reality’ and the Role of the Ineffable in Shirley Jackson’s The Haunting of Hill House.” Journal of Popular Culture 48.1 (2015): 114-123.

Dissertations / Theses on the topic "Non-diegetic effects":

1

Elmhammar, Julia, and Amanda Berg. "Learning the ropes through environmental and indexical storytelling : Introducing basic mechanics as a part of the world." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21933.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Abstrakt Diegetiska effekter, icke diegetiska effekter, indexical -och environmental storytelling i relation till tutorials, vad händer när man introducerar spelets mekaniker med hjälp av dessa?  Denna artikel undersöker hur andra spel har använt sig av ovan begrepp för att introducera mekaniker och spelvillkor. Vi kommer diskutera hur environmental -och indexical storytelling tillsammans med diegetiska och icke diegetiska visuella effekter kan påverka spelarens inlevelse och förståelse av de grundliga mekanikerna i ett spelutrymme. Till följd av ett analysarbete av designexempel undersöker vi detta genom en egen gestaltning.
Abstract Diegetic effects, non-diegetic effects, indexical and environmental storytelling in relation to tutorials, what happens when you introduce the game's mechanics with these concepts? This article examines how other games have used these concepts to introduce mechanics and game conditions. We will discuss how environmental and indexical storytelling together with diegetic and non-diegetic effects can affect the player's perception and understanding of the basic mechanics of a game space. As a result of an analysis of design examples, we investigate this through our own design.

Book chapters on the topic "Non-diegetic effects":

1

Wilkins, Heidi. "The Alienated Male: Silence and the Soundtrack in New Hollywood." In Talkies, Road Movies and Chick Flicks. Edinburgh University Press, 2016. http://dx.doi.org/10.3366/edinburgh/9781474406895.003.0004.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
In this chapter, I explore the audible link between masculinity, silence and soundtrack by focusing on a selection of silent, alienated male characters from renowned New Hollywood films. In this discussion, the ‘type’ of silence I often refer to is that described by Paul Théberge as ‘a kind of silence that is produced when, for example, music is allowed to dominate the soundtrack while dialogue and sound effects – the primary sonic modes of the diegetic world – are muted’. I explore the specific use of silence in these texts as well as the ways in which non diegetic music and diegetic sound are used to express meanings not divulged by the male characters, due to their limited dialogue. I argue that this acoustic construction contributes to a projected sense of alienation of male characters and that it can also be linked to the blurring of gender boundaries often accounted for by the counter-culture movements taking place in America throughout the 1960s and 1970s.

To the bibliography