WEEK 1
Prince, S. (2010) Through the Looking Glass: Philosophical Toys and Digital Visual Effects. Projections, 4(2), pp. 19-40.
Stephen Prince examines how the conjunction of art and science has utterly increased the digital tools. He highlights that viewers are likelier to believe in the fiction if the film’s scenes are comprehensive in recalling perceptual realism. The bridge between expressive tools and science enables a different insight into cinema’s historical preconditions. Scientists created many image-making devices which provoke the emergence of cinema. For example, in 1881 Helmholtz projected a phenakistoscope which was showing photographs of horses in motion, called zoopraxiscope. The psychologist Nicholas Wade proposes that optical devices can be regarded as philosophical toys because they serve the dual function of scientific investigation and popular amusement. A perceptual reality is able to compel belief to the viewers because it replicates the same noticeable laws of physics as the world they live in. Consequently, artists collaborate with scientists to enhance the credibility that effects seek to elicit among people. Prince suggests that the connection between art and science enriched the world of cinema.
Stephen Prince is a professor of cinema in Virginia Tech’s School of Performing Arts and served as the President of the Society for Cognitive Study of the Moving Image.
He is a former editor of the prize-winning journal, Projections: The Journal for Movies and Mind. He is a former president of the Society for Cinema and Media Studies, the world’s largest organization of film scholars and film academics, and he was the Book Review Editor for Film Quarterly for eleven years
Prince has written numerous highly regarded books that examine cinema in its historical, aesthetic, social and technological contexts.
His essays on film theory have attained a classic status and been widely reprinted and anthologized. These include “True Lies: Perceptual Realism, Digital Images and Film Theory,” “The Discourse of Pictures: Iconicity and Film Studies,” “The Emergence of Filmic Artifacts: Cinema and Cinematography in the 21st Century,” and “Dread, Taboo and The Thing: Toward a Social History of the Horror Film”
The zoopraxiscope..."it is the first apparatus ever used, or constructed, for synthetically demonstrating movements analytically photographed from life, and in its resulting effects is the prototype of all the various instruments which, under a variety of names, are used for a similar purpose at the present day."
— Eadweard Muybridge, Animals in Motion (1899)
WEEK 2
McClean, S. (2008) Digital storytelling: the narrative power of visual effects in film. Cambridge, Massachusetts: The MIT Press. Trick or Treat: A Framework for the Narrative Uses of Digital Visual Effects in Film. pp 69-103
Shilo McClean investigates how DVFx are used in storytelling. She proposes 8 categories of effects revealed by the narrative and stylistic uses of DVFx. The author raises the point that the usage of effects is a process which aims to enhance the spectacularity that supports the narrative, conveys story information, strives to establish the diegetic world. The documentary style of usage is defined by the inclusion of a range of creative tools and techniques. While the invisible usage aims not to draw attention away from the narrative by providing perfect veracity, seamless usage is distinguishable and the storytelling is vital for understanding DVFx. Although, the exaggerated category suggests cognitive improbability, it extends the action into perceptual realism. The fantastical effects depict an improbable realm with the result of perceptual realism. If the viewers observe a sense of verisimilitude, then they are inclined to suspend disbelief, allow the dominance of narrative context. Surrealist usage reveals conceptual statements related to the key themes of the narrative
The 8 categories of effects usage illustrated by different films:
Documentary usage of digital visual effects
From the IMAX feature film Solarmax. Courtesy of John Weiley, producer/director: Solarmax.
Invisible use of digital visual effects
. Background plate for the feature film House of Flying Daggers. Directed by Zhang Yimou.Visual Effects by Animal Logic. Image courtesy of Animal Logic. © 2003 Elite Group Enterprises Inc
Seamless use of digital visual effects
Composite of live action and CG blood for the feature film Chopper. Directed by Andrew Dominik.Visual Effects by Animal Logic.Images courtesy of Animal Logic. © Mushroom Pictures 2000.
Exaggerated use of digital visual effects
Composite of background plate and CG arrows for the feature film Hero. Directed by Zhang Yimou. Visual Effects by Animal Logic. Images courtesy of Animal Logic. © 2003 Elite Group Enterprises Inc.
Fantastical use of digital visual effects
Greenscreen live-action plate for the feature film Hero. Directed by Zhang Yimou.Visual Effects by Animal Logic. Images courtesy of Animal Logic. © 2003 Elite Group Enterprises Inc.
Surrealist use of digital visual effects
Composite image of absinthe dream from the feature film Moulin Rouge. Directed by Baz Luhrmann. Visual Effects by Animal Logic. Images courtesy of Animal Logic. © 2001 20th Century Fox.
New Traditionalist use of digital visual effects
Images from the short film Birthday Boy, nominated for an Academy Award for CG animation. Images courtesy of the Australian Film Television & Radio School.
Shilo designs and conducts seminars, workshops, and lectures for industry and tertiary courses in filmmaking, digital visual effects, architecture and storycraft.
She has a PhD from the University of Technology, Sydney and is a graduate of the Australian Film Television and Radio School.
She is a consultant to the Screen NSW Digital Visual Effects Scheme, Chair of Sydney ACM SIGGRAPH (Professional Chapter) and was Digital Strand Curator for the 2006 & 2007 Sydney Film Festivals, producing and directing a series of podcasts for the Festival site in 2006. She continued her work with the Festival as a pre-selector for the Dendy Awards in 2009.
WEEK 3
Manovich, L. (2001) 'Digital Cinema',The Language of New Media. Cambridge MA: MIT press.
Lev Manovich, a professor of Computer Science at the City University of New York, describes the emergence and influence of new technologies at the turn of the twentieth century. He investigates how cinema’s indexical identity is lost due to the fact that computers can now produce photorealistic imagery, while in the past, filmmaking consisted in images that were hand-animated and hand-painted.Therefore, traditional film technology is substituted by software and hardware. The development of new techniques such as lighting or art direction during the history of cinema is conclusively rooted in attempts to obtain deposits of reality. Manovich highlights that it is now impossible to distinguish cinema from animation, explaining that Digital Cinema is the workflow of live-action + painting + image processing + compositing + 2D computer animation + 3D computer animation and a sub-genre of painting. He maintains that cinema should not only be perceived as a means of storytelling because the focus on narrative represents just one aspect of the cinema.
Stephen Prince and Lev Manovich
Stephen King and Lev Monovish are admirable writers who present similar ideas related to the usage of visual effects on cinema.They highlight the tension between the narrative and the spectacularity and agree that nowadays viewers/critics focus too much on the narrative and they tend to pay less attention to digital effects. Moreover, they both appreciate that visual effects have a vital importance for the improvement of cinema providing visual curiosity and supplying pleasure.
Gunning, T. (2006) 'The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde', in Strauven, W. (1.) The Cinema of Attractions Reloaded. Amsterdam: Amsterdam University Press, pp. 381-388.
Tom Gunning presents how cinema itself was an attraction due to the fact that through an intriguing spectacle, it was providing pleasure, requiring spectator attention as well as arousing visual stimulation. He raises the point that audiences used to be more interested in the exhibited machines and technological wonders such as X-rays or the phonograph when they were going to the cinema, rather than in films. However, the influence of narrative has gradually concealed the cinema of attraction. The true narrativization of the cinema occurred between 1907 and 1913. The author claims that effects are tamed attractions. Both Eisenstein and Marinetti, the founder of the Futurist movement, made the cinematic experience even more immersive for the spectators. Einstein was setting firecrackers off beneath them and Marinetti was planning to literally glue them to their seats.The author raises the point that each period in film history determines the spectator to enjoy the novelty of the experience in a different way.
Tom Gunning works on problems of film style and interpretation, film history and film culture. His published work (approximately one hundred publications) has concentrated on early cinema (from its origins to the WW I) as well as on the culture of modernity from which cinema arose (relating it to still photography, stage melodrama, magic lantern shows, as well as wider cultural concerns such as the tracking of criminals, the World Expositions, and Spiritualism).His book D.W. Griffith and the Origins of American Narrative Film traces the ways film style interacted with new economic structures in the early American film industry and with new tasks of story telling.He has also written on genre in Hollywood cinema and on the relation between cinema and technology. The issues of film culture, the historical factors of exhibition and criticism and spectator's experience throughout film history are recurrent themes in his work.
WEEK 4
'Shapes' (2011) The Code, Series 1, Episode 3, Box of Broadcasts, at: https://learningonscreen.ac.uk/ondemand/index.php/prog/01E00B35?bcast=68266791 (Accessed 14 October 2020).
In ‘Shapes’, the presenter, Marcus du Santoy, discusses the fractal geometry developments. He investigates how the complexity of nature can be depicted by realistic worlds that demonstrate the power of math.Santoy interviews Lauren Carpenter, the co-founder of Pixar company, who was inspired by a French mathematician, Benoit Mandelbrot, whose idea was initiated in the 1970s and suggested that the patterns of nature may be immanently fractal. Richard Taylor presented the results of his research, revealing that Pollock’s poured patterns are fractal. Labeled as “Fractal Expressionism”, Pollock refined the aspect of natural scenery and manifested it with an 'unmatched directness'. In Pixar movies are used the rules of repetition and self-similarity to reproduce nature. Carpenter implemented successfully the mathematics on computer while working at Boeing by generating an algorithm that created mountains behind an airplane. Santoy goes in-depth into the controversial artist Jackson Pollock. Santoy raises the point that the equations that make fractals soon became expressive tools for artists.
Pollock and his paintings
WEEK 5
Stephanie, Lay. (2015) Uncanny valley: why we find human-like robots and dolls so creepy. Available at https://www.theguardian.com/commentisfree/2015/nov/13/robots-human-uncanny-valley (Accessed 04 November 2020)
Stephanie Lay explores the idea of the uncanny valley which asserts that striving for realism does not undoubtedly suggests acceptance.On the contrary, people consider entities bizarre and creepy.The writing of Mashoiro Mori in Japanese and its translation into English as the “uncanny valley” was originated in the 1970s. Mori claims that there is a dip in emotional response to a human-like robot when the entity strives for a more considerable affinity to human scheme, structure and behaviour. However, a large amount of documentation to reinforce the concept of uncanny valley is anecdotal as it is a circular and subjective hypothesis. Lay investigates how increased realism will only elicit frightening and eerie feelings in people. For example, a study by Kurt Gray and Daniel Wegner shows that when viewers believe that robots have the ability to experience things, they will find humanoid objects disturbing. Moreover, people will experience cold and eerie feelings when perceiving robots that possess a mind as people do.
Ernst Jentsch'essay “Zur Psychologie des Unheimlichen”(1906), which means “The Psychology of the Uncanny”, suggests the first evidence of the uncanny. The psychiatrist claims that intellectual uncertainty is the main reason for people's feeling about uncanny.
Dr. Angela Tinwell's research on the Uncanny Valley in human-like characters is recognized at an international level. In 2012, Tinwell completed her PhD dissertation, titled "Viewer Perception of Facial Expression and Speech and the Uncanny Valley in Human-Like Virtual Characters," and she has since published extensive studies on the topic. Her publications include empirical studies in the journal Computers in Human Behavior and theoretical writings for Oxford University Press. Tinwell's research into the Uncanny Valley in human-like characters is relevant in academia and industry, and she has presented her work with animators from the special effects company Framestore at the London Science Museum. As part of the Digital Human League, Tinwell is working with visual effects professionals at Chaos Group (creators of V-Ray rendering software) aimed at overcoming the Uncanny Valley.Angela Tinwell’s presents the conjunction between the uncanny valley and Neurological science. She raises the point that mirror neuron activity is essential in how people conceive each other. People who have had extensive plastic surgery or suffer from moebius syndrom can not move their facial muscles properly, so they lack facial emotion. , AI also lacks the understanding of human interaction needed to break out of the uncanny valley.
The characters from The Polar Express (2004) suggest Uncanny Valley. One of the reason is represented by the eyes which can not show any emotion. More than that, they are perceived as threatening, rather than sad. In Psychological Science it is demonstrated that “we interpret a person’s emotions by analysing the expression in their eyes, a process that began as a universal reaction to environmental stimuli and evolved to communicate our deepest emotions".
WEEK 6
This week we had a development workshop in the online webinar. I used my time to work on the second assignment. I chose the first question for my essay.
Using historical examples, discuss how has visual effects impacted film narrative. “Computer generated effects are often blamed for bad Hollywood movies”, However visual effects can often be a usefool tool for enhancing storytelling with sound, colour and “experimental camera angles”(MCClean, 2007)
Digital visual effects are now one of the most substantial facet of the digital revolution in filmmaking and this has frequently generated a great deal of heated debate, with supporters maintaining that the use of DVFx supports the narrative, while opponents claim that the spectacle of these technologies undermines storytelling. Visual effects have a significant impact on the storytelling process of a film. The visual aspect of the narrative can interrupt audience’s subordination to narrative and affect the narrative flow by putting both the image and its fabricated character on centre stage. However, if they are used as a technical solution, visual effects can maintain narrative coherence, preserve the diegetic world and convey story information.
The books that helped me to do the research for my essay are shown below.
Darley, A. (2000) 'Visual digital culture: surface play and spectacle in new media genres', London and New York: Routledge
Gunning, T. (2006) 'The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde', in Strauven, W. (1.) The Cinema of Attractions
McClean, S. (2008) Digital storytelling: the narrative power of visual effects in film. Cambridge, Massachusetts: The MIT Press
WEEK 7
Grange, P. (2014) Inside VFX :An Insider's View Into The Visual Effects And Film Business. South Carolina. CreateSpace
THE SOCIOPATH’S INNER URGE TO A POLITICAL ENVIRONMENT
Pierre Grance writes about how the high sex appeal of the VFX industry attracted undesirable people. The "smart casual” vestimantation of workers, the calm working atmosphere and other perks such as the posibility of meeting famous artists captivate sociopaths. Sociopaths have an inner urge for power, therefore they are allured to this business at a highly increasing rate. This kind of people thrive for superiority and tend to metamorphose VFX companies into more suitable work enviornments for them which entails politics.The author investigates how VFX companies become more political due to sociopaths and how this has severe consequences. For example, internal power plays can ruin right decisions and people with specific personality traits, such as completely honesty, will eventually be removed because of their ineffective way of promoting. The micromanagement is the crucial effect of more politics in the VFX industry. This management implies that even the most insignificant tasks will need to be approved by a supervisor. Pierre Grace considers politics expensive and inefficient.
WEEK 8
The twelve principles of animation
Johnson, O. and Thomas, F. (1981) The Illusion of Life. New York: Disney Editions.
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Squash and stretch
It provides a sense of flexibility and weight to objects, without changing the volume.
A noticeable stiffness accentuated by the movement is presented when a fixed shape is moved from one drawing to another.
2. Anticipation
It makes the audience expect a major action that a character is about to perform before it actually happens. This principle is realised by preceding the main action with specific moves that prepare the viewers know what the character is going to do next.
3. Staging
It demonstrates complete understating of an idea before the next action occurs, the presentation of an idea in order to be clear whether that idea is an action, a personality, an expression, or a mood This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera.The essence of this principle is keeping focus on what is relevant, and avoiding unnecessary detail.
4.Straight ahead action and pose to pose
Straight ahead action starts with the first drawing and continues with one drawing after another to the end of the scene and creates a fluid, dynamic illusion of movement because the animator is planning the action as he draws. Pose to pose starts with drawing key drawings and then filling the rest of the intervals and provides clarity and strenght, as the animator has a plan of how the drawings will be done when he starts.
5. Follow through and overlapping action
When a moving object stops, all other parts catch up and continue to move in the same direction because of the force of forward momentum; nothing stops all at once. This persuades that characters follow the law of physics.
6.Slow in and slow out
As the action starts, there are more drawings near the starting pose, one or two in the middle, and more drawings near the next pose in order to achieve more realistic movements. Few drawings make the action faster and more drawings make it slower.
7.Arcs
Most movements and actions depict an arc. Arcs compete against the mechanical and stiff actions and aim to create natural ones with better flow and greater realism.
8.Secondary action
This principle expresses an additional action that supports the primary action. It gives an insight and a fuller dimension to what the character is doing, while establishing naturalness to the action.
9. Timing
The number of drawings used in any moves determinates the amount speed of the action. Correct timing makes objects appear to obey the laws of physics and is critical for establishing a character's mood, emotion, and reaction.
10.Exaggeration
It is an effect that represents extreme realism, something authentic that establish a connection with people. The aim is to remain true to the reality, but to present it in a wilder manner.
11. Solid drawing
It provides weight, depth, balance, taking into consideration forms in three-dimensional space.
12. Appeal
It represents the quality of charm, attractive design, allure, charisma.
A character who is appealing does not necessarily need to be adorable and charming, in order to connect with the audience.
WEEK 9
McClean, S. (2008) Digital storytelling: the narrative power of visual effects in film. Cambridge, Massachusetts: The MIT Press.
Somewhere over the Rainbow:Imagined Worlds and Visions of the Future Realized through Digital Visual Effects, pp.185-205
Shilo McClean investigates the bridge between the narrative and the spectacular display.
David Bordwell and Kristin Thompson maintain that digital VFX can create any kind of setting and specific settings accomplish various narrative functions.The acting performance and the film’s dramatic elements play a vital role because the weaker they are, the higher would be the spectator’s attention to VFX. The author considers that the major goal is to provide a sense of verisimilitude as well as a sense of wonder and immersion, therefore viewers can suspend disbelief. Many geners, which convey the critical examination of the ideological, cultural, political and psychological factors, hinge upon the spectacularity of the images.
Computer-generated effects are often blamed for bad Hollywood movies. Yet when a critic complains that "technology swamps storytelling" (in a review of Van Helsing, calling it "an example of everything that is wrong with Hollywood computer-generated effects movies"), it says more about the weakness of the story than the strength of the technology. Shilo McClean shows how digital visual effects can be a tool of storytelling in film, adding narrative power as do sound, color, and "experimental" camera angles—other innovative film technologies that were once criticized for being distractions from the story.
WEEK 10
Darley, A. (2000) 'Visual digital culture: surface play and spectacle in new media genres', London and New York: Routledge, pp.102-124
The waning of narrative
Darley Andrew writes about the notion of controlloing the "tension" between the narrative and the spectacular imagery, which implies following the plot, while immersing into the spectacle. In the classical Hollywood cinema, the excitement of watching was due to the impression of fascinating and hidden observation, detected within the "invisible" mode of story telling. Specific genres, for example horror or fantasy films, as well as musicals, perturb the narrative cause. "Technological thrill" films eliminate the equality between film and narrative, because, although they preserve the narrative in form, viewers are more interested in the imagery which is highly proeminent. "The Mask" uses the digital VFX to create graphic exaggeration such as "squashing and strethcing" aesthetic techniques of the 2-dimensional cartoon into the 3-dimensional photoreality of film, which results in verisimilitude and paradoxical imagery at the same time. Darley suggests that spectacle is the antithesis of narrative and that is the main reason why the spectacular has always been considered as subordinate to narrative.
Critical Essay
USING HISTORICAL EXAMPLES, DISCUSS HOW HAS VISUAL EFFECTS IMPACTED FILM NARRATIVE. “COMPUTER GENERATED EFFECTS ARE OFTEN BLAMED FOR BAD HOLLYWOOD MOVIES” HOWEVER VISUAL EFFECTS CAN OFTEN BE A USEFUL TOOL FOR ENHANCING STORYTELLING WITH SOUND, COLOUR AND “EXPERIMENTAL CAMERA ANGLES” (MCCLEAN, 2007)
My PowerPoint presentation slides:
Digital visual effects are now one of the most substantial facet of the digital revolution in filmmaking and this has frequently generated a great deal of heated debate, with supporters maintaining that the use of DVFx supports the narrative, while opponents claim that the spectacle of these technologies undermines storytelling. Visual effects have a significant impact on the storytelling process of a film. The visual aspect of the narrative can interrupt audience’s subordination to narrative and affect the narrative flow by putting both the image and its fabricated character on centre stage. However, if they are used as a technical solution, visual effects can maintain narrative coherence, preserve the diegetic world and convey story information.
Firstly, in the earliest years of exhibitions, the spectacle functioned to disrupt the narrative flow. Until 1906-1907, “the cinema of attraction” dominated the cinema. Tom Gunning presents how cinema itself was an attraction due to the fact that through an intriguing spectacle, it was providing pleasure, requiring spectator attention as well as arousing visual stimulation. The author claims that effects are tamed attractions. To illustrate this point, many techniques in early film, such as close-ups, were used rather as an attraction than as a way of supporting the story. For example, in ”Porter’s The Gay Shoe Clerk”, the aim of enlargement is exhibitionism as the lady lifts her skirt, in order for everyone to see her ankle. As discussed by George Melies, some films, especially trick films, were just “a series of magical attractions” and were plotless. However, even plotted trick films such as “Le Voyage Dons La Lune” (1902) intended to compromise spectator’s subordination to narrative motivation. In addition, audiences used to be more interested in the exhibited machines and technological wonders such as X-rays when they were going to the cinema, rather than in films
Secondly, there is widespread agreement that DVFx halt the narrative flow by drawing viewer’ s attention to the technology that created them. Kristen Thompsons investigates how the notion of excess, also known as surfeit, can create a tension between narrative and spectacle. Excess includes “all those diverse elements in a film that can escape its unifying structures: unmotivated stylistic elements, indeed, everything which is extra to narrative function on the visual (and audio) plane”. Thompson states “the minute a viewer begins to notice style for its own sake, excess must affect narrative meaning”. Although the contradiction between knowing that one is being deceived and still immersing into the spectacle is relevant here, in those scenes from spectacular films comprised of computer imaging, the spectator’s curiosity with the mechanics of the image itself is enhanced significantly when images tend to be highly convincing or photographically correct. Due to this fact, visual effects disrupt the narrative flow. This occurs in particular in sequences of narrative redundancy. However, in some films, which include a considerable number of visual effects, such as “A.I”, visual effects work thematically and visually and computer-generated imagery does not outline spectacular value, but, in this case, represents the props of everyday life.
In addition, classical narrative aims to preserve the “apparatus” of the filmmaker imperceptible, yet spectacle, realized by special effects, also aims to draw viewer’s attention to the film’s technology. Therefore, is there any possibility for effects to adapt to classical narrative? A study by Kristin Thompson, discussed in her book, “Storytelling in the New Hollywood’, explains the ways in which classical narrative has changed. She notes that the aim of displaying spectacular films is not necessarily a deflection of classical narratives. However, Thompson’s thesis argues that in the mid of 1990s, Hollywood films were unfavorably influenced by “storycraft manuals”, which encouraged a script full of digital visual effects. Special effects propose a new kind of narrative which offers a new pacing, especially within action and science fiction films. Roger Warren Beebe claims this in “After Arnold: Narratives of the Posthuman Cinema”. This narrative does not assume the experiences of a single human character. In the same way, there is evidence to outline a turn to contemporary film narratives which shows an evasive structured “baroque”. Norman Klein discusses about the electronic baroque of Hollywood and talking in particular about chase cartoon, he claims that “special effects film is a hybrid of both [elemental and dramatic stories and that]...in the mix, each tends to erase the other, leading to a very diminished sense of character”.
Moreover, visual effects have the potential to lead to narrative interruption because spectacle is the antithesis of narrative. The statement that narrative and spectacular imagery are identical dominated the classical era, but now it is superseded and this can be demonstrated by technological thrill films which are comprised of moments of heightened spectacle as “Terminator 2: Judgement Day” (1991), “Starship Troopers” (1997). Andrew Darley states that “spectacle effectively halts motivated movement”. Both, “invisible” and technically opaque special effects capture viewer’s interest for what they can dazzlingly depict and for how they realize it. The narrative cause is suspended especially in science fiction, horror and fantasy films. Special effects portray fascinating images as well as display their own fabricated character. For this reason, the audience can become perplex when it comes to the precise ways in which an effect had been created. Laura Kipnis finds that the Hollywood narrative goal is represented by a linear story which is easy to understand, with a cause and effect structure and characters with clear personality traits. From this point of view, she suggests that new blockbusters are realized around special effects and the aim of special effects is not to help conveying a fascinating story anymore. The classical Hollywood narrative is described by Kristen Thompson, David Bordwell and Janet Staiger as “telling stories clearly, vividly and entertainingly”. However, the use of digital effects failed to commit to this narrative structure.
On the one hand, DVFx tend to draw attention to themselves because of their distinctiveness and dazzling spectacle they display. The idea of adjusting the tension between spectacle and narrative has become of vital importance due to the rise of special effects. The “blockbuster film”, which is crammed with visual effects, represents the transformation of spectacle within late twentieth century visual culture. From 1980, when special techniques improved, their usage in blockbusters became substantial. Such films, which are exemplified by “Blade Runner”(1982), “Robocop”(1987), “Total Recall” (1990) suggested that film equals narrative. In contrast, from the start of new century digital images technologies dominated this new genre and in doing so it affected the traditional concerns with the storyline. This does not imply that such films are not in a narrative form anymore, but that due to the uniqueness of special effects, the visual display demands credit and examination as an aesthetic element in its own right. Even though effects are created to achieve the highest standards of photorealism in order to preserve the diegetic action without sabotaging the spectator’s subordination to narrative, just to analyze if the images meet these standards completely can distract the audience from the narrative flow.
On the other hand, the usage of effects is a process which aims to heighten the spectacularity that works with the narrative, provides story information, aims to establish the diagetic world. Shilo McClean demonstrates how DVFx are used in storytelling. She proposes 8 categories of effects outlined by the narrative and stylistic uses of DVFx : documentary, invisible, seamless, exageratted, fantastical, surrealist, new traditionalist. The invisible category intends to express perfect veracity and not to draw attention away from the narrative. When it comes to seamless effects, storytelling is vital in order to understand the dvfx because they are noticeable. The exageratted usage provides cognitive improbability,while the action recalls perceptual realism. Fantastical effects depict an improbable realm, but it is extended into perceptual realism. The audience allow the dominance of narrative context when the films includes a sense of verisimilitude. Surrealist usage reveals conceptual statements which highlight key themes of the narrative. For instance, The eternal sunshine of the spotless mind includes surrealist effects to explain the notion of remembrance and forgetting. Taken into consideration the plot of the film, Clementine’s digital erasure has a deep significance. Even though the effects work is not something extraordinary, as a narrative achievement is remarkable. Afterwards, the visual effects can support the story.
However, visual effects do not always serve as spectacle if it is impossible to notice them. The usage of visual effects has the potential to maintain story coherence and to support the diegetic world. Invisible effects are intentionally undetectable and visual effects artists recognize that if they can be noticed, they unsuccessfully meet the criteria. For example, in “Adaptation” (2002), visual effects are used to remove the eye-blink of a woman who telegraphs the results of a car crash in order to preserve viewer’s engagement to the storyline. In the same way, absolutely concealed effects adapt to the narrative setting by using matte paintings to extend location or change the weather. Another example is represented by “Rabbit Proof Fence” (2002) where it is used digital relighting to change the time of the day. By doing so, it heighten the realism and conveyed verisimilitude. Visual effects support the narrative integrity. In the dramatic comedy, ‘The Dish’ (2002), the sky replacement used to change the weather, engage the audience in the action of the story. The first shot, displaying two actors, took place on a cloudy day, but the shot with only Sam Neill was filmed on a sunny day. Thus, visual effects can effectively support the storyline.
Similarly, the spectacular usage of visual effects does not necessarily halt the narrative coherence by drawing attention to the image and fabricated characters. In contrast, it can establish the diegetic world. Fantastical usage displays an improbable realm with the outcome of perceptual realism. It also supports both the spectacle and the storytelling process. For example, in “Babe” or “Lord of the Rings”, visual effects work effectively with the narrative in order to broaden the real world and turn it into fantasy, but it preserves the narrative integrity at the same time. When the images recall perceptual realism, viewers are likelier to belief in the fiction and pay closer attention to the narrative. However, the fantastical category does not imply only science fiction or spectacular films. Spectacular effects answer to Stephen Prince’s concern about “perceptual realism and the referentially unreal”. For instance, “Forrest Gump”, a comedy-drama film, rely on fantastical effects. Still, in “Jurrasic Park” the narrative is itself fantastical. In the same way as in “Babe”’s case, the effects used in “Forrrest Gump” exploit the real world display to express a fantastical tale.
In conclusion, the 8 categories of effects used in storytelling investigated by McClean demonstrate that digital effects improve the spectacle that supports the narrative. Visual effects play a substantial role in preserving the narrative integrity by realizing CG shots such as object removals or sky replacements. Even spectacular special effects can work effectively with the narrative when they recall perceptual realism. The tension between spectacle and narrative ocurrs when visual effects present such a unique and dazzling spectacle, that the story expressed is not longer the principle reason for viewers to watch the film. Visual effects had a significant impact on classical narrative by proposing a new kind of narrative, where some films rely on special effects and the aim of effects is not to help expressing a fascinating story anymore. The technical virtuosity implied in the spectacle can draw audience’s attention away from the storyline to the technology that created the effects. However as Shilo McClean claims, “When filmmakers and effects artists create visual effects using the common ground of narrative function instead of focusing on technical details only, it enhances the likelihood that the effects will work thematically and visually. When something is used not only because it is a technical solution but also a narrative tool, the contribution it makes to the story overall can add to the expression of the film’s themes.”
Harvard References:
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McClean, S. (2008) Digital storytelling: the narrative power of visual effects in film. Cambridge, Massachusetts: The MIT Press.,pp.1-15, pp.41-69 pp. 69-103
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Gunning, T. (2006) 'The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde', in Strauven, W. (1.) The Cinema of Attractions Reloaded. Amsterdam: Amsterdam University Press, pp. 381-388
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Darley, A. (2000) 'Visual digital culture: surface play and spectacle in new media genres', London and New York: Routledge, pp. 102-124