Thông tin tài liệu
Cinema 3.0:
How Digital and Computer Technologies are Changing Cinema
Kristen
M.
Daly
Submitted in partial fulfillment of
the
requirements for
the degree of Doctor of Philosophy
under the Executive Committee of
the
Graduate School of
Arts and Sciences
COLUMBIA UNIVERSITY
2008
UMI Number: 3305212
INFORMATION TO USERS
The quality of this reproduction is dependent upon the quality of the copy
submitted.
Broken or indistinct print, colored or poor quality illustrations and
photographs, print bleed-through, substandard margins, and improper
alignment can adversely affect reproduction.
In the unlikely event that the author did not send a complete manuscript
and there are missing pages, these will be noted. Also, if unauthorized
copyright material had to be removed, a note will indicate the deletion.
®
UMI
UMI Microform 3305212
Copyright 2008 by ProQuest LLC.
All rights reserved. This microform edition is protected against
unauthorized copying under Title 17, United States Code.
ProQuest LLC
789 E. Eisenhower Parkway
PO Box 1346
Ann Arbor, Ml 48106-1346
©2008
Kristen
M.
Daly
All Rights Reserved
ABSTRACT
Cinema 3.0:
How Digital and Computer Technologies are Changing Cinema
Kristen M. Daly
Digital and computer technologies and the networks of Web 2.0 are changing cinema.
Cinema is morphing from an industrial art to an electronic art and increasingly a tele-
cultural form in the interstices of art and information. This dissertation examines this
break in order to determine what is new about how we create, experience, and
communicate with moving images.
I take both an intrinsic and extrinsic method to ask how cinema has become digital.
Intrinsically, this dissertation builds on the work of media theorists like Walter Benjamin,
Marshal McLuhan, Friedrich Kittler and Lev Manovich to examine how the automatisms
of both the hardware and software of digital cinema technologies encourage new forms,
contents and participants. From an extrinsic standpoint, I use both popular literature of
cinema and technology as well as theorists like Sherry Turkle in exploring how computer
and digital technologies have helped to train new producers and users ready to create and
experience cinema in new ways. Also on this tack, I use the work of media historians
like Tom Gunning and Jonathan Crary who have demonstrated the role of the interplay of
technologies in shaping ways of seeing and expectations of cinema.
The title, Cinema 3.0, merges Gilles Deleuze and Wired Magazine and expresses the
attempt to define a new form of cinema. By examining five different aspects of cinema, I
map out some promising potentials. I examine the experience of cinema working from
Walter Benjamin's concept of aura; the emerging processes of production, exhibition and
distribution of cinema; the new aesthetics and style afforded by digital cinema
technologies; the potential for new narrative forms enabled by a digitally literate viewer;
and the social aspects of who is making movies and to what purpose.
Cinema 3.0 is increasingly mutable, hypertextual and interactive. The dissertation
examines how these aspects can be empowering and democratizing, allowing more
people into the rich media conversation, but also how the ubiquity and
decontextualization of digital moving images can be immersive and paralyzing,
encouraging distracted remediation rather than meaningful communication.
Table of Contents
I. Introduction 1
Use of
Terms
2
Included Works 4
Methods 6
Why Cinema? 11
Looking Ahead 12
II.
How Digital Technologies Have Changed the Experience of Cinema:
From a Ritual Art Object, Cinema Takes on a Tele-Cultural Form 15
1.
The Original
Nostalgia
Variability and the Difficulty in
Determining a Definitive Original
The Role of the Viewer
Moving Image Literacy, Communication
and Exchange
2.
How Cinema Takes Place
Cinematic Ritual
Multiple Screens
Perpendicular Cinema
Ubiquity and Art
3.
The Dissipating Aura of
the Cinematic Art Object
16
17
21
27
31
34
35
37
39
43
45
III.
How Cinema is Digital: How Cinema Technologies are Changing
How Movies Are Produced, Distributed and Exhibited 46
4.
Production 47
All Movies are Digital 49
Cost, Mobility, Ease 51
l
Machinima
Post-Production: Editing
Post-Production: Special Effects
5. Distribution
Smaller Scale Distribution
DVD Distribution
Online Distribution
Download
Niche Marketing
Finding Audiences
and
Subscription Fans
Piracy
6. Exhibition
International Adoption
Alternative Programming
Wireless Delivery, Microcinema,
Ideological Exhibition
Proliferating Festivals
Movies
in
Every Size
and
Shape
Cinephilia
7. Communities
and
Cooperation
55
59
61
65
67
68
70
72
75
76
80
87
89
91
93
96
99
100
101
IV. New Mode of
Cinema:
How Aesthetics and Style are Changing
Under Conditions of Digitality 104
Medium Specificity 108
Shooting Digital for Film 110
Aura of
Film:
Digital Detractors 113
8. Camera-Stylo 116
Sponteneity, Flexibility,
Unobtrusiveness, Intimacy 116
Hierarchies, Acting and Continuity 120
9. Montage and Mise-En-Scene 124
n
The Long Take
Computer-Camera as Collaborator
Web Browser Aesthetic
10.
Hybrid Cinema
Cyborg Actors
The Virtual Moving Image
The Unfilmic: Video Games,
Anime, Graphic Novels
Virtual Cinema for the Masses
Reaction Against: Alternate Indexicality
11.
The Snowflake and the Black Box
124
128
131
136
139
142
145
148
152
155
V. Cinema
3.0:
The Interactive-Image
Narrative Norms - Continuities -
Fan Mode 161
12.
The Project: Movie as Artifact 165
13.
Database Cinema 171
Remix and Modular Cinema 174
Soduko Cinema 176
14.
Novelesque Cinema 180
Interacting Levels of Diagesis 182
Multi-Bodied Characters 184
15.
Digital Literacy, Complexity, Causality 186
Digital Literacy: Cause and Effect 190
16.
Viewser: Privilege or Punishment 193
VI.
Radical Potential: Social Aspects of Cinema 3.0
17.
Amateur Filmmakers, Rich Media Literacy,
and Power Negotiations 201
DIY Zombie and Shark Movies 201
The Accidental Auteur 204
Rich Media Literacy 208
m
18.
Activism and Terrorism
Activism
Terrorist Auteur
19.
A-Iiteracy, Decontextualization and
the Unmediated Real
Web Video
Banality and Feedback Loops
Immediacy and Decontextualization
Remediations of Violence
20.
Revolution or Reality Show?
VII.
Conclusion
Final Thoughts
Filmography
Bibliography
Appendix I
209
209
212
215
215
217
221
222
226
231
228
236
248
263
IV
Illustrations
Anthology Film Archives in Joseph Papp's Theater 35
Times Square, March 28, 2007,
8:30pm
39
Still Doug Aitken's
Sleepwalkers,
MoMA, New York, February 7, 2007 43
Still
The French Democracy
(2005) Machinima 57
Linked to http://www.machinima.com/films.php?id=1407
Still
Four Eyed Monsters
(2005) 78
Linked to http://fourevedmonsters.com/watch
Still 28
Days Later
(2002) 118
Linked to http://www.voutube.com/watch?v=6JxYNPEXAX4
Still
Time Code
(2000) 133
New Line Production Photos Gollum 2004 140-1
Still 300 (2006) and panel from Frank Miller's graphic novel 300 148
Production Stills A
Scanner Darkly
(2006) 149
Still
Renaissance
(2006) 150
Cinematic Diagram of Scenes in
Ten
(2002) 156
Page Rank Equation by Larry Page 157
Soduko Example 177
Snatch
(2000) Graph by Ayolt de Roos 191
Google Page Rank full equation 195-6
Still Open
Water
(2004) 203
Stop
Snitchin'
DVD
Cover 205
Link to http://www.youtube.com/watch?v=vWSsQ-CzSEM
Still insurgent video of missing soldiers' effects, June 4, 2007. 212
Link to http://www.voutube.com/watch?v=kj8j7MFS3zw
Still Salam Pax Vlog 216
Linkhttp://www.journevman.tv/?lid=56445
Still
Numa Numa
web video 218
Link to http://www.youtube.com/watch?v=60og9gwKh1o
Still Justin TV 220
Link to http://www.justin.tv/iustin
v
[...]... how digital technologies are affecting cinema: • The first section examines the experience of cinema and how that is morphing as digital technologies change both our reception of and use for cinema I take Walter Benjamin's essay "The Work of Art in the Age of Mechanical Reproduction" and examine how cinema is only now, with the infiltration of digital technologies, fulfilling Benjamin's expectations and. .. universal literacy of the moving image, and how this radical potential is playing out This chapter will examine who is making movies, what they are making, and to what purpose This chapter asks and examines what are the potentials and dangers of universal literacy of the moving image Through these five perspectives of how digital and computer technologies are changing cinema, I hope to diagram new spectator/spectacle,... examine how our everyday experience with digital and computer technologies shapes both our experience of and the very capacity and form of cinema For example, how cinematic narrative adapts to better represent our navigation of space and information on the computer In this, I borrow from contemporary media theorists such as Nicholas Negroponte and Sherry Turkle who have shown how people's use of computers,... trajectories, audiovisual technologies and computing technologies, then cinema can increasingly be characterized as a new media both in construction and characteristic.6 Cinema today, as I will demonstrate, is created, stored, distributed, and viewed primarily with computers and digital technologies and has increasingly taken on the characteristics of digital creations Cinema in digital form can be radically... hybrid, variable, and dispersive, thus differing greatly from traditional cinema and transforming into a new media I will primarily use the term "Cinema 3.0" instead of "digital cinema. " "Digital cinema, " as a term, can be limiting, implying that the images were created, distributed and exhibited digitally or at least forcing one to define what percentage of digitalness makes a movie "digital cinema. " Some... forms like video games and computer interface The camera as a computer has enabled a more cooperative relationship with the filmmaker The fourth postulates how the digital viewer is enabling a new narrative form that is complex, interactive, and intertextual and based on spatial and stochastic contingencies, mimicking the shocks and economies of the digital everyday Digital and computer logics have changed... late James Carey, I need to explore the social and cultural implications, not leaving the subject completely posthuman as Kittler would like As Carey has said, "to enter given technological worlds is to enter actual social relations," and therefore, "technologies are cultures."14 Thus, I also examine how people are experiencing cinema, what they are doing with the new technology and how they are communicating... hardware and apparatus, to software theory, which would work from the bottom up, from protocol and codes and interfaces, herein I will attempt to apply both.11 I will look both at how the digital camera, small, mobile and cheap, with different requirements for lighting and recording material, can bring new methods of production, new modes and new content, but also how certain functions of the camera /computer. .. in that the potentials have not yet been fulfilled and numerous paths are still possible, the advantage of being in this liminal zone is that we can see in both directions and the changes remain strange enough to be identifiable Use of Terms Digital technologies are changing the possibilities of cinema Cinema is no longer sufficiently described by a ninety-minute movie in a theater Digital computer technology... This chapter will focus on our experience of cinema as it changes from a ritual art object to an interactive and variable means of communication • The second section will examine how cinema is digital - how digital and computer technologies have penetrated into all aspects of production, distribution and exhibition This will be a survey of the current landscape of moviemaking, 17 David Norman Rodowick, .
21
27
31
34
35
37
39
43
45
III.
How Cinema is Digital: How Cinema Technologies are Changing
How Movies Are Produced, Distributed and Exhibited. Computer Technologies are Changing Cinema
Kristen M. Daly
Digital and computer technologies and the networks of Web 2.0 are changing cinema.
Cinema is morphing
Ngày đăng: 07/03/2014, 15:20
Xem thêm: Cinema 3.0: How Digital and Computer Technologies are Changing Cinema pot, Cinema 3.0: How Digital and Computer Technologies are Changing Cinema pot