Spoiler Alert: These essays are ideally to be read after viewing the respective films.
Showing posts with label Avatar. Show all posts
Showing posts with label Avatar. Show all posts

Monday, February 27, 2017

Virtual Reality: Not Coming to a Theatre Near You

Virtual reality may be coming your way, and when it hits, it could hit big—as if all at once. The explosion of computers and cell phones provides two precedents. “Technologists say virtual reality could be the next computing platform, revolutionizing the way we play games, work and even socialize.”[1] Anticipating virtual reality as the next computing platform does not do the technology justice. I submit that it could revolutionize “motion pictures.” Even though the impact on screenwriting and filmmaking would be significant, I have in mind here the experience of the viewer.

Whereas augmented reality puts “digital objects on images of the real world,” virtual reality “cuts out the real world entirely.”[2] As a medium for viewing “films”—film itself already being nearly antiquated by 2017—virtual reality could thus cut out everything but a film’s story-world. The suspension of disbelief could be strengthened accordingly. The resulting immersion could dwarf that which is possible in a movie theatre. Already as applied to playing video games, “such full immersion can be so intense that users experience motion sickness or fear of falling.”[3] Imagine being virtually in a room in which a man is raping a woman, or a tiger is ready to pounce—or eating its prey, which happens to be a human whom you’ve virtually watched grow up. The possible physiological impacts on a viewer immersed in stressful content would present producers with ethical questions concerning how far it is reasonable to go—with the matter of legal liability not far behind, or in front. Watching, or better, participating in a film such as Jurassic Park could risk a heart attack.

On the bright side, the craft of light and storytelling made virtual could enable such amazing experiences that simply cannot be experienced without virtual reality being applied to film. To be immersed on Pandora in a nighttime scene of Avatar, for example, would relegate even the experience of 3-D in a theatre. The mind would not need to block out perspectivally all but the large rectangle at a distance in front. In short, the experience of watching a film would be transformed such that what we know as going to a movie would appear prehistoric—like travelling by horse to someone who drives a sports car.



1. Cat Zakrzewski, “Virtual Reality Comes With a Hitch: Real Reality,” The Wall Street Journal, February 24, 2017.
2. Ibid.
3. Ibid.

Monday, February 10, 2014

Narrative Catching Up to Technological Eye-Candy: The Return of Substance

Even after the century known for its astonishing technological advances, the human inclination to revert to a childlike state in innocently going overboard with the new toys proffered by still more advances as the twenty-first century gained its own footing. With regard to film, revolutionary special effects based on computer technology far outstripped any directorial investment in depth of story, including the characters. Even before the advent of computer special-effects way back in the 1970s, Charleston Heston starred in Earthquake,  a film worthy of note only for the creation of an “earthquake-like” experience for viewers thanks to surround sound with a lot of base. The narrative was bland and the characters were mere cut-outs.

Years later, as part of a course at a local public-access cable studio, I concocted a music video out of footage the instructor and I had shot of a salsa band playing in-studio. After too many hours in with the computerized editing machine, I proudly emerged with my new Christmas tree only for the instructor, Carlos, to hand the tapes back to me. “Now make one without going over-board on all the bells and whistles,” he wisely directed. I had indeed put in just about everything I could find. Back in the small editing room, I used the fun fades sparingly, as good writers use adjectives.

For years after that course and some experience shooting and directing public-access programming, I would recall the lesson each time I saw yet another film sporting the newest in film-making technology yet otherwise empty of substance. James Cameron was a notable exception, centering Titanic (1997) not just on the obvious—the sinking (by means of a real ship in-studio)—but also on a romance undergirded by substantial character development. The next film to successfully do justice to both technological development and depth of characterization along with a darn good story was Cameron’s own Avatar (2009). That Cameron accomplished such a technological leap in film-making without sacrificing characterization and narrative says something rather unflattering about all the technological eye-candy that has brought with it huge cavities in narrative and characters.

In spite of the release date of Avatar 2 being in 2016, David Cameron has put out a preliminary trailer.

It was not until I saw Gravity (2013) that I discovered a litmus test for determining whether a film-making advance has come at the expense of narrative substance. Sandra Bullock gave such an authentically-emotional performance that at one point I found myself oblivious to the stunning visuals of Earth from orbit. In watching Avatar, I had become so taken with Neytiri’s eye-expressions that the technologically-achieved visuals on Pandora receded into the background. As a criterion, the re-integration of dazzling technologically-derived visuals back into the background as emotional-investment in a character re-assumes its central place in the foreground of the suspension of disbelief can separate the “men from the boys” in terms of film-making. 

Wednesday, January 18, 2012

“The Great Gatsby” in 3D

It is difficult for us mere mortals to take a step back and view the wider trajectory that we are on. It is much easier to relate today’s innovation back to the status quo and pat ourselves on the back amid all the excitement over the new toy. I content that this is the case in cinema.

I was enthralled in viewing Avatar, the film in which James Cameron pushed the envelope on 3D technology on Pandora even as he added the rather down-to-earth element of a biologist who smokes cigarettes. Three years later, his other epic film, Titanic, would be re-released in 3D a century to the month after the actual sinking. As if a publicity stunt choreographed by Cameron himself, the Costa Concordia had conveniently hit a reef about twenty feet from an island off the coast of Tuscany three months before the re-release. “It was like a scene out of Titanic,” one passenger said once on dry land—perhaps a stone’s throw from the boat.

The question of whether a serious drama without a fictional planet or a huge accident can support an audience’s tolerance for 3D glasses was very much on the mind of Baz Luhrmann as he was filming his 3D rendition of F. Scott Fitzgerald’s “The Great Gatsby” in 2011. According to Michael Cieply, Luhrmann’s film “will tell whether 3-D can actually serve actors as they struggle through a complex story set squarely inside the natural world.”[1] According to Cieply, the director spoke to him of using 3D to find a new intimacy in film. “How do you make it feel like you’re inside the room?” Luhrmann asked.[2] This is indeed 3D coming into a state of maturity, past the rush of thrilling vistas and coming-at-you threats. Indeed, for the viewer to feel more like he or she is “inside the room” places the technology on a longer trajectory.

“The Great Gatsby,” for instance, was first on the screen as “Gatsby,” a silent film in 1926—just a year after the novel had been published. Being in black and white and without even talking, the film could hardly give the viewers the sense of being “inside the room.” Then came the 1949 version directed by Elliott Nugent. A review in the New York Times referred to Alan Ladd’s reversion to “that stock character he usually plays” and to the “completely artificial and stiff” direction. So much for being “inside the room.” Even the 1974 version starring Robert Redford left Luhrmann wondering just who the Gatsby character is. More than 3D would presumably be needed for the viewers to feel like they are “inside the room.” Even so, 3D could help as long as the other factors, such as good screenwriting, acting, and directing, are in line.

So Luhrmann and his troupe viewed Hitchcock’s 3D version of “Dial M for Murder” (1954)—this date itself hinting that 3D is not as novel as viewers of “Avatar” might have thought. Watching “Dial M” was, according to Luhrmann, “like theater”—that is, like really being there. Ironically, 3D may proffer “realism” most where films are set like (i.e., could be) plays. Polanski’s “Carnage” is another case in point, being almost entirely set in an apartment and hallway. With such a set, a film could even be made to be viewed as virtual reality (i.e., by wearing those game head-sets). In contrast, moving from an apartment living room one minute to the top of a skyscraper the next might be a bit awkward viewed in virtual reality. In that new medium, the viewer could establish his or her own perspective to the action and even select from alternative endings (assuming repeat viewings).

In short, 3D can be viewed as “one step closer” to being “inside the room.” As such, the technology can be viewed as a temporary stop in the larger trajectory that potentially includes virtual reality—really having the sense of being inside the room, but for direct involvement with the characters and being able to move things. Contrasting “Avatar” with “Gatsby” is mere child’s play compared to this. The most significant obstacle, which may be leapt over eventually as newer technology arrives, is perhaps the price-point for 3D. In my view, it is artificially high, and too uniform.

Luhrmann’s budget of $125 million before government rebates is hardly more than conventional releases. Even if theatres charge $3 more for 3D films because of the cheap glasses and special projectors, it might be in the distributors’ interest to see to it that the films wind up costing consumers the same as a conventional one shown at a theatre. As an aside, it is odd that films with vastly different budgets have the same ticket price (which suggests windfalls for some productions, which belie claims of competitive market). In other words, a film of $125 million distributed widely could be treated as a conventional film in terms of the final pricing, and it need not be assumed that theatres would be taking a hit. Adding more to already-high ticket prices is a model that does not bode well for 3D as a way-station on the road to virtual reality. Of course, technology could leap over 3D if greed artificially choke off demand for 3D glasses. I for one am looking forward to virtual reality. Interestingly, the filmmakers shooting on the cheap with digital cameras then distributing via the internet may tell us more about how films in virtual reality might be distributed and viewed than how 3D films are being distributed and priced. People have a way of voting with their wallets (and purses), and other candidates have a way of popping up unless kept out by a pushy oligarch. So perhaps it can be said that, assuming a competitive marketplace, 3D may become a viable way-station on our way to virtual reality on Pandora.


1. Michael Cieply, “The Rich Are Different: They’re in 3-D,” The New York Times, January 17, 2012. 
2. Ibid.

Wednesday, April 27, 2011

Computer Technology Revolutionizing Industries: Books and Films

Crude oil was first drilled in 1859 in northwestern Pennsylvania (not in the desert of the Middle East). It was not long before oil lamps became ubiquitous, lengthening the productive day for millions beyond daylight hours. Just fifty or sixty years later, as electricity was beginning to replace the lamps, Ford’s mass-produced automobile was taking off, providing an alternative use of crude oil. For those of us alive in the early decades of the twenty-first century, electric lighting indoors and cars on paved roads have been around as long as we can remember. As a result, we tend to assume that things will go on pretty much as they “always” have. Other than for computer technology, the end of the first decade of the 21st century looks nearly indistinguishable from the last thirty or forty years of the last century. As the second decade of the 21st century began, applications based on computer technology were reaching a critical mass in terms of triggering shifts in some industries that had seemingly “always” been there.  Books, music and movies were certainly among the fastest moving, perhaps like the dramatic change in lighting and cars beginning a century and a half before with the discovery of crude oil.


The full essay is at "Computer Technology Revolutionizing Industries."