From an extrinsic standpoint, I use both popular literature of cinema and technology as well as theorists like Sherry Turkle in exploring how computer and digital technologies have helpe
Trang 1How Digital and Computer Technologies are Changing Cinema
Kristen M Daly
Submitted in partial fulfillment of the requirements for
the degree of Doctor of Philosophy
under the Executive Committee of the Graduate School of
Arts and Sciences COLUMBIA UNIVERSITY
2008
Trang 2INFORMATION TO USERS
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Trang 3All Rights Reserved
Trang 4Cinema 3.0:
How Digital and Computer Technologies are Changing Cinema
Kristen M Daly
Digital and computer technologies and the networks of Web 2.0 are changing cinema
Cinema is morphing from an industrial art to an electronic art and increasingly a
tele-cultural form in the interstices of art and information This dissertation examines this
break in order to determine what is new about how we create, experience, and
communicate with moving images
I take both an intrinsic and extrinsic method to ask how cinema has become digital
Intrinsically, this dissertation builds on the work of media theorists like Walter Benjamin,
Marshal McLuhan, Friedrich Kittler and Lev Manovich to examine how the automatisms
of both the hardware and software of digital cinema technologies encourage new forms,
contents and participants From an extrinsic standpoint, I use both popular literature of
cinema and technology as well as theorists like Sherry Turkle in exploring how computer
and digital technologies have helped to train new producers and users ready to create and
experience cinema in new ways Also on this tack, I use the work of media historians
like Tom Gunning and Jonathan Crary who have demonstrated the role of the interplay of
technologies in shaping ways of seeing and expectations of cinema
Trang 5attempt to define a new form of cinema By examining five different aspects of cinema, I
map out some promising potentials I examine the experience of cinema working from
Walter Benjamin's concept of aura; the emerging processes of production, exhibition and
distribution of cinema; the new aesthetics and style afforded by digital cinema
technologies; the potential for new narrative forms enabled by a digitally literate viewer;
and the social aspects of who is making movies and to what purpose
Cinema 3.0 is increasingly mutable, hypertextual and interactive The dissertation
examines how these aspects can be empowering and democratizing, allowing more
people into the rich media conversation, but also how the ubiquity and
decontextualization of digital moving images can be immersive and paralyzing,
encouraging distracted remediation rather than meaningful communication
Trang 6I Introduction 1
Use of Terms 2 Included Works 4 Methods 6 Why Cinema? 11 Looking Ahead 12
II How Digital Technologies Have Changed the Experience of Cinema:
From a Ritual Art Object, Cinema Takes on a Tele-Cultural Form 15
1 The Original
Nostalgia Variability and the Difficulty in Determining a Definitive Original The Role of the Viewer
Moving Image Literacy, Communication and Exchange
2 How Cinema Takes Place
Cinematic Ritual Multiple Screens Perpendicular Cinema Ubiquity and Art
3 The Dissipating Aura of
the Cinematic Art Object
How Movies Are Produced, Distributed and Exhibited 46
4 Production 47
All Movies are Digital 49 Cost, Mobility, Ease 51
l
Trang 7Post-Production: Editing Post-Production: Special Effects
5 Distribution
Smaller Scale Distribution DVD Distribution
Online Distribution Download
Niche Marketing Finding Audiences and Subscription Fans Piracy
6 Exhibition
International Adoption Alternative Programming Wireless Delivery, Microcinema, Ideological Exhibition Proliferating Festivals Movies in Every Size and Shape Cinephilia
7 Communities and Cooperation
IV New Mode of Cinema: How Aesthetics and Style are Changing
Under Conditions of Digitality 104
Medium Specificity 108 Shooting Digital for Film 110 Aura of Film: Digital Detractors 113
8 Camera-Stylo 116
Sponteneity, Flexibility,
Unobtrusiveness, Intimacy 116 Hierarchies, Acting and Continuity 120
9 Montage and Mise-En-Scene 124
n
Trang 8Computer-Camera as Collaborator Web Browser Aesthetic
10 Hybrid Cinema
Cyborg Actors The Virtual Moving Image The Unfilmic: Video Games, Anime, Graphic Novels Virtual Cinema for the Masses Reaction Against: Alternate Indexicality
11 The Snowflake and the Black Box
V Cinema 3.0: The Interactive-Image
Narrative Norms Continuities Fan Mode 161
-12 The Project: Movie as Artifact 165
15 Digital Literacy, Complexity, Causality 186
Digital Literacy: Cause and Effect 190
16 Viewser: Privilege or Punishment 193
VI Radical Potential: Social Aspects of Cinema 3.0
17 Amateur Filmmakers, Rich Media Literacy,
and Power Negotiations 201
DIY Zombie and Shark Movies 201 The Accidental Auteur 204 Rich Media Literacy 208
m
Trang 9Activism Terrorist Auteur
19 A-Iiteracy, Decontextualization and
the Unmediated Real
Web Video Banality and Feedback Loops Immediacy and Decontextualization Remediations of Violence
20 Revolution or Reality Show?
Trang 10Anthology Film Archives in Joseph Papp's Theater 35
Times Square, March 28, 2007, 8:30pm 39
Still Doug Aitken's Sleepwalkers, MoMA, New York, February 7, 2007 43
Still The French Democracy (2005) Machinima 57
Still Time Code (2000) 133
New Line Production Photos Gollum 2004 140-1
Still 300 (2006) and panel from Frank Miller's graphic novel 300 148
Production Stills A Scanner Darkly (2006) 149
Still Renaissance (2006) 150
Cinematic Diagram of Scenes in Ten (2002) 156
Page Rank Equation by Larry Page 157
Soduko Example 177
Snatch (2000) Graph by Ayolt de Roos 191
Google Page Rank full equation 195-6
Still Open Water (2004) 203
Stop Snitchin' DVD Cover 205
Still Numa Numa web video 218
Link to http://www.youtube.com/watch ?v=60og9gwKh1o
Still Justin TV 220
Link to http://www.justin.tv/iustin
v
Trang 11Firstly, I would like to thank Professor James Carey who, for some unknown reason, took
an options trader with a background in theoretical mathematics into a multi-disciplinary
doctoral program The opportunity to have been in classes with Professor Carey is what I
am most thankful for in the entire process His enthusiasm for culture, communications,
technology and especially people and their strange rituals has left me motivation for
interesting research for the rest of my life I miss him terribly and wish he could read this
work, as it was only at the end that I realized how deeply his teachings and ideas were at
the base of this dissertation
Secondly, I would like to thank my advisors Frank Moretti, Robbie McClintock,
and Brian Larkin who rescued me when I was lost and alone with this monolith and were
able, over the past year, to help me turn thirteen seemingly unrelated "chapitos" into a
reasonable dissertation Somehow they were always able to present criticisms
constructively and in a way that never made me cry They would always tell me I was a
"good writer" or had "interesting ideas" to preface when I had not made a clear point I
would also like to thank my outside readers James Schamus and Andie Tucher for being
so kind to read my dissertation and participate in an enlightening defense meeting I feel
so lucky to have been able to discuss my work with such great minds I would also like to
thank Teresa Gonzalez and Evelyn Corchado Getting professors together can be like
catching cats and they qualify as the Gunther Gebel-Williams of professor wrangling and
staying calm in the face of harried and hopeless-feeling graduate students
vi
Trang 12dissertation and giving feedback and for understanding that it can be hard sometimes
having no schedule or purpose or reason for being I would especially like to thank Gali,
Amy, Melissa, Laura, Petra, John, Pavel, Liel, and Alexandra for discussions and
qualifications and for letting me learn from their work Our doctoral program is one of
the most supportive and creative I can imagine and I have been privileged to spend time
and exchange ideas with this group of students and teachers I would like to thank the
cafes 'Snice, Grounded, Domo and Panino Giusto in the West Village and D'Latte in
Greenport for lax dress codes, good coffee, soy chai, and vegetarian food I would like to
thank my dogs Milhouse, Skeeter and the late Max for the playful study breaks, for
getting me outside into the fresh air no matter the weather, and for sleeping peacefully by
me while I wrote so I wouldn't feel lonely I would like to thank my mom for always
correcting my papers while I was growing up so that I have some sense for argument and
grammar and, along with my dad, for always putting education first And most of all,
thanks to C.C for supporting me when I felt discouraged and for encouraging me in my
interests and for liking me independent of my academic pursuits
vn
Trang 13Stephane: [Shows 3-D glasses ] You can see real life in 3-D
Stephanie: Isn't life already in 3-D?
Stephane: Yeah but, come on
/ Introduction
Friedrich Kittler bases his book Discourse Networks 1800/1900 on the premise that the media technology emerging around 1900 represents "a decisive historical and discursive caesura that alters the structure, placement and function of cultural production."2
Similarly, digital computer technology has brought us to the next decisive historical and discursive caesura We are in the backslash.3 This dissertation will describe and explore how this new Discourse Network 2000 has altered the structure, placement and function
of, specifically, cinema Kittler explains how in the movement from Discourse Network
1800 to 1900 poetry disintegrated In turn, we will examine and expose how cinema, as
we have known it, is disintegrating
Due to the industrial nature of its production, distribution, exhibition and
objecthood, early film theorists had to argue that cinema, as film, was an art form But this very industrial nature allowed cinema as film to retain a privileged place amongst the arts, in that, until recently, it remained hard to produce, reproduce, manipulate and
distribute One still had to go to cinema Thus it remained a mass cultural ritual Yet,
cinema has escaped these constraints, starting with movies on television and home
1 Science of Sleep (2006)
2 Foreword David E Wellbery, Friedrich A Kittler, Discourse Networks 1800/1900 (Stanford, Calif.:
Stanford University Press, 1990), 284 'These types, denoted by the dates 1800 and 1900, are the discourse networks - the linkages of power, technologies, signifying marks, and bodies - that have orchestrated
European culture for the past two hundred years." Kittler, Discourse Networks 1800/1900, xiii "Discourse
Network" as defined by Kittler is "the network of technologies and institutions that allow a given culture to select, store, and process relevant data." (369)
Importance of backslash emphasized by anthropologist John Pemberton
Trang 14movies then increasingly with videotape and cable television But I argue that the
introduction of digital and computer technologies represents a larger shift, which is
taking cinema from an industrial art to an electronic art and increasingly to a tele-cultural
form in the interstices of art and information This dissertation will examine this break
and determine what is new about how we create, experience, and communicate with
moving images Although existing in the backslash can be a disadvantage in that the
potentials have not yet been fulfilled and numerous paths are still possible, the advantage
of being in this liminal zone is that we can see in both directions and the changes remain
strange enough to be identifiable
Use of Terms
Digital technologies are changing the possibilities of cinema Cinema is no longer
sufficiently described by a ninety-minute movie in a theater Digital computer technology
changes the study of any medium infected by it in that data storage and transmission
become part of the story Therefore, when we look at the penetration of digital
technologies into cinema, we must consider an expansive definition of cinema
encompassing production, distribution, and exhibition Gene Youngblood refers to the
phenomenology of the moving image as "cinema."4 In the digital age, he says, one must
separate cinema from its medium, much as music is separated from its instruments
Thus, although taking a more materialist and less phenomenological viewpoint than
Youngblood, as "cinema" I include everything from the traditional feature movie on the
big screen to web video, cell phone shorts, clips in taxi rear view mirrors and
Jeffrey Shaw and Peter Weibel, Future Cinema : The Cinematic Imaginary after Film, Electronic Culture
(Cambridge, Mass London: MIT, 2003), 156
Trang 15machinima As I will demonstrate, all of these materializations are required to provide a
thorough picture of the emerging form of cinema The very fact that "cinema" is no
longer easily defined bolsters the claim that cinema is changing Some readers will be
annoyed with the catholic nature of the examples used, but the porousness of the
boundaries is characteristic new media
If we consider, following Lev Manovich, new media as being the synthesis of the
two historical trajectories, audiovisual technologies and computing technologies, then
cinema can increasingly be characterized as a new media both in construction and
characteristic.6 Cinema today, as I will demonstrate, is created, stored, distributed, and
viewed primarily with computers and digital technologies and has increasingly taken on
the characteristics of digital creations Cinema in digital form can be radically
reproducible, manipulable, networked, interactive, hybrid, variable, and dispersive, thus
differing greatly from traditional cinema and transforming into a new media
I will primarily use the term "Cinema 3.0" instead of "digital cinema." "Digital
cinema," as a term, can be limiting, implying that the images were created, distributed
and exhibited digitally or at least forcing one to define what percentage of digitalness
makes a movie "digital cinema." Some of the movies that I will classify as examples of
Cinema 3.0 will not be captured or exhibited digitally, or these material characteristics
5 Television is only recently taking part in this new form with crowdsourced channels like Current,
interactivity and hypertextuality in programs like "Lost," and with Tivo and on-demand allowing viewer control Thus the boundaries between moving image media are blurring with Cinema 3.0
"The two separate historical trajectories finally meet Media and computer —Daguerre's daguerreotype and Babbage's Analytical Engine, the Lumiere Cinematographic and Hollerith's tabulator — merge into one All existing media are translated into numerical data accessible for the computer The result: graphics, moving images, sounds, shapes, spaces, and texts become computable, that is, simply sets of computer data In short, media become new media This meeting changes the identity of both media and the computer itself No longer just a calculator, control mechanism, or communication device, the computer becomes a
media processor." Lev Manovich, The Language of New Media (Cambridge, Mass.: MIT Press, 2001), 25
Trang 16will not be the primary qualification For example, in the fifth chapter, on narrative, I will
discuss the narrative form of particular movies as Cinema 3.0 based on their modular or
database construction, irrespective of their material makeup I will cite movies that may
have been shot and even edited in celluloid and yet are constructed using an aesthetic or
narrative style that I will identify as being characteristic of Cinema 3.0 Thus technology
is neither sufficient nor necessary to Cinema 3.0 The qualifications for Cinema 3.0 are
broad and include such factors as variability and interactivity, the patterns of which I will
establish through the dissertation
Film theorist D.N Rodowick, building from philosopher Stanley Cavell, defines a
medium as "nothing more or less than a set of potentialities from which creative acts may
unfold These potentialities, the powers of the medium as it were, are conditioned by
multiple elements or components that can be material, instrumental, and/or formal." In
order to define Cinema 3.0, it is necessary to build a structure of the parameters of these
potentialities Unfortunately for my reader who may desire an upfront definition, in order
to define this set of potentialities I must get specific with a set of examples By
examining the change in cinema from different perspectives: physical, social, aesthetic,
phenomenological and ontological, I will construct the set of Cinema 3.0
Included Works
There has been much lamenting as well as exultation over the death of cinema This
exaggerates the situation, for the analog film roots have remained primary in the form
and language of cinema For this reason, the major focus of this dissertation will be on
movies less bound by traditional industrial, economic and political paradigms ~ examples
D N Rodowick, The Virtual Life of Film (Cambridge: Harvard University Press, 2007), 85
Trang 17works in this dissertation will not be well known to most readers
Each work has been chosen as a harbinger, an example of a possible and
promising avenue One need not be an expert or have any special privileges to amass the
list of works included in this dissertation Careful attention through myriad hyperlinked
paths has led me to this canon, yet someone else following similar paths might have
developed a completely disparate list The nature of cinema in a digital age is one of
excess This should not paralyze us in trying to examine the changing mode, but inspire
us with the variable opportunities I admire theorist Sean Cubitt's call to arms when he
says, "The task of theory today is no longer negative The job of media theory is to
enable: to extract from what is and how things are done ideas concerning what remains
undone and new ways of doing it."8
Cinema, like any medium, is experienced in different ways in different places and
by different groups I do not want to assume a homogeneous temporality or time-stamp
this dissertation to say that "on this day everything was different, everything was this
way." That is why I base this dissertation in examples, which I will examine to
demonstrate that cinema has changed in a number of ways and to reveal some promising
pathways Some of these ways will be directly technologically based, while others will be
based in changes of communities, networks and ways of communicating Some examples
will prove to be dead ends and much will remain the same or coexist traditionally along
side the changes I describe I hope through examples to show that these changes have
global reach and are not solely dependent on fast computers, large storage capacity and
Sean Cubitt, The Cinema Effect (Cambridge, Mass.: MIT Press, 2004), 11
Trang 18reliable access to Web 2.0 Aspects of new media, like ease of piracy, penetrate beyond
and sometimes overleap technological limitations
Methods
This work will accommodate a holistic view, taking advantage of certain aspects of
various theoreticians, but focusing primarily on developing a picture of cinema in a
digital world, using a number of different perspectives and tools, rather than engaging in
argument with any one ideology Although I owe much to theorists like Paul Virilio,
Gilles Deleuze, and Jean Baudrillard, I do not address their whole philosophical projects,
but use certain means of expression and views of the interaction of technology, culture
and consciousness that I think are uniquely enlightening for this project Thus, I invoke
Sean Cubitt's metaphorical sortie, where he describes Georges Melies' accidental
discovery of the disappearing truck trick in Place de la Concorde in Paris As he writes,
"Melies' accident at one of the great crossroads of Paris of the Belle Epoque, is like a
Freudian slip, the result of an unconscious overdetermination by new global cultural
flows, by new spectacular forms of commodity, and, not least, by the internal logic of
cinematography."9 I place this dissertation in a similar nexus of technological, stylistic,
software, social, and cultural flows and attempt, through the study of cinema, to explore
the shifts and vicissitudes undergone as the characteristics of digital technologies pervade
more and more aspects of media production, consumption and culture
Lev Manovich frames his book The Language of New Media as two vectors
representing the relationship between cinema and new media The primary vector, the
majority of the book, uses the history and theory of cinema to map out the logic driving
Ibid., 42
Trang 19the technical and stylistic developments of new media The second vector reverses this,
examining how the logics of new media affect cinema Manovich asks, "How does
computerization affect our very concept of moving images? Does it offer new
possibilities for film language? Has it led to the development of totally new forms of
cinema?"10 These are the questions on which this dissertation is focused Manovich
sketches an outline of this vector, but what I will attempt to do is fill out the focal
features at a moment when the structures and paradigms of this new mode are beginning
to emerge Computerization has changed the nature of cinema giving rise to new
structures of representation, new content and a new role for cinema in society There
are certain expectations that have been made of digital cinema, some of which have come
to fruition, but other changes have been unexpected or have happened in forms that were
not predicted
In examining cinema as a new media, media theory will provide the toolbox for
study to a much larger extent than film theory Incorporating Manovich's call for a move
from media theory, which might be considered a theory of hardware and apparatus, to
software theory, which would work from the bottom up, from protocol and codes and
interfaces, herein I will attempt to apply both.11 I will look both at how the digital
camera, small, mobile and cheap, with different requirements for lighting and recording
material, can bring new methods of production, new modes and new content, but also
how certain functions of the camera/computer software make distinct languages and
functions more easily accessible, and therefore more obvious For example, how the
capacity of digital tape and/or hard drives makes a continuous long-take possible and
10 Manovich, The Language of New Media, 287
Ibid., 19
Trang 20removes the inherent need for montage, which the relatively short film reel required And
how the prevalence and ease of storage and editing software makes the composite image
increasingly irresistible as an aesthetic form
An intrinsic view, though, is not sufficient to describe how cinema is digital
Cinema is now more than ever a networked medium and partakes in global flows of
information and multi-media A movie is no longer just a movie, but exists in a social
world of interpretation and manipulation from the banality of the fast-forward to the
invasiveness of the remix I will examine how our everyday experience with digital and
computer technologies shapes both our experience of and the very capacity and form of
cinema For example, how cinematic narrative adapts to better represent our navigation
of space and information on the computer In this, I borrow from contemporary media
theorists such as Nicholas Negroponte and Sherry Turkle who have shown how people's
use of computers, or as they might say their life on computers, affects them; effectively
describing the digital subject and his or her way of being They and others, including
popular texts such as Wired magazine, have demonstrated how the computer user
navigates information and how the roles of work and play, producer and consumer,
viewer and user have changed in the information age of computers I do not work in
depth through their arguments in this dissertation because I feel they have already entered
the public forum, but instead assume that the reader is familiar with these notions and
instead I apply them specifically to the emerging form of cinema
To an even greater extent, this extrinsic description, takes much from recent
theorists who have explored proto-cinematic forms and have explicated how film had
historical precedents, developing from preceding visual and spectacular technologies,
Trang 21which trained audiences and created expectations for the form of cinema I borrow
from this school of thought in exploring how computer and digital technologies have
prepared audiences for what might be called the post-cinematic forms described herein
and have created a new kind of observer or viewer For example how the prevalent use
of video games can prepare viewers for the use of certain digital effects in cinema which
mobilize the gaze in a way antithetical from a film camera gaze but very familiar to a
video game user
My methodology is deeply informed by a two contrasting schools of thought On
the one hand, eschewing a more sociological model, and following in the ideological
footsteps of Friedrich Kittler and Marshall McLuhan, the majority of this dissertation
examines the basic material aspects of digital cinema technologies, the changes that these
technologies induce and the pathways that are then revealed Kittler has argued how the
technological media of modernity, like the gramophone, typewriter and film, constituted
subjectivity Whereas Marshall McLuhan wrote of technology as extending the human
sensory apparatus, Kittler introduces the idea that technology determines "recording
thresholds."13 In other words, what we can record, store and access determines what we
can represent, what we can create and what we can remember Particularly in the
information age of cognitive labor, I believe recording thresholds increasingly structure
the possibilities of culture This dissertation will employ some of Kittler's methods and
12 Tom Gunning, "The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde," in Early
Cinema: Space Frame Narrative, ed Thomas Elsaesser (London: BFI Publishing, 1997)., Vanessa R
Schwartz, "Cinematic Spectatorship before the Apparatus: The Public Taste for Reality in Fin-De-Siecle
Paris," in Viewing Positions: Ways of Seeing Film, ed Linda Williams, Rutgers Depth of Field Series (New Brunswick: Rutgers University Press, 1995)., Jonathan Crary, Suspensions of Perception : Attention,
Spectacle, and Modern Culture (Cambridge, Mass.: MIT Press, 1999)., Anne Friedberg, Window Shopping : Cinema and the Postmodern (Berkeley: University of California Press, 1993)
13 'Technologies and sciences of media transposition do not simply extend human capacities; they
determine recording thresholds." Kittler, Discourse Networks 1800/1900, 284
Trang 22arguments of causation in describing the breakup of the "storage and transmission
monopoly" that is currently happening in the realm of cinema as more and more
communication and culture can be stored and transmitted through audiovisual
technologies
And yet, I can follow Kittler only so far into the intrinsic technological logic as
my interests lie also in the social implications and the cultural productions of Cinema 3.0
and in cinema as a communicative medium As a student of the late James Carey, I need
to explore the social and cultural implications, not leaving the subject completely
post-human as Kittler would like As Carey has said, "to enter given technological worlds is
to enter actual social relations," and therefore, "technologies are cultures."14 Thus, I also
examine how people are experiencing cinema, what they are doing with the new
technology and how they are communicating and forming new social spaces This work
will try to be an archaeology of the present and, as such, is an exploration of a moment of
flux While Kittler argues that a theorist cannot examine a discourse network from
within because he or she is constituted by the discourse network he or she is attempting to
describe, I believe the attempt is valid, in the least as a historical document and at best
creating some cultural understanding of ourselves and our communicative potential
Being in the backslash, in a moment of change, we are not yet quite constituted, we have
some freedom of perspective not permitted to a more entrenched discourse network
subject
James W Carey and Lawrence Grossberg, "Configurations of Culture, History and Politics: James Carey
in Conversation with Lawrence Grossberg, Part 2," in Thinking with James Carey: Essays on
Communications, Transportation, History, ed Jeremy Packer and Craig Robertson, Intersections in Communications and Culture (New York: Peter Lang, 2006), 214
Trang 23Why Cinema?
Why is cinema a good subject to look at Discourse Network 2000? Movies were the prime mover cultural form of the 20th century, not the 21st University of Southern California (USC), which created the first film school in 1929, has recently opened an Interactive Media Division including video game and mobile and immersive media design.15 Would not a more readily digital or popular media like video games be a more apt subject? Cinema, though, provides an interesting subject for the study of this moment because it has resisted becoming digital It is a witness to and reluctant participant in the revolutionary moment Cinema is being trained as a new media along with us
Hannah Arendt intimates in her introduction to Benjamin's Illuminations that he was such a potent and incisive observer of 20th-century technologies because he was in essence a 19th-century man living in the 20th-century.1 Cinema, too, acts as a 20* -century observer of the 21st For this reason cinema, its life or afterlife, can best represent our own transformation from an industrial culture to a digital culture Cinema has resisted its transformation into a new media, remaining hard to produce, reproduce, distribute and exhibit until the conversion to digital technologies and computerization Thus, it is on the cusp of becoming new media and can be analyzed at a moment of rearranging paradigms The study of cinema at a moment of change says a lot about us, who grew up under its spell and are simultaneously being digitized I think this is why so many
philosophers - Paul Virilio, Gilles Deleuze, Slavoj Zizek, Stanley Cavell, Frederic
Jameson - have been entranced by cinema David Rodowick explains this aspect of Deleuze in Gilles Deleuze: Time Machine He writes:
15 In 2006, the name was changed to the School of Cinematic Arts from the School of Film and Television
Walter Benjamin, Illuminations (New York: Schocken Books, 1969), 22
Trang 24Deleuze argues in "Difference and Repetition" that the only aesthetic problem of concern to philosophy is the relation of art to everyday life Because our
contemporary life is immersed in an audiovisual and information culture,
cinema's ways of working through the relations of image concept have become
particularly significant to our strategies for seeing and saying This is not because cinema is the most popular art Television and video games now have arguable a far greater economic and "aesthetic" impact However, cinema's history of
images and signs is nonetheless both the progenitor of audiovisual culture and
perhaps the source of its unfounding as simulacral art.17
Like Deleuze in Cinema 2: the time-image, I will strive to describe a new mode of
cinema emerging at/from a cultural caesura Thus the title "Cinema 3.0" in honor of
Deleuze's inspiring work and with a smile towards the technology that is enabling this
new mode
Looking Ahead
This dissertation examines from five different perspectives how digital technologies are
affecting cinema:
• The first section examines the experience of cinema and how that is morphing as
digital technologies change both our reception of and use for cinema I take
Walter Benjamin's essay "The Work of Art in the Age of Mechanical
Reproduction" and examine how cinema is only now, with the infiltration of
digital technologies, fulfilling Benjamin's expectations and even transcending
them This chapter will focus on our experience of cinema as it changes from a
ritual art object to an interactive and variable means of communication
• The second section will examine how cinema is digital - how digital and
computer technologies have penetrated into all aspects of production, distribution
and exhibition This will be a survey of the current landscape of moviemaking,
17 David Norman Rodowick, Gilles Deleuze's Time Machine, Post-Contemporary Interventions (Durham,
NC: Duke University Press, 1997), 202
Trang 25systems as new filmmakers access technologies to make and distribute their
works, planting seeds for the examination in later chapters of how the promise of
this access is playing out
The third delves intrinsically into how the characteristics of digital video differ
from film and therefore encourage new aesthetic and stylistic modes, changing the
very nature of mise-en-scene and the language of cinema as it has been defined in
the past Cinema explores new possibilities as the encumbrances of film, which
delimited a certain mode of cinema, are released The technology of digital
cinema makes the natural indexicality of film and the cut simply options amongst
others and permits new forms of visual aesthetics not premised on filmic norms,
but based on other audiovisual forms like video games and computer interface
The camera as a computer has enabled a more cooperative relationship with the
filmmaker
The fourth postulates how the digital viewer is enabling a new narrative form that
is complex, interactive, and intertextual and based on spatial and stochastic
contingencies, mimicking the shocks and economies of the digital everyday
Digital and computer logics have changed the possibilities of how stories are told
in cinema, authorizing new forms of cinema and new imaginings of narrative
based on database, interactivity, algorithms, hypertextuality and search The role
of the viewer changes as he or she must navigate a movie rather than passively
watch a traditional narrative unfold I will describe how cinema becomes
increasingly a cooperative exercise between producer and viewer
Trang 26• The fifth section will look at social developments in accessibility, the promise of
universal literacy of the moving image, and how this radical potential is playing out This chapter will examine who is making movies, what they are making, and
to what purpose This chapter asks and examines what are the potentials and dangers of universal literacy of the moving image
Through these five perspectives of how digital and computer technologies are changing cinema, I hope to diagram new spectator/spectacle, producer/consumer, work/play, representation/information, and human/machine relations Moving images operate at the intersection of communication and culture, helping to define our imagination of and our way of being in the world For this reason the question of where cinema is going is
relevant to our morphing society as technology threatens to out-develop our institutions
of politics and culture We can take a close look at the changing nature of our
relationship to moving images to foresee a potential emerging social paradigm
Trang 27// How Digital Technologies Have Changed the
Experience of Cinema: From a Ritual Art Object, Cinema
Takes on a Tele-Cultural Form
For over one hundred years, moving images have been recorded onto frames on
expensive celluloid tape and projected by fairly simple machines This has been a
remarkably reliable way of recording and exhibiting, but also a remarkably static media
technology Films cannot easily be reproduced, delivered or manipulated The film print
costs between two and three thousand dollars and can be over a mile long In many
ways, the film reel had resisted the characteristics attributed to it by Walter Benjamin in
his essay "The Work of Art in the Age of Mechanical Reproduction." Robert Flaherty
dropped a cigarette on his original edited version of Nanook of the North destroying his
only print He had to organize an entire second expedition north to gather footage and
again edit it into the version we know today.1 Film ages and degrades, so it is estimated
that less than ten percent of the earliest films currently exist Only now, with the
introduction of digital and computer technologies, have Benjamin's expectations of
cinema come to fruition In this chapter, I will examine what characteristics Benjamin
prematurely attributed to the reproducible filmic art object and demonstrate how we are
now experiencing a "tremendous shattering of tradition" in how we experience movies as
they morph from ritual art objects to tele-cultural forms with new expectations and
experiences
Benjamin in "The Work of Art" discusses two characteristics of art objects that
change under conditions of reproducibility The first is the reduction of the primacy of
1 Ricciotto Canudo, "Another View of Nanook," in The Documentary Tradition, ed Lewis Jacobs (New
York: W.W Norton, 1927), 21
Trang 28the original According to Benjamin, before mechanical reproduction, the original was
the prerequisite to the concept of authenticity This authenticity Benjamin describes as
"the essence of all that is transmissible from the beginning, ranging from its substantive
duration to its testimony to the history it has experienced."2 Reproducibility makes the
copy independent, thus reducing the primacy of the original Benjamin terms this lost
essence "aura." I will argue how, increasingly, the ease of digital storage, reproduction,
manipulation, and distribution threatens the concept of an "original" and therefore the
aura of cinematic objects as representational artworks The artwork becomes increasingly
variable and this changes our relationship to cinema in ways that activate the viewer
increasingly as a user Thus, while losing its aura as conceived by Benjamin, the
cinematic object gains a new value in proportion to this active relationship The second
characteristic is the mobility of the copy Mobility allows the copy to be experienced in
different and unanticipated ways modifying the way cinematic artworks "take place."
Digitization takes this mobility to new levels; thus, in the digital age, our exposure to
moving images becomes increasingly ubiquitous We will examine in greater detail how
this ubiquity changes the experience of cinema
THE ORIGINAL
Amos Vogel describes poetically and insightfully the experience and aura of film in his
essay, "On Seeing a Mirage." He describes seeing Werner Herzog's Fata Morgana ten
years after having seen it for the first time He writes, "Having originally been exposed to
2 Walter Benjamin, "The Work of Art in the Age of Mechanical Reproduction," in Illuminations, ed
Hannah Arendt (New York: Schocken Books, 1969), 221
3 Samuel M Weber, Mass Mediauras : Form, Technics, Media, ed Alan Cholodenko (Stanford, Calif.:
Stanford University Press, 1996), 85
Trang 29the crystal clarity and sharp-edged photography of a first-generation 35mm print
projected on a large screen, I found myself peering uncertainly into the dim, contrastless
recesses of a cheap 16mm print, decorated with striations and scratches The tones - the
gross and subtle details so central to the film - were gone." He laments:
What kind of art is this that depends so heavily on the nature of its presentation, and
to which access in a form close to its 'original' becomes ever more impossible? What
shall we do with the evanescence of film stock? It is as if King Lear were
available only one day per decade in one city per continent, in fiftieth-generation, pirated, Hong Kong copies of which entire pages were missing, individual paragraphs not quite readable, portions of characters obliterated with frustrating intimations of potential greatness; the stuff of Borges, of Kafka, of Marquez.4
For Vogel, who I use as the epitome of the traditional film viewer, there was a specific
form in which this film was supposed to be experienced as a ritual art object Fata
Morgana, for Vogel, is a representation that should have been seen in a certain fashion,
always the same for everyone at every time For him, the first-generation 35mm print is
the "original." He also exposes another aspect of die film experience ~ nostalgia
Nostalgia
Each showing of a film decays it a bit and "hastens [its] demise."5 The specific
*
scratchings and fadings of a film object make it unique, different from other copies of the
same film This returns a sense of originality to each film print, as these traces, different
on every film copy, create unique objects Stephen Prince calls these aspects "filmic
artifacts," and writes nostalgically about them He writes, "Let's celebrate the dirt, the
scratches, the grain, In the clean, crystal-clear, and diamond sharp world of digital
4 Amos Vogel, "On Seeing a Mirage," in The Films of Werner Herzog : Between Mirage and History, ed
Timothy Corrigan (New York: Methuen, 1986), 48
Paolo Cherchi Usai, "The Demise of Digital (Print #1)," Film Quarterly 59, no 3 (2006): 67
Trang 30video, they are the ghostly traces of our former love, artifacts of the stuff that dreams
once were made of."6
These filmic artifacts were a sign of love, signifying that a print had been passed
around from theater to theater and was much watched For Grindhouse (2007), the
double feature co-creation of Robert Rodriguez and Quentin Tarantino, the more
technically savvy Rodriguez showed Tarantino, who wanted to shoot on aged film, that
these artifacts could be recreated digitally, thus simulating a well-loved grindhouse
feature without the need for love Love as plug-in So Tarantino shot on film, then, in the
digital intermediary [DIJ, the scratches, burns and fades were added, and, only then, was
the movie exported again on film Nostalgia reanimates the cult value of the film, in
Benjamin's terms, thus retaining its aura
Digital prints do not participate in the same sort of aging process In general, a
viewer would not be able to determine if she were watching the first-generation print or
tenth generation, nor would she know if many people had watched this copy before her
Information is not lost with each viewing, nor each copying, although much of the
viewer's ability to infer information about the object is lost Thus, I argue, the digital
cinema object loses some value as an object of ritual, nostalgia or memory In her
documentary Cinevardaphoto (2004), Agnes Varda visits Ydessa Hendeles' collection of
thousands of black and white photos of teddy bears Most of the photos exhibit children
holding teddy bears, sometimes in larger groups of people Agnes Varda narrates,
6 Stephen Prince, "The Emergence of Filmic Artifacts:Cinema and Cinematograhy in the Digital Era," Film Quarterly 57, no 3 (2004): 33
7 In a digital intermediary, DI, a motion picture is digitized in order to manipulate color and image
characteristics to change the look before output for distribution A plug-in is an auxiliary computer
program that works with a host program to provide a very specific function
Trang 31describing how looking at the aging photos is disturbing because we realize that many of the people posing, even the children, are now dead She says how the most disturbing are the photographs which are fading and blurry, because we fear that even the memory of these people is being erased Thus film was a natural medium for nostalgia as it
remained an ephemeral medium Digital media do not have these same characteristics and therefore lose the emotional attachment or aura, which the ephemeral, aging medium
of film inspires No longer do our movies age with us, living about one hundred years
To paraphrase Dazed and Confused (1993), "We get older and they stay the same age."8
A common worry has been archiving The very non-reproducibility and solidity
of film made it a very reliable archiving medium and film needs no translation; if you hold a film up to a light you can see the pictures requiring no specialized technology In fact film prints have been made from the paper copies of many movies stored in the National Archive in cases where the film original had been lost Digital objects, as code, are unreadable or untranslatable by humans To view digital objects, we require software translators So the threat of the lost or degraded object is replaced by a different set of fears ~ fears of accessibility and filing in an infinitude of stored information
Yet, even the idea of digital format issues and loss is fairly moot as we archive in multiple on increasingly cheap storage space, the software of which is updated with a click As technology journalist Tom Scocca writes, the great fear in the digital age was format obsolescence, that, "People would throw out old-fashioned paper in favor of electronic archives, only to suddenly find that they had all the works of human
8 Matthew McConaughey as David Wooderson, 'That's what I love about these high school girls, man I get older, they stay the same age." Of course this is not completely true, since the digital movie that was made seven years ago on the latest prosumer digital camera looks much less sharp than the one made last year on the latest HD prosumer digital camera, but the old print will never be any less sharp than it is now, only relative to more newly created cinematic objects
Trang 32knowledge stored on five-and-a-quarter-inch floppies and nobody was making floppy drives anymore." 9 But, as he says, web video allows people to transfer all their
previously "near obsolete" formats, VHS tapes and Super8 home movies, to a digital format which is stored and updated online Thus the digital cinema object loses its aura
of impending loss Our contemporary nostalgia for this aura is demonstrated in a spoof
technology article in parodic newspaper The Onion:
Eastman Kodak released an imaging software package that yellows, fades, and even loses digital photos over time "With the click of a mouse, Fotomatshop will make your digital photographs crease, develop fingerprint spots, and even stick together in their 'virtual shoebox.'"10
Lev Manovich says in describing digital objects on computers that there is no decay, we must go out of our way to delete an object in order to remove it and yet we can probably still recover it He writes, "Thus if in 'meatspace' we have to work to remember, in cyberspace we have to work to forget."11
With the digital cinema print, our relationship to the original is weakened The preciousness and nostalgia that Vogel describes of the film copy is no longer the
experience of cinema We have digital prints readily available to us in various forms, many of which will be sharper than the available film print We can no longer garner information about the original from its physical artifacts, in fact in many cases we cannot even see the object without computer technology The fragility and scarcity of the film copy provided it a measure of aura, which digital cinematic objects do not retain, thus finally fulfilling Benjamin's expectations of the independence of the cinematic copy
9 Tom Scocca, "The Youtube Devolution," New York Observer, July 31, 2006
10 "New Software Yellows Neglected Digital Photos over Time," the ONION, February 13, 2006
Manovich, The Language of New Media, 63
Trang 33Variability and the Difficulty in Determining a Definitive Original
I maintain that with digital storage, reproduction and distribution the notion of a
cinematic object as a finished art object, tied to an auteur vision and created to be seen in
a certain ritual way, an "original" as Vogel terms it, begins to fray As Lev Manovich has
outlined, digital objects are modular, meaning they are made up of objects put together to
form larger objects, with each piece maintaining its independence Therefore, by nature,
they can be easily taken apart and put together in innumerable different forms This
modularity leads to variability in that as he says, "A new media object is not something
fixed once and for all, but something that can exist in different, potentially infinite
versions."
Media theorist Peter Lunenfeld argues that media made by computers is always
unfinished He says that "'unfinish' defines the aesthetic of digital media." Viewers
turned users are exploiting the digital nature of movies and reshaping, reforming and
remixing them Thus, a cinematic object becomes a continuing project of reconstruction,
entering a discourse network where different users and viewers can use it to express
unintended ideas When Star Wars: The Phantom Menace (1999) was released, it
quickly made its way to the Internet where it was modified by numerous fans and could
be found in versions radically different from George Lucas's theatrical version.14 As the
movie art object becomes more accessible, it also becomes subject to revision A January
12 Ibid., 36
13 Peter Lunenfeld, "Unfinished Business," in The Digital Dialectic: New Essays on New Media, ed Peter
Lunenfeld (Cambridge, Mass.: MIT Press, 1999), 7
14 Media theorist Henry Jenkins covers a number of the different versions, mashups, tributes and spoofs in
Henry Jenkins, "Digital Cinema, Media Convergence and Participatory Culture," in Rethinking Media Change: Media in Transition, ed Brad Seawell, Henry Jenkins, and David Thorburn (Cambridge, Mass.: MIT Press, 2003) Also see Chris Gore's "Make Your Own Damn Star Wars Movie!" on his FilmThreat
blog, September 22,2002, http://vvww.filmthreat.com/index.php'?section=gorevdetaiIs&M=214 accessed November 19, 2007
Trang 3415, 2007 search for "Star Wars" on YouTube brought up 33,251 videos, a database of
variability The relationship between the viewer and the cinematic art object cannot help
but be changed by this modularity and variability One might argue that although there
are thousands of homemade versions of Star Wars to be found on YouTube, this does not
affect the original art object of Star Wars, recognized and revered But I argue that this
variability has seeped into even our expectations of the "original" so that we are not
surprised to find it changed or to not know what constitutes the "original" or if there
needs to be one
An example of this new mode of variability is provided by the experience of the
movie 2046 (2005) directed by Wong Kar Wai 2046 arrived for its premiere at the
Cannes Film Festival in pieces The opening was delayed as the last few reels arrived
Reviewers saw a movie in the midst of the editing process The premise of the movie is a
writer who writes stories about the future, the year 2046 Wong Kar-Wai says that he
came up with the idea when Hong Kong was turned over to the Chinese and they
promised not to change anything for fifty years This absurd idea gave him the
inspiration to create the story of a writer writing about 2046 ~ a time and place you can
visit where nothing ever changes, but no one, except our writer, ever comes back
Innumerable copies of 2046 exist Film critic Nathan Lane refers to it both as an
"epic remix" and a "phenomenon." It came out over the course of a year or more, after
five years in production, and from what reviewers wrote, versions were variable in
different countries and on the published and imported DVDs The movie's subject is
memory and loss and the actual film has itself participated in that story, existing and
being lost in different forms Lane writes, "And it isn't difficult to imagine other
Trang 35versions surfacing some day: a pure sci-fi, an experimental montage, a wordless
pantomime, a melodrama in Japanese, a half-dozen self-contained romances."15 2046
portends, both in narrative and in the actual movie experience, cinema's change from a representational art producing finished objects to an increasingly tele-cultural form, with social interaction and mutation preventing the formation of an authentic "original." Instead of the nostalgia and sense of loss with each viewing of a film print, as expressed
by Vogel, the viewer in the digital world is left with an untethered relation to the movie which can exist in uncountable forms and formats, none more authentic than the next
Returning to George Lucas and his Star Wars movies, they provide an interesting
study subject of the conflict of variability and authenticity When Lucas brought out the
DVD trilogy of the original three Star Wars episodes, in 2004, they were greatly changed
from the originals as they had shown in the theaters in the 1970's and '80's The special effects had been updated using new digital technologies, creatures had been modified using CGI, the actor who plays Aniken in the newer series, Christian Hayden, was
substituted for the original actor Sebastian Shaw, and even, most drastically to fans, certain plot points were changed.16 Lucas says he released the prequels the way he
intended them to be presented.11
Nathan Lane, "Elusive Objects of Desire: A Stealth Sequel to in the Mood for Love, the Epic Remix That
Is 2046 Is the Summation of the Director's Lyrical Melancholia," Film Comment 41, no 4 (2005): 31
16 Computer-generated imagery (CGI) is the application of the field of computer graphics (or more
specifically 3D computer graphics) to special effects For a list of changes and links to more discussion, please see http://en.wikipedia.org/vviki/List of changes in Star Wars re-releases, accessed November 19,
2007
17 Notably, he decided in 2006 to rerelease the prequels in their original form as they first appeared on the
bigscreen David S Cohen and Diane Garret, "George's Clone Wars," Variety, May 15-21, 2006, 7 Italics
mine
Trang 36There has been much debate over whether or not Lucas had the right to modify
the original films John Knoll, co-inventor of Photoshop and special effects supervisor at
Industrial Light and Magic, who worked on the re-release says that due to the
deterioration of the film negative, "A lot of the work that went into the Star Wars redos
was just to try to make it look like what people remembered in the first place." But in
justifying the additional changes, he says, "If you made the picture today, it would
certainly be different, because you'd use different technologies, and the sensibilities of
t o
society would be different and you'd have a different tone and feel just based on that."
Thus he expresses the conflict between memory and nostalgia associated with the analog
world of art objects and the radical, irresistible ability of digital objects to be modified
Even a dedicated fan can no longer determine which is the authentic original: the 2004
Special Edition; the "original" Special Edition, which will be released soon and which
may resemble the 1997 VHS version; the 3-D version also planned for release; or the
blackmarket DVDs copied from the laser disc pre-Special Edition release Which version
has the cult value or aura? The television cartoon South Park makes fun of this in an
episode where the boys form a group to save films from their directors, citing Steven
Spielberg, Lucas and Francis Ford Coppola for changing films according to new
technology and new popular tastes and making a film no longer a finished product, but
one that can change over time as the original may be lost to viewers.19
Although Lucas claims to have remade the movies the way he intended them to be
originally, Will Booker, in a detailed examination of the 2004 re-release DVDs points out
18 Erez Reuveni, "John Knoll - Digital Effects," MacDirectory Magazine 2003
http://www.photoshopsupport.eom/articles/john-ls:noll-pirates.htail accessed January 15, 2007
19 Episode 609, "Free Hat," First aired July 10, 2002 h ttp://en. wikipedia.org/wild/Free Hat, accessed January 15, 2007
Trang 37that a number of scenes that were changed in the 1997 VHS versions have either changed
again or been changed back in the 2004 version, providing evidence that Lucas was
affected in his decisions by popular discourse.20 Some of these changes are visible only
in slow-motion, and therefore were created specifically for those involved in the
discourse Thus the newest "special edition" DVD release becomes just the latest version,
not in any sense the definitive version or a fulfillment of a pure auteur vision
If we imagine ourselves in the place of George Lucas, how much more irresistible
will it be to rework his newest versions? The originals were shot on film and therefore
take some work to manipulate; he did not have the actors digitally captured so they could
not be easily made to do or say new things The original movies were also worshipped as
finished art objects in a world of pre-ubiquitous, pre-manipulable moving image media
His latest three prequels, less revered and created completely digitally, can be reworked
far more easily and frequently Most fans will have already seen different versions on the
Internet and will be very familiar with the "making o f videos included with the DVDs
They have seen behind the curtain and admire the movies partly because of the fantastic
technological feats involved I propose that fans are not as attached to the new characters
and movies in the same way because the media world in which they receive them is
already intertextual, manipulable and interactive They have become accustomed to
movies existing in a number of different forms from television versions, to airplane
versions, to the "uncut" and "director's cut" variations on DVDs, to the more revisionary
20 Will Booker, "Return to Mos Eisley Cantina: The Star Wars Trilogy on Dvd," TheForce.net , September
29, 2004 http://www.theforoe.net/jedicounciiyeditorials/092904.asp accessed October 3, 2007 He refers specifically to the scene where Greedo and Hans Solo shoot each other under the table In the 1977 version, Hans obviously shoots first, in the 1997 version Greedo shoots first Fans complained that this softened Solo's character so that his metamorphosis later in the movie is less effective In the 2004 version they shoot at the same time, a detail that, as Booker points out, is only noticeable in the DVD freeze-frame
Trang 38web video mashups and remixes The success of these many new versions indicates that
fans are increasingly comfortable with the "unfinished" movie art object
ComicCon 2007 was abuzz with announcements that Blade Runner (1982) would
be coming out in the "definitive version."21 In the original theatrical version, Ridley
Scott was locked out of the editing room by a completion bond and the studio released its
own version with narration and a happy ending Then in 1991 the studio accidentally sent
out Scott's darker "workprint" to a repertory screening and, when word leaked, the public
demanded a recut.22 Warner Bros Studio agreed, but Scott was busy on other projects
and so another editor, with Scott's input, edited a darker 1991 cut But now, twenty-five
years after the original theatrical release, Scott has re-edited, restored and remastered,
with improved special effects, a definitive version A certain scene of a replicant breaking
through panes of glass was originally considered too dangerous for the actress and the use
of the stunt double was very obvious (this is a fan favorite for rewind and freeze frame.)
So Scott had to reshoot the scene with the same actress but digitally "youthen" her face
Thus Blade Runner is participating in the very science fiction that it predicted, where
memories, it turns out, are only as good as the media they are based on/ created through,
and therefore are subject to revision and falsity.23
Director Steven Soderbergh, who has played with the norms of cinema with his
movie Bubble (2006), which came out in theaters, on cable channel HDNet Films, and on
21 This "definitive version" includes five discs: The Final Cut Version (2007); the U.S Version (1981) and International Version (1982); Making Of; Enhanced Content (pre-production, stills, deleted scenes, legacy, etc.); and Ridley Scott's work print
22 Stephen Saito, "'Blade Runner' Gets Final Cut," Variety.com , July 26,2007
23 In Blade Runner, the replicant, Rachel, tries to prove that she is not manufactured, but is real, by
displaying a photos of herself as a girl and sharing her memories of the time when the photos were taken She is told that both the photos and her memories have been programmed and that they "belong to someone else." At this, Rachel is distraught; she has no photographs or memories and therefore no 'real' life She
is, in fact, not 'real.'
Trang 39DVD simultaneously, says that he would love to come out with different versions of his
movies, maybe have them change every two weeks in digital theaters.24 So, I present
these examples to demonstrate that the concept of a finished cinematic art object is
waning as the ease of digital modulation and distribution has encouraged major auteur
filmmakers to revise their films according to new technological possibilities, but also
according to user input, increasingly interactive.25
I do not want to give the impression that this has been an overnight change
Movies have shown slightly differently in different theaters depending on the technology,
format and age of the prints With the advent of movies on television, they were shown
edited and with advertisements With VCRs and eventually DVDs they could be shown
in different environments with rewind and fast forward and supplemental material But
the changes wrought by web video and digital manipulation are, I hope to have
demonstrated, of another level, where the concept of a solid original begins to unravel If
we were to imagine George Lucas in conversation with Benjamin, I think we would find
Benjamin shocked at the de-aura-fication license that Lucas has taken with his own
"Another thing that really excites me: I'd like to do multiple versions of the same film I often do very radical cuts of my own films just to experiment, shake things up, and see if anything comes of it I think it would be really interesting to have a movie out in release and then, just a few weeks later say, "Here's version 2.0, recut, rescored." The other version is still out there - people can see either or both For
instance, right now I know I could do two very different versions of The Good German." Xeni Jardin,
"Thinking Outside the Box Office," Wired, December 2005
25 Variability can go to the extreme with the newly popular form of live cinema mixing, a development from disc jockey [DJ] culture, director as DJ This fulfills the dream of New Wave director Robert Bresson who said, "I have dreamed of my film making itself as it goes along under my gaze, like a painter's eternal
fresh canvas." Robert Bresson, Notes on the Cinematographer (London: Quartet, 1986) The Tribeca Film Festival in spring 2007 premiered a live remixing of D W Griffith's Birth of a Nation (1915) created by DJ Spooky called Rebirth of a Nation (2007) This piece remixes and distorts scenes from Griffith's film to
create a new less deterministic narrative, variable with every performance In response to criticism over his reworking of a classic artwork, DJ spooky says, 'There's an entire generation growing up with a hack mentality, where kids bend technology to fit their creative urges I'm a really big fan of open-source
cinema the author isn't dead He's just been networked." David Fear, "Rebirth of a Nation," Time Out,
April 19-25, 2007
Trang 40movies This is an extension and intensification of what Benjamin described and
imagined, going beyond reproduction and dispersion and bringing manipulability and
interactivity into the experience of the cinematic art object and changing the relationship
between author, artwork and public
The Role of the Viewer
The idea of the original is tightly linked to the concept of the auteur Digital technologies
serve to redefine the status and authenticity of the auteur Jean-Luc Godard, whose new
mode of cinema helped solidify the concept of auteur, admits outrage at this state of
events He says, "The cinema, as we knew it and as it no longer exists, helped make
things visible The metaphor of the film negative and the positive print was a moral
metaphor But with digital cameras the negative no longer exists - there's no more
negative!" The unique negative provided a measure of authenticity and auteurity
Going back to Vogel, seeing Fata Morgana in that particular theater at that particular
time was the only reasonable option Thus if as he says, "pages were missing" that was
too bad, that viewing would be, for most of the audience, their only experience of the
movie, unless it happened to show on television, an equally ephemeral and less-than-ideal
experience Today the actual movie exists as one artifact in a database of information
surrounding the movie, from blogs, to websites, to user reviews, to DVD extras.27 Digital
26 Frederic Bonnaud, "Occupational Hazards: Jig at Work, as Told to Frederic Bonnaud," filmcomment 41,
documentary, as well as a multi-angle storyboard, and multiple other features." As he says, the movie is a very small part of the DVD experience Nicholas Rombes, "Professor Dvd," ctheory.net (2002).The
Korean film Oldboy (2005) Tartan DVD package contains: a strip of 35mm film, the 210 page English
translated manga (comic) on which the movie is based, three discs containing: the movie, three separate