cs2006 week 10 readings
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WTRANSCRIPT
20/4/13 1:20 AM
CS2006
Week 3 readings
From scrapbook to Facebook: A history of personal media assemblage and archives
Social media profiles VS scrapbooks
Packed with personal information
Problematic
o Validity of a scrapbook as a biographical text
o Rarely edited nor “finished” like formal publications
o Messy, fragmentary and highly individualized
o Do not achieve “official” or authoritative status of published media like
newspapers or books
o Tend to be personal collections of ephemera (only can be enjoyed for a
short time)
o Unclear what kind of functions scrapbooks served for their users in the
past
Private objects for storing thoughts?
Serves a more immediate and social purpose?
o How should scholars approach scrapbooks as personal archives and
historical artifacts?
Historical continuities in the public and private practices traditional scrapbooks and social
media have promoted for users + methodological challenges produced for readers
Scrapbooks: physical books in which paper scraps and other items are saved + also highlights
the often blurry distinctions between scrapbooks and other social/archival media traditions
(eg, autograph, photograph & confession albums + commonplace books)
Digital carryovers of these traditions
Myspace
Flickr
Focuses on Facebook as the paradigmatic site of contemporary social media use
Boasts larger membership than any other social network site
Predominant object and site of social media research
Therefore purpose = provide a historicization of FB + other similar media platforms, where
people:
Document their lives
Interact with media texts to express themselves socially
FUNCTIONAL COMPARISONS
Importance in comparisons of “old” and “new” media technologies via shared functions due
to the ability to shed light on social media use
Novel phenomenon with no cultural precedent
Wide variety of personal media practices can be seen as promoting a range of
simultaneously documentary and performative behaviors
Has private and archival functions /similar to scrapbooks: helping users perform
specific social and performative tasks in the past
1. Documenting friendship
a. Facebook = SNS “social network site” (Boyd & Ellison, 2007) as compared to
“social networking site”
i. Purpose isn’t go “network” or meet strangers
ii. Rather, to “enable and make visible their existing social networks”
iii. Majority of contacts on SNS are between users who already have some sort
of offline relationship
Facebook creates textual links between real-life connections
Makes social experience perusable, like pages in a book, by providing a structure
and setting for users to “view and traverse” their social links
SNS = “web-based service that allows individuals to visualize relationships in the
user’s extended social network”
o Construct a public/semi-public profile within a bounded system
o Articulate a list of other users with whom they share a connection
o View and traverse their list of connections and those made by others
within the system
2. Navigating new media abundance
3. Communicating taste and building cultural capital
Week 8 Readings 20/4/13 1:20 AM
MOVIEMAKER MASTER CLASS WITH MARTIN SCORSESE
Biggest problem: Intent; what the filmmaker wanted to communicate to the audience,
because:
Direction the camera is aimed at shot by shot
How does each shot build up to make a point which the filmmaker wants the
audience to comprehend?
o Purely physical – Man walking into the room and sitting on a chair
o Philosophical
o Psychological
o Thematic (Includes philosophical and psychological points as well)
Sometimes, younger filmmakers have nothing to say
Resulting in the films becoming very unclear or very conventional and geared
towards a rather commercial marketplace
Basics: Where do you aim the camera to express what you put down on paper in the script?;
How can you edit all your shots to create what you want to convey to the audience?
First question can be : “Do I have anything to say?”
o Not necessarily literal that can be expressed through words
o Can be a feeling or an emotion
Talk about what you know
60s and 70s filmmaking more personal as compared to 80s onwards
Consistently less of personal filmmaking in mainstream media
Nowadays, independents also starting to show a trend toward melodrama and film
noir; more commercial aspects
The more singular and personal the film, the more it can claim to be art
What makes a film personal?
Making a distinction between directors and filmmakers
Directors (people who interpret the script, who turn it from words to images)
Filmmakers
o People who will be able to take somebody else’s material and still manage
to have a personal vision come through
o Shoot the film or direct actors in a manner that will eventually transform
the film so that it becomes part of the body of work of other films, with
similar themes and approaches to material and characterization.
Know what you are talking about
Know your material; have some personal experience with it prior
Week 9 Readings 20/4/13 1:20 AM
Week 10 readings 20/4/13 1:20 AM
NEW MEDIA AND VISUAL CULTURE
Goals
Understanding key concepts of the qualities and experiences of the digital image:
virtuality, simulation, immersion
Understanding key techniques of digital visual effects in cinema (digital
compositing, 3D CGI, etc)
The impacts of digital technologies on the traditions of cinema: realist and
spectacular traditions
Virtual:
Means that the virtual (whether virtual spaces, virtual worlds, or virtual
environments) is largely present in contemporary media culture as a major trope
or theme
Necessary for us to understand it’s meanings in order to understand digital
visuality
Map, museum, studio, community, etc.
Virtual reality: an event or entity that is real in effect but not in fact
Importance: in virtual reality is how it exists
Something we may call “virtual” does not exist in physical or actual sense
However, the virtual exists because it has some properties of the object and event,
such as shape, sense, value, that we know, experience or imagine
Due to the fact that it incorporates properties of the physical object or real event
Eg, Virtual money and online banking
o You know that your money is in the bank but you don’t have it physically
o However, you still can make purchases with this virtual money
o We can also deposit to and withdraw from our online account
o Yet the real fact, when you take all your money out, both effect and fact is
that you are bankrupt
Eg, Video games (call of duty 3): first-person shooting game set in a fictional near
future war in Russia
o Game doesn’t exist physically
o But we feel that the virtual game world is real
o Not just because the computer graphics of the game look so real and vivid
o Due to the fact that the game allows us to experience what we know or
imagine about warfare
High-speed chaos
Prompt responses to enemies for survival
Skills of targeting and shooting
Learning new weapons and tools
Digital world models not just visual elements of the real war.
Models the knowledge and sensory perception of the human being
who experiences the war
Characteristics of VR: Simulation
Simulation: (context of digital media) refers to various computer methods for
modeling
Virtual: an object or event that does not exist actually but nevertheless we
perceive and experience as real
o Requires bringing key properties of the object or event to our field of
experience or knowledge
Does not necessarily the virtualization of a tangible object or real
event
Fields or disciplines have consistently developed and used
o Virtual reality technologies:
Sciences, including engineering, natural science and medical
science
VR technologies are used to visualize theoretical objects such as
atoms and particles; phenomena/objects that are not visible with
naked eyes, such as stars and planets in astronomy, and cells and
organs in biology and medical science, etc.
Methods for modeling something that assumes the appearance or effect of a real
entity or event
Modeling is not necessarily limited to a tangible object or real event (eg
hypothetical objects, imaginary worlds, etc)
o Applications of
Objects of simulation are more than making visual illusion (movements of
physical objects, natural phenomena, human behaviors, etc.)
o Distinguished from imitation
Week 10 reading 1 20/4/13 1:20 AM
NEW MEDIA AND VISUAL CULTURE
What happened to virtual reality?
Context: 1980s-1990s, populist hype, widespread experiment, frequent conferences and
artists’ projects explored virtual reality; how can this waning of interest be explained?
Example of a “new medium” (potential candidate to be one)
Enthusiasm for VR was part of the euphoric techno-utopian expectations of the
period and the heady mix of the computer counter-culture and the neo-liberal
Silicon Valley entrepreneurship
Therefore, VR has returned to where it came from
o less commercialized/for the masses like the internet
o more into the industrial complex in the military; where research continues
Lead researcher Stephen Ellis at Advanced Displays and Spatial Perception
Laboratory (NASA):
o “The technology of the 1980s was not mature enough”
o vision ran ahead of the available hardware and software
o too little was understood about how the human sensorium responded to the
degree of bodily immersion that was attempted
o However now, computers become many times faster
o Peripherals more lightweight
o Futher research into the biology and psychology of perception can be
drawn upon, renewed and serious interest is being shown again
Not only NASA but in ARPA (Advanced Research Projects Agency)
Is VR a new medium?
Medium: set of social, institutional and aesthetic (as well as technological)
arrangements for carrying and distributing information, ideas, texts and images
(whether neutral or not as a medium is never separable from the information or
content it carries; it contributes to, shapes, allows or disallows meaning)
Not medium
o prime example of technology (or collection of technologies)
o stage where development and investment are taking place for a variety of
speculative reasons
o Immersive VR has no firmly settled institutional pattern of distribution,
exhibition or use (social context)
A medium is more than the technology that it depends on; it is also a practice
Skilled work on raw materials (eg words, photographic materials) which uses
conventions, structures and sign systems to make sense, to convey ideas and
construct experiences
Therefore it is still questionable whether VR can become a form of social communication and
representation in the manner of radio, cinema or television
Stages to determine which potential communications technologies or media will “pass”:
1. Existence of basis in society’s general scientific competence so that a certain kind of
technology is feasible (ground for a technology’s possibility)
2. Stage of “ideation” where an idea or concept of how that available scientific competence
may be given a technological application is envisaged by several individuals in their
supporting contexts in various locations
3. “Invention” when a technology can be said to exist properly as it moves beyond an idea;
prototype stage as clear necessity or use is seen and finds social acceptance
Social availability of VR:
Hybrid technologies of immersive VR appear to be teetering between repeatedly
reinvented prototype and invention
VR occasionally flickers to life at prestigious art or media festivals and trade
shows (mostly unique and short ones)
Due to construction of “state of the art” virtual spaces and environments being
intensive in it use of technology
Therefore, outside of the military sphere, realizations are restricted to few fleeting
locations; usually requiring expensive travel and maintenance in real time and
space for those who wish to participate
Ironically, viewer has to be in a precise and expensive institution or place in a real
world if they wish to be in “virtual” reality
Case study: VR, art, and technology
Douglas MacLeod, director of “The Art and Virtual Environments project”
2 years of intensive and groundbreaking work for artists and technologists to bring
a range of VR projects into completion
Huge effort only provided a “suggestion of what this medium could be”
Too complex and artists have dispersed along with their expertise
VR is very rare in terms of spatial/geographical distribution due to its costs
Most ubiquitous (found everywhere) form of VR is stripped down versions;
“shoot-em-up” arcades
Outside of commercial arcades and theme parks, university or corporate research
departments, immersive VR is hardly accessible to most of us
Contrasts ubiquity of the personal computer
PC= used for entertainment, interpersonal communication, self-expression and
access to information of many kinds and therefore PC = media
o Such uses have also developed distinct genres, institutional frameworks
and patterns of consumption; difficult to say for VR
THE VIRTUAL AND VISUAL CULTURE
Nintendo Wii = weaker than the immersions or simulations promised by “head
mounted displays”
Nevertheless, presents us with visual (and sometimes haptic) experiences that
attract the description of virtual
Recently, existence of dramatic changes in the way that images are produced in
the ways that we meet and access them and in the kind of relationship we have to
them; the fact that we are not wearing those “head mounted displays” and
immersed in virtual worlds does not mean that the virtual has not become an
important characteristic of visual culture
Retreat of VR nevertheless remains important
Virtual (“worlds”, “spaces”, “environments”) abounds in contemporary media and
visual culture
o Immersive quality of videogames/ first-person POV/avatar that allow us to
project into and move within the game world
o IMAX cinemas filling field of vision
o Networks of webcams monitoring public spaces, online image banks and
virtual realities
VR AS AN OBJECT TO THINK WITH
Full blown VR remains a paradigm; example of a discursive (lead by argument +
reasoning rather than intuition)
Apparatus which produces a kind of experience that raises questions about the
nature of reality, perception, embodiment, representation and simulation
18th century, Camera obscura was thought of this way
Today: camera obscura = instrumental technology; forerunner to photographic
camera; kind of camera without film used by painters and draughtsmen as an aid
to constructing images in perspective
Use these terms predominantly to describe camera obscura because it has been
mainly art historians who have paid attention to it
Use in 18th C, not instrumental (not for making images) but possessed by people;
philosophers and natural scientists in order to stimulate philosophical reflection
and speculation on the nature of visual perception and knowledge
Provided a model for and raised questions about the relationships of the external
world, eye and brain
Practical model and a point of conversation and discourse used to understand the
rocesses of perception and our experience of the visual world more generally
Both Camera Obscura + VR serve similar functions in that they promote intense
speculation about vision, embodiment and the nature of experience
VR has a discursive status due to representation in other media; “matrix factor”
rather than frequent first-hand experience and use
“Virtual” now a major theme in media culture as it has close relationships with
other themes; simulation and immersion along with older concepts related to the
study of images; representation, illusion, mimesis, even picture, copy and fiction
are drawn into the sphere of the virtual
Through time, relatively settled definitions become unstable and there is a lack of
clarity in the relationship or difference between representation and reality,
between representation and simulation and between “looking” or gazing at
immersion
Digital “virtual” enters into visual culture with early experimentation in human-
computer interface design; the means by which a human interacts with the
machine
Seen as promising to go beyond the physical objects (screen, keyboard mouse);
“Technology goes away because we are inside it” (Jaron Lanier)
IVAN SUTHERLAND (pioneer of computer graphics and simulation technologies) key
figure in the operational and conceptual history of VR
Demonstrated that the impulses (electrical pulses within a computer; electricity)
translated into an electron beam that was visible on a visual display unit (screen)
Envisaged the possibility of going beyond graphic display to make the results of
computation tangible
Formed the idea that if a computer reduced and processed any kind of information
as a series of impulses, given the appropriate algorithms and programming, the
physical movement of the human body – and even material resistance to that
movement – could be encoded as information which the computer could process
FROM IMITATION TO SIMULATION
Sutherland’s inspiration = joystick of Link Flight Trainer which simulated the
“feel” of aircraft in flight back to the trainee pilot
Work on flight simulators showed how human actions could become computable
information hat was then passed back to the human subject via servo mechanisms
and sensors to then inform or control their further actions
Flight simulator = black box with no external morphological reference to
aeroplanes but once entered; sensory conditions experienced in real flight can be
more fully generated to include programmed negative flight conditions
Simulation of planes that haven’t been built or flights that have not yet been taken
Distinction between imitation and simulation: notion that in simulation (as against
imitation or mimesis) the model now, in some senses, precedes the reality – a reversal of the
expectation that “models” are built (imitate) pre-existing realities
Following recognition that what distinguishes simulation from imitation:
Artifact that is a simulation (rather than copy) can be experienced as if it were
real, even when no corresponding thing exists outside the simulation itself
We are familiar with simulated reality effects (CGI in movies and TV)
“A head-mounted three dimensional display”
http://www.youtube.com/watch?v=7B8aq_rsZao (watch this to see it at work; purpose:
present the user with a perspective image which changes as he moves)
Generated mathematically
Structured by 3D Cartesian grid with its 3 spatial co-ordinates imaged
stereoscopically on the binocular TV screens held close before their eyes
Sutherland’s invention of an apparatus that would generalize the flight stimulator
No specific purpose; just a visual and tactile interface with a computer
This was basic, spatial, visual, tactile and kinaesthetic
IMMERSION: A HISTORY
Sutherland’s perception of VR was of a “continuity” as compared to other
scholars at that time, Margaret Morse who feel that it is a experience of
immersion; of being “inside” and experiencing completely different worlds
Morse: “VR user is a spectator whose station point is inside the projection of an
image, transformed from a monocular and stationary POV into mobile agency in
3D space”
Jonathan Crary: historical break from renaissance period; not a copy of reality
before lenses but a transformation in visual culture
Sociologist “quantum leap into the technological construction of vision”
Emphasis on these views:
Stress on the immersive experience
Provides and (in some) a shift of vision from its dependence upon the spatially
positioned human eye to its production by machines and technologies
Key idea of passing through the surface of an image or picture to enter the very
space that is depicted on the surface
“stepping through Alberti’s window”
ALBERTI’S WINDOW
“perspective” in images
“St James the great on his way to execution” by Mantegna (left)
Orchestra pit (right)
Mantegna makes the viewers envision what it would look like (left image) from
the perspective of people in the orchestra pit (right)
Feet of the guy in the center as if it’s protruding off the stage; feet of figures
depicted as further away from the viewer and are cut off from view
How this was achieved depends on managing the relationship between the
viewer’s position in the physical space and the position of the depicted figures in a
kind of a virtual space
(Diagram of Alberti’s system)
Alberti thought of a picture as a vertical plane (AB-CD) that was inserted at a
certain point within a cone of vision centered on the spectator’s eye (ALBERTI’S
WINDOW)
Distance from painter to AB-CD is physical distance between viewer and painting
AB-CD to figure S is “pictorial space”, the space that is seen through the window
Alberti’s schema is to connect 2 kinds of space: that from which the image is
viewed (actual space visitor inhibits) and that which is viewed within the image
(seeks to be “as good as” and continuous with that space)
Mantegna is hinting at in making that foot protrude as if crossing from one space
to another
We are therefore, now in a position to think of pictorial perspective (Alberti’s system) as a
technology for constructing the space within an image and for managing the relationship of a
viewer in physical space to the virtual space of the image
PERSPECTIVE AS A SYMBOLIC FORM
Building of temporal dimension into static images
Depth axis of perspective to solve narrative problem: how to depict the unfoding
of an act over time, in a single, static scene which depicts space as a unified
continuum
In right image, we see one neophyte in the process of undress, another waits,
naked and shivering and a 3rd receiving baptism
3 images can be read as 3 moments in a continuous process
Can be read as 3 men doing different things or as stages of one man’s actions
(left) in this image, perspective which integrates pictorial and architectural space enables
Masaccio to represent St Peter as he walks past 3 beggars and as he does, the cripples are
cured and rise up
3 different levels
Peter looks ahead, out of picture space and into spectator, who’s viewpoint is
beneath the saint
He appears to walk, curing the sick as he passes and with a powerful implication
that he is about to enter into our real space; suggestion that we are next?
Masaccio paints a sequence of separate moments into one frame, unlike other
artists of his time; they therefore become embodied and embedded in virtual
space, and a sense of anticipation as well as physical experience is expressed
BAROQUE
Paintings on the roof of churches; when spectator looks up, it’s like he’s looking into heaven
These baroque paintings invite the spectator to enter a virtual space; they draw the viewer
into a space that changes with their movements; navigable spaces of persuasion
THE PANORAMA
Installation of 360-degree images in purpose built sites known as “panoramas”
Spectator positioned in the center of the panorama, surround completely by a
seamless, illusionistic painting of a landscape, a historical event, or battle
Spectator’s gaze = mobile; they are either free to move & turn themselves or be
moved by a rotating mechanical floor
Central viewing position in a gallery ensured that they were kept at an appropriate
distance from the painted scene to reinforce its optical realism
As they developed in the 1900s, the illusion was enhanced as appropriate with
other effects like sound, lightning, smoke, mist
In entering the panorama, the paying spectator entered a artificial world.
Panorama installs the observer into the picture
THE STEREOSCOPE
Early 19th C technology of seeing that would appear to parallel closely to the VR
experience
3D of photography that the stereoscope achieved is the only way in which at the
beginning of the 19th C, a number of boundaries between what was real and what
was represented began to blur
These devices didn’t enclose the body and hide the limits of surrounding images
by architectural design but by placing binocular images very close to the viewers
eyes; similar to Sutherland’s head mounted displays
All the above are part of a continuum of technological development, rather than an absolute
and revolutionary break with earlier image forms.
After several 100s of years of perspective as a pictorial technology, the photographic camera
industrialized perspective
VIRTUAL IMAGES/IMAGES OF THE VIRTUAL
The Virtual & the real
Not opposite of the real but a kind of reality itself
Eg, Ravi term paper, when you say it’s “virtually complete” it exists in your
computer; for all intents and purposes, you have finished, it’s “as good as”
finished. But once you print it, it will then actually exist
A digital image resides in a computer file, it is a code or a set of information, a
kind of latent image awaiting visibility and material form when it is loaded into
appropriate software and projected or printed
Virtual isn’t the same as an illusion
Illusion suggests, unreal.
“Virtual” different from the “actual” but both are real in different ways
Increasingly, the virtually real and actually real are not completely distinct or
separate worlds
There is overlap or coexistence and in technologically developed societies we
move between them
EXAMPLE: ATM
o At the ATM we simultaneously inhabit the actually real and the virtually
real
o Machine is actually real
o World of online banking and our “virtual” cash we access are also real
o If we find out we don’t have money in the virtual world we don’t have
money in the real world as well
Virtual, simulation, representation
In new media, virtual has come to equal the “simulated”
synonymous terms: virtual realities and virtual environments are produced by
simulation technologies, principally: computer graphics software and
telecommunications network
Shared space simulated in which we can interact with simulated 3D objects and
our view of such spaces and places changes in response to our simulated
viewpoint
We are familiar with:
o Computer aided design and the simulation of objects and events that do not
actually exist
o Software techniques such as “ray tracing” and “texture mapping” which
digitally generates the visual forms and surfaces of invented objects as if
they conformed to the physical law of optics
o Production, animation and seamless fusion of still and moving photo-
realistic images
o Equipping of robot machines with the ability to see
o The hybrid collection of technologies that produce the illusion of
inhabiting and moving within virtual places
o The technologies of telepresence that allow the body to act, through vision
and touch, on remote objects
o New forms of medical and scientific imaging (such as magnetic resonance
imaging) that allow the interior spaces of the human body to be non-
invasively seen and imaged
o Synoptic images of the art and space in which a range of data gathered by
satellites is translated into photographic form
Way of defining “simulation”, to contrast with “representation”
Representation, media studies, visual culture
Representation: key idea in traditional media studies
Points to the role of ideology, belief and selective perception in act of
communicating ideas abut and experiences of real world
Draws attention to role of language and realm of visual representation the signs
and codes that we necessarily employ in making images
The way that the words or visual signs used (signifying processes) necessarily
mediate or change the objects in the world that we communicate about
Strongest form: the world only has meaning for us because of the concepts that we
employ to make it meaningful
Images:
o Lead us to “see” the world in varying perspectives
o Shaped by our ideas and a culture’s priorities and interests
Technologies available play a role in these processes
VS. Simulation: modeling of a dynamic system; of a structured environment, a
universe with its own rules and properties with which the user or player interacts;
not confined to imitating existing worlds or processes although it may also do that
part
Wider perspective in “digital” visual culture; distinctions between representation and
simulation that make sense in the study of computer games doesn’t hold due to:
Not only simulations are real
o Representations are as well as they are also artifacts and are composed of
material stuff just like the things they represent
o Both involve work on materials and utilize tools and technologies and both
are artifacts
Mimesis: theory or representation
o Meaning is thought to lie in real things themselves and hence the work of
representation is to faithfully copy the appearance of that thing
o Aim: convey meaning rather in the way that a mirror reflects reality
o Contrast: simulation produces and constructs while representation mimics
something pre-existing
The lack of an original
o Simulation: an artifact that can be experienced as if it were real, even when
no corresponding thing exists outside of the simulation itself
o Simulation cannot be a copy of the original
o Yet, there is also a large class of visual representations that nothing
corresponding exists (dependent on beliefs): Baroque’s impression of
heaven on the ceiling
From representation to simulation (and back again)
Genre of painting “trompe l’oeil” (tricking the eye)
Artists paint their images in places where we might expect the real thing to be
Success: momentarily belief that depiction = reality and also triggers haptic sense
Viewer oscillates between awareness of the image itself and of the means by
which it was produced
DIGITAL CINEMA
Popularization of CGI and it’s use in special effects and computer animation
Forms:
o Materially and historically situated technologies and media
o On the other hand, perfoming a technological imaginary where the impact
of digital technology on cinema is presented as either symptomatic of, or a
causal factor in the “virtualization” of the modern world
VIRTUAL REALISM
Great excitement of future possibilities of immersive or interactive entertainment
But, fear that digital technologies are leading film into a descending spiral of
spectacular superficiality
John Ellis’s identification of a number of realist conventions in cinema and
television
o Common-sense notions and expectations such as correct historical details
in costume drama, or racial stereotype in war films
o Adequate explanations of apparently confusing events, establishing logical
relationships between cause and effect in events
o Coherent psychological motivations for characters
Recent debates that Hollywood films deny the contradictions of a reality
characterized by class conflict, gender inequalities and hidden power structures
Realist codes ensure that conflicting POV + power relationships within a film’s
fictional world are always resolved or reconciled
A world riven by contradiction is always, by the end of the last reel, whole &
coherent
If ending not happy, there still is closure
While technological apparatus of cinema and TV is sometimes discussed in these
debates, it is rarely identified as a key factor in the construction of the ideological
effects of these realisms
Allen:
o Realism no longer film theory’s set of ideological and formal conventions
of narrative, character plot and hierarchies
o Rather, technical and aesthetic qualities of sound and image
o Realism now operates between the image and its qualities and the
technological apparatus that generates it
o Uncomfortable conflation of three distinct notions of realism
Photographic image is seen to be privileged among all other
representations in its grasping of the real world
Spectacular or illusionistic
“immediate” grasping of reality in which the medium itself seems
to flicker out of the picture
o The more visually realistic a film or special effect sequence is, the more
artificial or illusionistic it is.
Leads to:
VERISIMILITUDE: appearance of being true or real
Claims to capture the visual appearance of the world, people and objects, as they
appear to the human eye
Eg: “Trompe l’oeil” genre of painting
In reality, it is taken for granted
In CGI, it becomes an object of interest to both producers and spectators.
Eg, in Toy’s story, toy soldiers = rendered complete with all the imperfections of
a cheap toy in real life; shows attention to detail
INDEXICALITY: relating to or denoting a word or expression whose meaning is dependent
on the context in which it is used
Photographs, pre digital age’s characteristic was that the images were created
through a direct physical relationship with their referent
Current anxieties are that this now can be manipulated
PHOTOREALISM: a style of art and sculpture characterized by the highly detailed depiction
of ordinary life with the impersonality of a photograph
similar to verisimilitude
But these CGI sequences are not so much capturing external reality as stimulating
another medium
Measured more by its figuration of these other media than by any capture of the
look of the real itself
HYPERREALISM: extremely realistic in detail
Identify a distinct and dominant aesthetic in popular animation, developed by
Disney
Disney animation presents its characters and environments as broadly conforming
to the physics of the real world
Context of animation: not wholly constrained by live action conventions, Disney
hyperrealist animation never fully remediated the live action film; always exceeds
verisimilitude; evident in graphic conventions of caricature in character design as
well as exaggeration of forces of the real world
REALITY EFFECTS
Photorealism in CGI and the hyperrealist imagery and narrative structures of
Disney, Pixar and DreamWorks animated features
Understood as, or are claimed to be, in different ways, offering a more realistic
experience, a less mediated grasp of the world and experience
Each of these reality effects references not the actual external world directly, but
rather other cinematic and media conventions
SPECTACULAR REALISM
Advent of popular CGI cinema, left with an apparently paradoxical notion of
realism; referral to both a perceived immediacy but also a heightened illusion and
spectacle
Verisimilitude not on indexicality of photography but on the “wizardry” of digital
synthetic imagery and its designers that re-introduces that least realist cinematic
form, animation back to the mainstream
Paradox serves to foreground 2 more important factors
o Continuities with earlier spectacular visual media forms
o Critical concern with the visual image over the other aspects of cinema
Spectacle: not so much a set of particular cultural or media events and images but
characterizes the entire social world today as an illusion, a separation from, or
masking of real life
SPECIAL EFFECTS AND HYPERREALITY
The Mask – popularity based on use of CGI
Special effects: best distractions from, and at worst, deleterious (causing
harm/damage) to the creative or artistic in cinema
Special effects driven films (sci-fi, horror, fantasy, action) seen as illusory,
juvenile, superficial
More associated with the technology rather than the “art” of cinema (character
psychology, subtleties of plot and mise-en-scene)
Claims that blockbusters are bringing about the “dumbing down” of culture
Fears that popularization and pervasiveness of electronic technology has
profoundly altered our spatial and temporal sense of the world
Overlapping discourses of CGI
a. Forms and aesthetics of CGI = latest in an evolutionary process of ever-increasing
verisimilitude in visual culture
b. Pessimistic version of (a) – characterized by a suspicion of CGI as illusory, superficial
and vulgar; opposition to the “true” creative qualities of film as a medium as taking over
traditional cinema and the technical virtuosity (artistic pursuit) it brings
c. Cybercultural perspective, digitally generated verisimilitude marks a new distinct phase
in western culture
d. Inversion of cybercultural perspective; cinematic tech is symptomatic of technological
change more generally but this is a slide into digital illusion and depthlessness rather than
the creation of new “realities”
Early cinema to digital culture
“cinema machine” is the product of social and economic forces, drawing from the
diverse range of photographic and other technologies for the presentation of
moving images
technologies which operate across the boundaries between entertainment, art,
science, government and the military seem to offer an analogous (comparable)
cultural, historical and technological movement
digital technologies, unlike cinema, emerge into a world already familiar with a
century’s development of mass media
Digital visual culture although new in important ways, is at the same time
continuous with a “tradition” of spectacular entertainment that runs through the
twentieth century
Despite diversity in all the forms, they share an invitation to their audience to
engage with the visual or kinaesthetic stimulation of these spectacles, and to be
fascinated by their technical ingenuity by entertainment technology itself as
spectacle
“cinema of attractions”: acknowledged spectator rather than inward towards the
character-based situations essential to classical narrative
Did not disappear but continued in other moving image forms like animation
Audiences and effects
Most Hollywood feature film production now feature digital effects; but not
always presented as such to the audience. Digital imaging is used to generate
backdrops or climatic conditions that prove difficult or expensive to film
conventionally
Some effects are designed not to simulate ostensibly normal events (Titanic) a real
historical event but still aimed to inspire awe in the technological spectacle
Play with other registers of filmic realism. Eg Forest Gump where the character
was inserted into a documentary
Effects mark irruption of other media (animation) as disruptive force.
Week 10 reading 2 20/4/13 1:20 AM
WHAT IS CINEMA?
Digital cinema and the history of a moving image
Cinema, the art of the index
Most discussions of cinema in computer age focus on possibilities of interactive
narrative
o Majority of viewers and critics equate cinema with storytelling
o Computer media understood as something that will let cinema tell its
stories in a new way
However, this only addresses one aspect of cinema; neither unique nor as many
argue, essential to it
What used to be cinema’s defining characteristics are now just default options
with many others available
o One can enter the virtual 3D space
o Viewing flat images projected on screen is no longer the only option
New developments change the identity of cinema
Cinema’s identity traditionally in the 1970s as a “super-genre”
Fictional films are live action films, consisting of unmodified photographic
recording of real live events that took place in real, physical space
Now with the onset of the 21st century, those can only be limited to the time of the
20th century
During cinema’s history, a whole repertoire of techniques (lighting, art direction,
use of different film stock, lenses) were developed to modify the basic record
obtained by film apparatus
Yet, behind those techniques, we can see the bluntness and unoriginality of those
photographs
No matter how complex, its stylistic innovations, cinema has found its base in
these deposits of reality; samples obtained by a methodical and prosaic process
Cinema emerged out of the same impulse that led to the rise of naturalism
(method of representation based on accurate depiction of detail)
Cinema’s identity is formed by it’s ability to record reality
What happens now, if it’s possible to generate photorealistic scenes entirely on a
computer to produce something with perfect photographic credibility even though
it was never actually filmed?
What is the meaning of these changes in the filmmaking process from POV of the
larger cultural history of the moving image?
o Manual construction of images in digital cinema represents a return to the
pro-cinematic practices of the 19th C when images were hand-painted and
hand-animated
o At turn of the 20th C, these techniques are now delegated to animation (also
defined as a recording medium)
o In the digital age, these techniques are becoming commonplace in
filmmaking process
o No longer an indexical media technology, but rather a subgenre of painting
A BRIEF ARCHEOLOGY OF MOVING PICTURES
Original names of cinema: kinetoscope (early motion picture exhibition device),
cinematograph, moving pictures
Cinema was understood form its birth as the art of motion; art that finally
succeeded in creating a convincing illusion of dynamic reality
This approach allows us to see how it took over earlier techniques for creating and
displaying moving images like the
i. thaumatrope (http://www.youtube.com/watch?v=Yv6QArYoHik 2 images
tied with a string, and when you move it, the pictures overlap until they look
like 1 image)
ii. zootrope (http://www.youtube.com/watch?v=FaHcY_1pRt8 thingy that
spins and if you look through the holes in the device you can see the
animation)
iii. phenakistiscope (http://www.youtube.com/watch?v=pUoduIp5My0 when
you spin it, it has a certain animation),
iv. praxinoscope (http://www.youtube.com/watch?v=Ez_UJAafRMs spins also
like the zootrope and phenakistiscope but this time has mirrors)
v. choreutoscope (http://www.youtube.com/watch?v=F66v-669Fmc its like this
wind up thing and the inside images move)
All that ^ have in common are that the images were hand-painted or hand-drawn
Not only created manually, but manually animated
Only in the 1890s did automatic generation of images and automatic projection
become combined, emerging into cinema.
Cinema eliminated the discrete character of both space and movement
Pre cinema; moving element was clearly separated from the image; as seen from
above
Actions limited in range and only affected a clearly defined figure inside rather
than the whole image
All of the above devices were based on loops; sequences of images featuring
complete actions that can be played repeatedly and they progressively grew longer
over time (can see in sequence above, from thauma to choreu)
FROM ANIMATION TO CINEMA
Once cinema was stabilized as technology, it cut all references to its origins
Everything characterized as moving images pre cinema was delegated to
animation, which picked up in the twentieth century
Animation openly admits that its images are mere representations it’s visual
language more aligned to the graphic than to the photographic
Discrete and self-consciously discontinuous; where characters move against a
stationary and detailed background in sparsely and irregular sampled motion
Contrast to cinema who’s public image was about photographing what existed
before the camera rather than creating the “never-was” of special effects
However, blue-screen, matte paintings, glass shots, mirrors and miniatures, optical
effects and other techniques that allowed filmmakers to construct and alter
moving images could reveal that cinema was not really different from animation
CINEMA REDEFINED
Sign of this shift is due to the new role that computer generated special effects
have to come to play in the new Hollywood industry in the 1990s
New genre of “The making of…” videos and books in Hollywood due to
popularity
New principles:
o Rather than filming physical reality, it is now possible to generate film-like
scenes directly on a computer with the help of 3D computer animation and
thus, live-action footage is displaced from its role as the only possible
material from which a film can be constructed
o Once live action footage is digitalized it loses indexical relationship to pre-
filmic reality as the computer doesn’t distinguish the origins; all pixels and
thus live-action footage is reduced to just another graphic, no different
from the images created manually
o Live-action footage now functions as raw material for further compositing,
animating and morphing and thus film now obtains a plasticity that was
only previously possible in painting or animation (layers etc, like subtitles,
combining images; green screen stuff)
o In traditional filmmaking, editing and special effects were separate
activities but now in the new age, the computer collapses this distinction
and both involve “cut and paste”
Therefore digital film = live action material + painting + image processing +
compositing + 2D computer animation + 3D computer animation
Digital cinema is now a particular case of animation that uses live-action footage
as one of its many elements
History of the moving image thus makes a full circle born from animation, cinema
pushed animation into its periphery, only in the end to become one particular case
of animation
So therefore, production becomes the first stage of postproduction
Eg, Starwars, traditional on set filming took 65 days but postproduction took 2
years because 95% of the film was constructed on a computer
Computing tools to manipulate the image are important to the digital painter as
brushes and pigments are to a painter
This fact thus erases the difference between a photograph and a painting
Given that an artist is easily able to manipulate digitized footage either as a whole
or frame by frame; a film thus becomes a series of paintings
What was previously recorded by a camera automatically now has to be painted
one frame at a time, and not just a dozen images like in the 19th century but
thousands, in this 21st century
From Kino-eye to Kino-Brush
20th century, cinema played 2 roles at once
o Media technology: capture and store visible reality, due to early
difficulties of modifying images once recorded that lent it’s value as a
document; assuring its authenticity
Mutability of digital data impairs the value of cinema recordings as documents of
reality; back then it was just an isolated accident in the history of visual
representation which has always involved and now again involves the manual
construction of images
Cinema becomes a particular branch of painting - painting in time; no longer a
kino-eye but a kino-brush
Role played by the manual construction of images in digital cinema is one
example of a larger trend – the return of pro-cinematic moving-image techniques
o Initially marginalized due to the onset of cinema being a “super-genre”
o Therefore, it was relegated into the realms of animation and special effects
But now, with technological developments, these techniques are reemerging as the
foundation of digital filmmaking
o What was once supplemental to cinema becomes its norm; what was once
on the outer limits of cinema becomes the norm
The cinematic realism is being displaced from the dominant mode to merely one option
among many
THE NEW LANGUAGE OF CINEMA
Cinematic and Graphic: Cinegratography
In commercial media, 3D animation, compositing, mapping and paint retouching
were used mostly to solve technical problems whilst traditional cinematic
language is preserved unchanged
o Frames handpainted to remove wires that supported an actor whilst filming
o Flock of birds added to landscape
o City street filled with crowds of stimulated extras
Invisible effects: practice of simulating traditional film language
o “Computer-enhanced scenes that fool the audience into believing the shots
were produced with live actors on location but are really composed of a
mélange of digital and live action footage”
When Hollywood introduces various nonhuman characters like aliens etc, we
don’t really notice the arbitrariness of their non-humanistic ways because they are
perceptually consistent with the set (they look like they could exist in a 3D space
and thus photographed)
Electronic + digital media have already brought about the transformation of
cinema no longer needing to manufacture it’s “reality” portrayal effect
From early 1980s, emergence of new cinematic forms that aren’t linear narratives
that are exhibited on a TV or computer screen as
o Music videos
o TV shows
o CD rom based games
CD-ROM based games
Designers were aware of the techniques of the 20th century cinematography and
film editing but had to adopt these techniques both to an interactive format and to
hardware limitations (thus development of cinegratography)
1993’s Myst
o unfolds narrative through still images (and sometimes mini animations
within the images, just like pre-cinematic techniques)
o relies on techniques of film editing to subjectively speed up and slow
down time
o Through the game, the user moves around a fictional island through the
click of a mouse and each click advances a virtual camera forward
o When the user begins to descend the underground chambers (as opposed to
outdoor LS shots), there are more close ups and the user needs more clicks
to explore the area
o Therefore just like trad cinema, Myst slows down time to create tension
and suspense
1995’s Johnny Mnemonic
o Interactive movie
o Featuring full-screen video throughout
o Comes closer to cinematic realism than Myst but still distant
o Action shots against a green screen and then composited with graphic
backgrounds
As the speed of computers increases, CD-ROM designers have been able to go
from a slide-show format to a superimposition of small moving elements over
static backgrounds and finally to full-frame moving images
Mirrors the 19th century progression from sequences of still images (zootrope etc)
to moving characters over static backgrounds to full motion
Exactly after 100 years where cinema was officially born, it was reinvented on a
computer screen
The New Temporality: The Loop as a Narrative Engine
Underlying assumption: by looing at the history of visual culture and media, in
particular, cinema, we can find many strategies and techniques relevant to new
media design
3 particular relevant situations in cultural history
o An interesting strategy or technique is abandoned or forced “underground”
without fully developing its potential
o A strategy can be understood as a response to technological constraints
similar to those of new media
o A strategy is used in a situation similar to that faced by new media
designers. For instance, montage was a strategy for dealing with the
modularity (basis of design or construction/how do you join separate
shots?) as well as the problem of coordinating different media types such
as images and sound. Both of these situations are being faced once again
by new media designers
These techniques were used to discuss parallels between 19th century pro-
cinematic techniques and the language of new media; also, guides in thinking
about animation (“underground” of 20th century cinema) as the basis for digital
cinema
19th century pro-cinematic devices were based on short loops
As cinema began to develop, those short loops were banished to the low-art
realms of the instructional film, pornographic peep-show and animated cartoon
In contrast, western modern fiction avoided repetition forms in general
It puts forward a notion of human existence as a linear progression through
numerous unique events
Early forms utilized loops due to the limitations of hardware
As the CPU speed increased and the larger storage media such as CD-ROM and
DVD became available, loop usage decreased
However, online virtual worlds use loops extensively because they provide a
cheap mean of adding some life into their geometric looking environment
Animation still utilizes loops when animating limb movements
Spatial Montage and Macrocinema
Spatial montage: involves a number of images potentially of different sizes and
proportions appearing on the screen at the same time
This juxtaposition doesn’t result in a montage; up to filmmaker to interpret
Spatial montage = alternative to traditional cinematic temporal montage, replacing
its traditional sequential mode with a spatial one
Same principle with computer programming breaks a tasks into a series of
elemental operations to be executed one at a time
Cinema followed this logic by replacing all other modes of narration with a
sequential narrative, an assembly of shots that appear on the screen one at a time
20th century uses split screen to show this spatial montage
Traditional film and video technology was designed to fill a screen completely
with a single image and thus to explore spatial montage, a filmmaker had to work
against the technology
Some computer games such as Halo3 already used multiple split screens to
present the same action simultaneously from different viewpoints
The logic of replacement, characteristic of cinema, gives way to the logic of
addition and coexistence. Time becomes spatialized, distributed over the surface
of the screen
Opposed to spatial montage, where nothing needs to be forgotten or erased
Spatial montage can be also seen as an aesthetics appropriate to the user
experience of multitasking and multiple windows of GUI
Construction of a desktop that presents users with multiple icons all of which are
simultaneously and continuously active
Result: a new cinema in which the diachronic dimension is no longer privileged
over the synchronic dimension, time is no longer privileged over space, sequence
is no longer privileged over simultaneity, montage in time is no longer privileged
over montage within a shot
Cinema as in Information Space
Cinema language, originally an interface to narrative taking place in 3D space is
now becoming an interface to all types of computer data and media
Elements of language as rectangular framing, the mobile camera, image
transitions, montage in time and montage within an image reappear in the general
purpose HCI, the interfaces of software applications and cultural interfaces
If HCI is an interface to computer data, and a book is an interface to text, cinema
can be thought of as an interface to events taking place in 3D space
Just like painting, cinema presents us with familiar images of visible reality –
interiors, landscapes, human characters, arranged within a rectangular space
Exploration of the aesthetic possibilities of all aspects of the user’s experience
with a computer; this key experience of modern life – the dynamic windows of
GUI, multitasking, search engines, databases, navigable space, and others
Cinema as a code
Artists and critics point out the radically new nature of new media by staging – as
opposed to hiding – its new properties
Vuk Cosic’s ASCII (American Standard Code for Information Interchange) films
http://www.youtube.com/watch?v=8nr9A8Tq9GQ
Cosic superimposes digital code over the film images; as opposed to Star Wars,
where George Lucas hides those codes under the images; hidden to the audience
and Zuse only showing the digital code
ASCII films “perform” the new status of media as digital data
Result = double image – a recognizable film image and an abstract code all
together, both visible at once
By juxtaposing ASCII codes with the history of cinema, Cosic accomplishes an
“artistic compression” that is, along with staging the new status of moving images
as a computer code, he also “encodes” many key issues of computer culture and
new media art in these images
Cinema, along with other established cultural forms, in this digital age has become a code as
it is now used to communicate all types of data and experiences and its language is encoded
in the interfaces and defaults of software programs and in the hardware itself. Whilst new
media strengthens existing cultural forms and languages, including the language of cinema, it
simultaneously opens them up for redefinition. Elements of their interfaces become separated
form the types of data to which they were traditionally connected
New media transforms all culture and cultural theory into an “open source”. This opening up
of cultural techniques, conventions forms and concepts is ultimately the most promising
cultural effect of computerization – an opportunity to see the world and the human being
anew in ways that were not available to “a man with a movie camera”
Week 12 reading 1 20/4/13 1:20 AM
CHAPTER 3: YOUTUBE’S POPULAR CULTURE
Accounting for Popularity
Survey of some of YouTube’s most popular content
establish baseline knowledge of the range of uses people are making of the site
Required contextualizing of YouTube’s content with everyday media practices
YouTube videos generally circulated and made sense of on other websites and are
embedded in blogs, discussed in living rooms and are produced in rich everyday
or professional contexts
This knowledge + analysis of the way particular types of videos move through the
systems allow understanding of significant and interesting patterns in YouTube’s
popular culture
Focus on apparent nature of content coded eliminates discrimination between
o “pure” user-created efforts
o Supposedly user-created for viral marketing purposes/seized upon by
marketing campaigns
In practice, indistinguishable and to some participants, perform the same role
To find out “YouTube-ness” of YouTube; shared and particular common culture
whilst respecting complexity + diversity
4 categories of popularity accounted for (all required registration + participation on
YouTube)
“Counting eyeballs in front of a screen” utilized by mainstream media industries
o Most viewed
Measure of attention other than those that have predominated in the broadcast era
o Most favorite (videos popular enough to be added to user’s profile)
o Most responded (videos that most frequently prompted a video response)
o Most discussed (videos with the most comments)
Each of the above ways of identifying YouTube’s culture constitutes a different
version of what YouTube is, and what it is for.
Allows simplified + automized model of audience engagement to be calculable
and measurable
Metrics shape the character of the most popular content; users can
o Deliberately attempt to produce content that will achieve mass attention
according to preset criteria
o Ignore criteria and get dramatically smaller audiences
Mainstream media interpretation: produces a feedback loop between the perceived
uses of and value logics of YouTube and it’s “actual” uses and meanings
Coding scheme
2 primary categories
Apparent industrial origin of the video
o user-created
o product of a traditional media company
Apparent identity of the uploader
o traditional media company
o small-to-medium enterprise
o independent producer
o government organization
o cultural institution
o amateur user
The Two YouTubes (User-created/traditional media)
User-created videos
40% vlogs
15% user created music videos (fan vids + anime music videos)
13% live material (music performances + sports + “slice of life” videos)
10% interviews, video-game reviews, newscasts
8% sketch comedy, animation, machinima (video game animation)
Debunking of myths
Very little cat videos (LOL)
No videos of children hitting each other
Traditional media sources (videos produced within the established media industry and
frequently taken from an original source such as TV broadcast/DVD and then uploaded with
minimum editing)
30% informational programming news clips
21% scripted materials (sketch comedy, animation, segments from soap operas
from Turkey and Philippines)
17% live content (sports footage, US primary debates)
13% music videos which came mostly from US top 40 artists
11% promotional materials (trailers for films/advertisements for products)
Clips and quotes: Uses of Traditional Media Content
YouTube context: something people make use of in everyday life
Bruns: participatory culture and digital tools mean audiences no longer need to
resort to auxiliary media forms to respond to the culture around them
Everyday experience of media audiencehood needs to be rethought to include new
forms of cultural production that occur as part of ordinary media use
New forms of publishing
o “redaction”: production of new material by the process of editing existing
content
o Due to too much instantly available for everyone to see the whole world
Hartley (2008): origin of meaning migrated along “value chain” of the cultural
industries
From author to producer and the text to the citizen-consumer so that consumption
is a source of value creation and not only it’s destination
Therefore, media consumption becomes not “read-only” but “read-write”
Redaction provides an alternative to the discussion of copyright infringement
Also suggests that uploading is a meaning-making process rather than an attempt
to evade the constraints of mainstream media distribution mechanisms
“uncertain” could be due to violation of copyrights under YouTube’s terms of use
Suggests that there may be a larger proportion of traditional media
YouTube introduction of HD viewing to improve video experience
10 minute limit on YouTube to allow users to draw attention to the most
significant portion of a program
Best way for users to quickly catch up on public media events like 2008
presidential elections and break new stories and raise awareness as “citizen
journalists”
Music and its role in postmodern identity formation
Music videos most common under most favorite category
Dual status as a marker of individualism and signifier of group participation
Also been central to the formation of other social networking services
o Significant role as a marker of identity in user profiles particularly teens
Particular patterns that emerged from the content survey hint at the shape of YouTube’s
common culture – a “structure of feeling” neither unique to YouTube nor synonymous with
web culture or popular culture, however those categories are understood
Vaudeville to Vlogs: User-Created Content
Makes up more than 2/3s in Most Responded and Most Discussed categories
Aesthetics mainly concerned with experimentation with the video form
Foregrounding of the medium itself that has historically been associated with the
emergence of new media technologies that resembles the technological and
aesthetic experimentation of Vaudeville (type of US entertainment popular in the
US in the early 20th century)
Most of the most popular user-created content has a noticeable focus on video as a
technology and on the showcasing of technique rather than technology
o Example: http://www.youtube.com/watch?v=G0LtUX_6IXY Original
Human Tetris
Most of these frequently forgo narrative and resembles something most akin to
parody or video art.
Logic of cultural value centered mostly around novelty and humor
Vlogs: an emblematic form of YouTube culture
The form has antecedents in webcam culture, personal blogging and “confessional
culture” that characterizes TV talk shows and reality TV focused on the
observation of everyday life
More conversational as compared to traditional media, which doesn’t particularly
invite conversational and inter-creative participation
Vlog as a genre of communication invites critique, debate and discussion
o Frequently responses to other vlogs
o Carrying out discussion across YouTube
o Directly addressing comments on previous Vlog entries
In Most Discussed and Most Responded:
o informational content (user-created newscasts, interviews, documentaries;
things that bleed into the Vlog category)
o Frequently critiquing popular media or comment on “YouTube dramas”
through visual juxtaposition or adding commentary/on-screen graphics
Music videos
o Sharing of experiences in creating the music video
o Invitations to comment suggest and subscribe
o Most artists use this to communicate with their fans like all those who join
American Idol and are eliminated; to allow their fans of the show to follow
them
Beyond the Professional and Amateur Divide
Existence of content that are unable to fit in the boundaries of user-created content
and traditional media
o E-lectures by USW and UOC Berkeley
o Online presentations by Google
o Footage of military aircraft landing by Royal Australian Air Force
Model also fails to appropriately characterize uploaders seeking talent like “Ford
Models” (provision of all things fashion like make up tutorials how to catwalk etc)
Category of “user” also complicated by web-v start-ups like
o NoGoodTV that produces risqué programming (or MadTV!)
Resembles traditional TV producers using the internet as a way to
distribute niche programming or specialized content without
needing to negotiate cable or TV distribution deals
Some users also use YouTube as a business venture by participating in YouTube’s
advertising sharing scheme and draw revenue from their presence on YouTube
o Success attributed to grounded knowledge and effective participation
within YouTube’s communicative ecology
Practices of “audiencehood”
Quoting, favoriting, commenting, responding, sharing and viewing all leave traces
All have effects on the common culture of YouTube as it evolves
Those who insist on treating YouTube as if it is a broadcasting platform are
probably less likely to achieve the aims of their participation
CHAPTER FOUR: YOUTUBE’S SOCIAL NETWORK
Most people use YouTube to watch videos
Existence of YouTube as a social network; categorized as “YouTubers”
Argument that the activities of “YouTubers” are very important drivers of the
attention economy of YouTube, and significant in the co-creation of a particular
version of YouTube’s emergent culture
While traditional media companies are well represented in the Most Viewed List,
the list of Most Subscribed channels is dominated by “YouTube” stars whose
brands were developed within YouTube’s social network
YouTubers as User Innovators
Striking feature of YouTubers’ community is that they take place within an
architecture that is not primarily designed for collaborative or collective
participation; as compared to other SMS designed for collaborative or collective
participation
Architecture of YouTube does not overtly invite community-building,
collaboration or purposeful group work
YouTube’s visual design consistently dominated by thumbnails of videos, not user
profiles, groups or conversations
Seen as an alternative broadcaster as compared to a social network
Ban on downloading and absence of user-control over licensing creates barriers to
collaborative production and there are no overt invitations to collaborate with
other users, or to remix or quote each other’s videos
YouTube’s design focus on usability and a simple and limited set of features
o However, people workaround the lack of features using other third party
sites
o Showing that YouTubers, as cultural agents, are not captive to YouTube’s
architecture
o Also demonstrates the permeability of YouTube as a system
o Connects with surrounding social and cultural networks
o Users embedded within these networks move their content and their
identities back and forth between multiple sites
o YouTube has never functioned as a closed system
From beginning, offered embedding tools into other websites
Other competing video websites have more features like annotations over the text;
YouTube was late in jumping on to this bandwagon
YouTubers themselves came up with innovative ways around these problems;
they interacted with the tags themselves
o Shows YouTubers’ desires to embed their video practice within networks
of conversation rather than just to “broadcast themselves”
User-led innovation in YouTube includes content innovation; creative adaptations
of the existing conventions of online videos
o Eg: most basic form of Vlogs are a talking head, basic editing and a
camera
o Vlogs have grown increasingly innovative with the use of more advanced
video editing skills like shot-reverse-shot and green screens to make the
videos look more professional
Content survey of the above study show that the more popular ones are those who
consider themselves as activists and active participants in the ongoing process of
shaping and negotiating the meaning and uses of YouTube
At least 10% of the most popular YouTube videos (between June and November
2007) were explicitly concerned with YouTube itself
More than 99% of this were user created and not traditional media
“meta YouTube” videos range; 2/3 Vlogs entries implicitly addressing an
audience of fellow YouTubers and a wider imagined audience
Vlogging also tends to be canny and knowledgeable about YouTube’s attention
economy, with all its many faults
Also critiques some aspect of the way the website measures and awards attention
o Companies that are willing to get videos viral for a fee
Shows that the most active participants on YouTube are highly knowledgeable;
some possibly even more so than the company itself of the specific ways in which
these measures of popularity can work to support or disturb what they see as the
authentic “bottom-up” culture of YouTube
Literacy and the Social Network
Digital literacy is one of the central problems of participatory culture
Due to the “digital divide”
Most discussions of New Media Literacy are characterized by historically
unresolved tensions between “critical” or “enlightenment” views of literacy
o Critical view: Literacy as a normative and exclusionary construction
o Enlightenment view: As an aid to progress and equality, we should extend
to all people on the other side
Ubiquitousness of digital technologies means creative practice is necessary for
both critical awareness and informed participation in the media
o Young people may be learning new media competencies through YT
o Active and creative participation may also allow a “critical” viewpoint of
media messages
“Literacies” are produced by and practiced in, particular social and historical
contexts
o Too many types of literacies; visual, media, multimedia, network
Approach: Aligned with the New Literacy Studies Movement; where instead of
literacy being a “technology of the mind” or set of skills, it is considered a social
practice
o ***understanding that new media literacy is not a property of individuals
but a system that both enables and shapes participation
Being “literate” in YouTube means not only being able to create and consume
video content but also being able to comprehend the way YouTube works as a set
of technologies and as a social network
These competencies are not in-born natural attributes of the so-called digital
natives (most of the “lead users are adults in their 20s or 30s)
“Geriatric1927” 80+ year old that uses YouTube to tell the tales of old people
(he’s seriously very cute)
o You can see his progression in YouTube literacy as he grows more used to
the technology
Week 12 reading 2 20/4/13 1:20 AM
THE GLOBAL FLOW OF VISUAL CULTURE
Circulation of images globally
Global image flows allow increased circulation of concepts, ideas, politics and
images
Helps to foster the growth of multinational corporations
Fosters expansion of political influence by powerful nations over distant domains
with fewer resources
Transnational cultural flows create a homogenization of culture
Also fosters diversification, hybridity and new global audiences
Yet, flows are never equal
Flows have increased the rich-poor divide
Media and visual images as forces regarding the changing status of the nation-state and
the globalization of capital
Transnational and diasporic cultures dispersed across national boundaries are
linked in part by consumption patterns and media culture
Religious communities linked across broad geographic areas through
programming that includes webcast services, internet radio websites and blogs
Television news globalized with:
o CNN International
o Al Jazeera
o BBC world
Web provides a globally linked network through which images, media forms,
cultural products and texts circulate the world
Artworks, music, films also circulates around the web
Global ideal world without borders does not match social reality in the 21st
century
Mobility may have increased (planes trains etc), but national borders have
tightened since 2001
2001: democracies have increasingly responded with distrust, hostility, extradition
to immigrants and exilic subjects who cross national borders seeking opportunity
or asylum from political repression
Media, information and images travel when people cant
Therefore visual culture is key in this climate of escalated globalization
Different flow in different countries and cultures
Understanding how images circulate and what role they play in a global
information economy is thus crucial to understanding practices of looking in the
21s century
The Global Subject and the Global Gaze
Key historical demarcation (fixing the boundary/limits of something) of the
concept of the globe came from space travels
Those space travels by USA and Soviet Union produced the first photographic
images of earth as seen by space (originally a Cold War space race mission)
1970 declaration of Earth Day
o Marked moment in History when the idea of a unified planet carried a
strong humanitarian appeal to the mostly North American and European
advocates of this celebration
“Whole earth” image sent by NASA “The Blue Marble” became an icon of the
peace movement symbolizing global unity and harmony
Idea of “one world”
Satellites played a key factor in changing perspectives of visualizing the earth
Satellite transmission
Satellite initially a spying machine for Soviet Union
Started to be a mean of transmission for TV and news images, through which
most telecommunications (cell phones particularly) can take place
Beginning of 21st century, over 8000 satellites in space
1970s, satellites became standard mean of broadcasting important news events
Lisa Parks: satellites help to create a “global presence” where liveliness and
presence were “indistinguishable from Western Discourses of modernization”
Developing nations could only declare themselves as “modern” if they were in the
range of American, Western European, or Japanese satellite TV signals, earth
stations or networks
New perspective (up, looking down) changes our relationship to objectivity and
subjectivity in regard to knowledge about ourselves and the world – “God’s eye
view”
Suggests an enhancement of objective knowledge
Stronger sense of the subjective experience of living down inside the conditions
we observe from above
Google Earth
o Part of the history of modernity of visuality
o Early fascination with photography was organized around a fascination
with technologies for seeing things to small, too far away, or too hidden
for the unaided human eye to see
Development of remote sensing in the commercial context as an aspect of the
commercial satellite industry in the 1990s
Involves convergence of satellite, TV and computer imaging in the production of
images from above
Initially, access of these images only limited to government and military to spy
Can be used for campaign; showed us directly how global warming affects us
o Data about city lights to map the effects of urbanization on biological
productivity; correlation is between energy usage and light; so we are able
to see urban areas that consume the most energy
o Such images serve dramatic visualizations of changes taking place in the
natural and built environment
o Thus, important historical and political documents of changes in
consumption (of energy) wrought by industrialization and modernization
GPS (Global Positioning System)
Developed for use by US department of defense
Released to the world after Korean Flight 007 (commercial plane) was mistakenly
shot down after it accidentally entered Soviet space in 1983
President Reagan argued that if the world had GPS for free, this could have been
avoided
Also, if satellite images could help track enemy movement, they could also help
us to track our everyday paths, allowing us to plot our movements more carefully
in a world whose borders are more permeable but not necessarily more free of
restrictions and defenses
Rapid increase of satellite imagery provides the visual data for a society deeply
invested in the practice of surveillance at every level
Embedding of this data into mobile phones cause rise to leisure activities such as
geocaching
GPS crosses military, science, service and leisure because the system provides
comprehensive yet specific mapping data
Allows the subject to put himself/herself at the center of the world contained in
any given map
Cultural Imperialism and Beyond
Cultural Imperialism: how an ideology, a politics or a way of life is exported into other
territories through the export of cultural products
Tv is a mean through which world powers like USA and USSR invaded the
cultural and ideological space of a country with images and messages in place of
an all-out military invasion
Therefore, TV is able to cross boundaries and literally invade cultures in ways that
bodies cannot
USA: TV created global markets for US products and promote global acceptance
of US political values
o CNN having footholds in various regions (CNN en Espanol, CNN Asia)
o While retaining a globally unified brand and a major world player with
branded networks, services to 1.5 billion people in >212 countries by 2008
Dynamics of global transmission, televisual and cultural = more complex than the
simple one-way model of cultural imperialism as suggested previously
o Ugly Betty, Columbian US adapted TV show
o Dallas, CBS primetime aired in 130 countries by the end of its run
Paradox: the fact that globalization by liberalization and policies of open flow
media have not created a more democratic flow of information for the people
Instead, it’s used to shape worldwide view on topics
o When national conflict aired, coverage becomes crucial in generating
foreign support
o “Facts” may be more fluidly generated
Harder to verify independently in a media climate in which the flow of
information is fast and thick but nonetheless highly monitored, restricted and
generated by countries maintaining strict control over media
o CNN China March 2008
o Tibetan protesters in China’s Tibet autonomous region rumoured to have
been killed; reporters blocked from region
o Tibetan supporters sent incriminating video clips but Chinese mandate
contested by providing own accounts + images of Tibetan violence
o CNN Asia protest broadcast blacked out
Show the limitations in broadcasting, even by CNN
o 2008, Reporters Without Borders French protestors interrupted the ritual
lighting of the Olympic games (Beijing 2008) for the Tibetans; getting
worldwide coverage; suggests boycott
o Message: China has already jeopardized the international spirit of fair
competition and sportsmanship among nations
National and global are in constant fluid tension
o National interests using global media to shape international opinion
o Global forces struggling to work within the continued laws and rituals of
the nation-state
Hollywood, central source of entertainment programming around the world
o Hollywood gains much more globally as compared to within the US
o LOTR Two Towers earned $921m worldwide, of which $341m USA
Outsourcing of production and labor around the globe has many consequences on
changing economies and on the kinds of cultural products that are generated in the
studio system
o TV + cinematic depiction of places; increasingly generic
o Certain locales (eg, Toronto) used to simulate other places around the US
and elsewhere
Global Brands
Increased global marketing of key American brands in postwar years
Suggests other places being “colonized” by American Capitalism
o McDonalds, Coca-Cola symbols of this
Coke’s marketing strategy: Coca-Cola business; a local one
o Generating hundreds of brands across 200 countries under the umbrella of
Coke
o Hiring their people boosting their jobs
American global brands as symbols of protest
o France: Mecca Cola marketed as the anti-US cola brand
o Boycott of products of those global brands to show discord
“Multilocal”, an idea of the global village
Global Village (Marshall McLuhan): concept that the media extend our reach
across political and geographic boundaries; bringing the world together
o Body Shop
Specializing in selling products produced in specific developing
locales to consumers throughout the world
Emphasis on education and awareness of other cultures through the
consumption of their products
However, in China, McDonalds seen as modernization and a symbol of emerging
capitalism
o Chinese cities now where young people want to congregate
Starbucks
o Creation of urban, modern spaces that signify global youth culture
o Linking patrons to their peers sipping lattes or specialty teas in similar
looking Starbucks in other urban centers like New York or Paris
o Draw to appear like a savvy participant in global youth culture who
appreciates the best of coffee and tea products worldwide
o USA: seen for promoting “good tastes”
o Tokyo: signify new freedom to participate in capitalist signifiers of
consumption and western tastes in a society who’s popular drink is not
coffee, but tea
Ultimately, model of cultural imperialism is no longer a viable one for
understanding how culture travels
Concepts of Globalization
Seen as a set of conditions that have been escalating since post war period
o Increased rates of migration
o Rise of multinational corporations
o Globalization of capital and financial networks
o Development of global communications and transport systems
o Consequent sense of the decline of the sovereign nation state
o Formation of web-based communities, not geographically bound
Terms often used in globalization
o Diaspora (ethnic communities separate from country of origin)
o Hybridity (mixing of people and cultures)
o Deterritorializtion (separation of people from their traditional territories,
often by force)
o Cosmopolitanism (subjectivities beyond the nation identified with
travelling/global)
o Outsourcing (of labor)
o Transnationalism (people moving increasingly around the world as global
citizens)
Through these, we understand ourselves as living within a global context, even as
we identify ourselves as belonging to particular nations, regions, and gultures
Two aspects of identity – global/local are not contradictory but independent
Thomas Friedman: “Golden Arches Theory”; no two countries with McDonalds
have waged a war against one another
o National gains motivate mutual cooperation
Charles Norchi (director of international league for human rights): globalization is
not just about global communication and markets but a global discourse of rights;
also progression of forces that have accelerate the interdependences of peoples to
the point that we can speak of a true world community.
However, there is a sharp escalation in the rich-poor divide
Globalization “doesn’t make sense” if it doesn’t address and reduce extreme
poverty
Most striking feature is the runaway quality of global finance where per capita
incomes declining in Africa is relative to changes in incomes in the industrial
countries
Arjun Appadurai: Model for understanding dynamics of globalization across a
number of social and cultural realms: suffix, scapes: derived from the
geographical metaphor of landscapes as a framework for thinking about particular
sorts of global flows
o Ethnoscapes: groups of people of similar ethnicities who move across
borders in roles such as refugees, tourists exiles and guest workers
o Mediascapes: movement of media texts and cultural products throughout
the world
o Technoscapes: complex technological industries that circulate information
and services
o Financescapes: flow of global capital
o Ideascapes: technologies that circultate
Analyzing through “scapes” allows a critique of the different power relations
within these cultural and economic movements and exchange of products, people
and capital; also provides an alternative to the traditional model of one-way
cultural flow, allowing us to see the complex directions and scope of an image’s
or text’s global circulation beyond one-way reach of broadcasting/imperial rule
Postcolonial theory: key theoretical interventions into these issues
o Considers culture/social context of decolonized countries
o Entities analyzed not only in terms of pre colonial mindset but also in light
of changes to national forms of cultural expression
Eg, Indians in Great Britain to understand a postcolonial analysis
of Indian culture as much as those who continue living in India
Result: hybrid cultures and large diasporic communities often
connected to country of origin through the global network
Cultural imperialists cannot control the complex movements of an image or media
text’s flow
Rather, viewers make meanings based in part on the context in which they
experience images
Meanings also shaped by experiences and knowledge brought to the circumstance
of viewing
Therefore, responses cannot be accurately or easily predicted or controlled by
producers
Global flow of images is central to how we understand visual culture today; as are
the global aspects of image production and the increased cosmopolitanism and
globalization of cultural narratives and texts
Visuality and Global Media Flow
Cultural products that appear “national” like Hollywood movies are made and
circulated through global network
Increasingly, popular diasporic culture from Hong Kong cinema to Bollywood are
also made for global audiences and made to be circulated
Genres of popular culture also travel across national boundaries “franchise
culture”
o Reality TV and programs air in different markets in the form of franchises
across the globes and become nationalized in their particular iterations in
other national networks (eg Singapore, American, Pilipino Idol)
Cultural forms are also created in multinational and transnational contexts; films
and their production personnel and talent travel globally
o Hong Kong cinema; 1980s and 1990s mainly produced by filmmakers
from Japan, Australia, Taiwan, Mainland China and Philippines
o Influence of HK film industry increasingly evident as HK stars and
directors moved to Hollywood in 1997: The Matrix
Showed that Hollywood no longer has the global monopoly on popular film
culture that it had in the middle of the 20th century
o May be the case the some of the dominant film industries around the world
are named after Hollywood
Bollywood (Hindi-language sector of the Indian film industries)
Nollywood (Nigerian film industry of the digital era)
However, film cultures are not derivative of Hollywood
Bollywood films: genre-based with many similar elements repeated and borrowed
from film to film: lavish musical numbers, melodramatic love stories, themes of
father son conflict, redemption and the assertion of moral values, revenge and
happy endings
o Pre 1990s, Bollywood productions regarded as low in production values
compared with those of Hollywood despite films’ huge budgets and lavish
sets
o Changed due to changes in state and private support and funding structures
o HK’s film industry experiencing an exodus of talent after change in status
from British Crown Colony to one of China’s Special Administrative
Regions allowing Hollywood and Bollywood to buy top figures over
Bollywood’s changes are indicative of larger circumstances under globalization
and trade liberalization:
cinemas formerly understood to be representative of a nation-state or a nation-
state’s region now characterized as global and diasporic, representing a range of
national and cultural influences
In contrast, Nollywood films (handheld camera + basic editing) straight-to-DVD
films achieve market success very quickly as well
o Despite limitations, it’s the 3rd largest producer of films a year, only behind
Hollywood and Bollywood
Bond franchise as transnational
o Each movie featuring at least 3 countries
o Bond women from all nationalities
Michele Yeoh’s career path to illustrate the dynamic of globalization as it affects
an individual media star
o Malaysian born but studied drama and dance in London
o At time she starred in Bond franchise, was already established as one of
China’s top female stars
o Upon returning, became Miss Malaysia and Miss Mooba (Melbourne)
o Commercial in Hong Kong with Jackie Chan
o Breakthrough in Hollywood as well
Indigenous and Diasporic Media
Movement of people + images around the world increasingly complicated in the
21st century
Immigration and asylum for refugees as heated topics for political debates
Cultural products still have the power to reaffirm ethnic and local values over the
homogenizing forces of a vast national communication system
o IBC (Inuit Broadcasting Corporation) arising in North Canada to provide a
powerful alternative media, despite the Canadian Broadcasting
Corporation introducing an accelerated coverage plan designed to provide
Canadian programming throughout the country
o IBC shows that indigenous and autonomous practices of looking can not
only survive in an era of globalization but can also thrive by using global
technologies in a manner that rethinks what local means
o Use of this links people who are geographically diverse
o Also helps to preserve and reinstate cultural traditions and language
practices that have been dying out
For ethnic people living across the country in small villages and separated, these
kind of communities can provide a vital lifeline
“Local” programming across the geographic expanses of a diaspora provides what
for some viewers may be a virtual home; particularly for viewers living in exile
(due to them not being able to afford going home or because the homeland no
longer exists)
This kind of programming; opposite to model of cultural imperialism by
supporting local culture in a virtual community that is globally dispersed without a
unified geographic base
Globalized networks of electronic media and the web have also provided the
means for political movements to disseminate their ideas and build support
throughout the world; constituting global communities of support
o Zapista National Liberation army achieving worldwide support
o Proposing a broader global vision of civil society
o Used style (ski masks) to mask identities from Mexican Government
o Images of figures with black ski masks: signifier of indigenous political
movements
Other examples of the web’s role in the democratization and globalization of information
Cultural interests
Fandom
Health and disability issues etc
o Experience of illness and healthcare has changed dramatically with the rise
of websites geared towards self-diagnosis and self-care
o Shows that the understanding of the various syndromes and diseases no
longer rely primarily on expert knowledge offered in medical and
educational settings
Borders and Franchises: Art and the Global
Cities using art as a form of cultural tourism
Art as cultural capital has become a key factor in the transformation of urban
centers into post-industrial cities
o Guggenheim Museum and its branches in the northern Spanish City of
Bilbao and in Venice and in Berlin
o Draw to the place is via the buildings itself
o Tourists drawn to see the new lifestyle of commerce, design and
consumption of which the museum has become symbolic
Post industrialization; linked to globalization, creates economic contexts such as
this; where gentrification (renovation) and creative capitalism are seen as the
answers to failing formerly industrial cities and economies
The use of museums to create the image of urban centers as the locus of creative
global economies have risen over the past 2 decades all over Europe
The museums joined a globalizing economy in which new governments and new
businesses saw benefit in acquisition of the cultural capital that would come with
a vast government funded institution with strong historical and site-specific iconic
importance to the world
Also a form of showing, through expansion and building into Abu Dhabi, Qatar
and Dubai as an exception to the dominant trend in politics between the Middle
Eastern Nations; which distrust arose from the events of 9/11
The desire to situate oneself within the local and the national is always in tension
with an embrace of the global
The movement of cultural products and visual images throughout the world is
always about the way that cultural meanings and values change and power is
negotiated
As shown from the above examples, the complex history shows us how difficult it is to
predict the future of images in the twenty-first century
Convergence of industries and technologies as the focus of industry
However, also the case that people have important ritualistic relationships and
distinct phenomenological experiences with different media that make them
resistant to media and institutional convergence and conglomeration; as well as
the sense that the visual varies from culture to culture
At the same time, the image can never in itself encompass all that is entailed in
living in the world
Material environment crucial to understanding and grounding of a global world
view
Building and engineering become more than just tropes of change