Exploring Cinematic Mixed Realities

Exploring Cinematic Mixed Realities: Deformative Methods for Augmented and Virtual Film and Media Studies

Arguably, all cinema, with its projection of three-dimensional spaces onto a two-dimensional screen, is a form of mixed reality. But some forms of cinema are more emphatically interested in mixing realities—like Hale’s Tours (dating back to 1904), which staged its kinesthetic, rollercoaster-like spectacles of railway travel inside of a train car that rocked back and forth but otherwise remained stationary. Here the audience of fellow “passengers” experienced thrills that depended not so much on believing as on corporeally feelingthe effects of the simulation, an embodied experience that was at once an experience of simulated travel and of the technology of simulation. Evoking what Neil Harris has called an “operational aesthetic,” attention here was split, as it is in so many of our contemporary augmented and virtual reality experiences, between the spectacle itself and its means of production. That is, audiences are asked both to marvel at the fictional scenario’s spectacular images and, as in the case of the “bullet time” popularized a century later by The Matrix, to wonder in amazement at the achievement of the spectacle by its underlying technical apparatus. The popularity of “making of” videos and VFX reels attests to a continuity across cinematic and computational (or post-cinematic) forms of mixed reality, despite very important technological differences—including most centrally the emergence of digital media operating at scales and speeds that by far exceed human perception. Seen from this angle, part of the appeal—and also the effectiveness—of contemporary AR, VR, and other mixed reality technologies lies in this outstripping of perception, whereby the spectacle mediates to us an embodied aesthetic experience of the altogether nonhuman dimensionality of computational processing. But how, beyond theorizing historical precursors and aesthetic forms, can this insight be harnessed practically for the study of film and moving-image media?

Taking a cue from Kevin L. Ferguson’s volumetric explorations of cinematic spaces with the biomedical and scientific imaging software ImageJ, I have been experimenting with mixed-reality methods of analysis and thinking about the feedback loops they initiate between embodied experience and computational processes that are at once the object and the medium of analysis. Here, for example, I have taken the famous bullet-time sequence and imported it as a stack of images into ImageJ, using the 3D Viewer plugin to transform what Gilles Deleuze called cinema’s presentation of a “bloc of space-time” into a literal block of bullet-time. This emphatically post-cinematic deformation uses transparency settings to gain computational insight into the virtual construction of a space that can be explored further in VR and AR settings as abstract traces of informational processing. Turned into a kind of monument that mixes human and computational spatiotemporal forms, this is a self-reflexive mixed reality that provides aesthetic experience of low-level human-computational interfacing—or, more pointedly, that re-constitutes aesthesis itself as mixed reality.

Clearly, this is an experimental approach that is not interested in positivistic ideas of leveraging digital media to capture and reconstruct reality, but instead approaches AR and VR technologies as an opportunity to transform and re-mix reality through self-reflexively recursive technoaesthetic operations. Here, for example, I have taken the bullet-time sequence, produced with the help of photogrammetric processes along with digital smoothing and chromakeying or green-screen replacement, and fed it back into photogrammetry software in order to distill a spatial environment and figural forms that can be explored further in virtual and augmented scenarios. Doing so does not, of course, present to us a “truth” understood as a faithful reconstruction of pro-filmic reality. On the contrary, the abstraction and incoherence of these objects foreground the collision of human and informatic realities and incompatible relations to time and space. If such processes have analytical or theoretical value, it resides not in a positivistic but rather a deformative relation to data, both computational and experiential. Indeed, the payoff, as I see it, of interacting with these objects is in the emergence of a new operational aesthetic, one that transforms the original operational aesthetic of the scenario—its splitting of attention between spectacle and apparatus—and redirects it to a second-order awareness of our involvement in mixed reality as itself a volatile mixture of technoaesthetic forms. Ultimately, this approach questions the boundaries between art and technology and reimagines the “doing” of digital media theory as a form of embodied, operational, and aesthetic practice.

Jason Mittell: “Videographic Deformations: How (and Why) to Break Your Favorite Films” — Oct. 10, 2018

 

Frankenstein's Television headshot copy

In conjunction with the exhibition Videographic Frankenstein (Sept. 26 – Oct. 26, 2018 in The Dr Sidney & Iris Miller Discussion Space, McMurtry Building, Stanford), television scholar and video essayist Jason Mittell (Middlebury College) will deliver a public lecture titled “Videographic Deformations: How (and Why) to Break Your Favorite Films.”

The lecture, which takes place at 5:30pm on October 10, 2018 in Oshman Hall (McMurtry Building), is in conversation with Frankenstein’s Television, Mittell’s contribution to the exhibition, and with a broader set of methodological concerns around the idea of “deformative” methods:

Deformative criticism has emerged as an innovative site of critical practice within media studies and digital humanities, revealing new insights into media texts by “breaking” them in controlled or chaotic ways. Media scholars are particularly well situated to such experimentation, as many of our objects of study exist in digital forms that lend themselves to wide-ranging manipulation. Building on Jason Mittell’s experiments with Singin’ in the Rain and his “Frankenstein’s Television” video (included in Stanford’s Videographic Frankenstein exhibit), this presentation discusses a range of deformations applied to film and television, considering what we can learn by breaking a media text in creative and unexpected ways.

Jason Mittell is Professor of Film & Media Culture and American Studies, and founder of the Digital Liberal Arts Initiative at Middlebury College. His books include Complex Television: The Poetics of Contemporary Television Storytelling (NYU Press, 2015), The Videographic Essay: Criticism in Sound and Image (with Christian Keathley; caboose books, 2016), and co-editor of How to Watch Television (with Ethan Thompson; NYU Press, 2013). He is project manager for [in]Transition: Journal of Videographic Film & Moving Image Studies, co-director of the NEH-supported workshop series Scholarship in Sound & Image, and a Fellow at the Peabody Media Center.

See here for more information.

Virtual and Augmented Reality Digital (and/or Deformative?) Humanities Institute at Duke

I am excited to be participating in the the NEH-funded Virtual and Augmented Reality Digital Humanities Institute — or V/AR-DHI — next month (July 23 – August 3, 2018) at Duke University. I am hoping to adapt “deformative” methods (as described by Mark Sample following a provocation from Lisa Samuels and Jerome McGann) as a means of transformatively interrogating audiovisual media such as film and digital video in the spaces opened up by virtual and augmented reality technologies. In preparation, I have been experimenting with photogrammetric methods to reconstruct the three-dimensional spaces depicted on two-dimensional screens. The results, so far, have been … modest — nothing yet in comparison to artist Claire Hentschker’s excellent Shining360 (2016) or Gregory Chatonsky’s The Kiss (2015). There is something interesting, though, about the dispersal of the character Neo’s body into an amorphous blob and the disappearance of bullet time’s eponymous bullet in this scene from The Matrix, and there’s something incredibly eerie about the hidden image behind the image in this famous scene from Frankenstein, where the monster’s face is first revealed and his head made virtually to protrude from the screen through a series of jump cuts. Certainly, these tests stand in an intriguing (if uncertain) deformative relation to these iconic moments. In any case, I look forward to seeing where (if anywhere) this leads, and to experimenting further at the Institute next month.

#SCMS17 Deformative Criticism Workshop — Slides, Videos, Tutorials, Stuff

2017-03-24 01.40.14 pm

Click here or on the image above to view the slides from today’s workshop on “Deformative Criticism & Digital Experimentations in Film & Media Studies” at the 2107 SCMS conference.

Also, see here for a Google Doc with my contribution (“Glitch Augment Scan”) — including thoughts on AR, examples, and a super-simple AR tutorial — as well as links to videos, code, experiments, and deformations by my co-panelists Stephanie Boluk, Kevin Ferguson, Virginia Kuhn, Jason Mittell, and Mark Sample.

#SCMS17 Workshop on “Deformative Criticism and Digital Experimentations in Film and Media Studies”

2017-03-20 07.27.54 pm

If you’re in Chicago for the Society for Cinema and Media Studies conference this week, come check out our workshop on “Deformative Criticism and Digital Experimentations in Film and Media Studies” on Friday, March 24 at 9am. More info here.