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Screen Culture: Intermediality and Interculturality Conference – Abstracts

In Conference, Screen Culture Database on March 3, 2009 at 11:30 am

Conference organizer: Hudson MOURA

SFU downtown Vancouver campus

8:30 am—6:00 pm, March 12th, 2009

Room 1600

Free admission

 

Abstracts

 

The Fragmented Frame: the Poetics of the Split-Screen

The split-screen has a long yet relatively under-theorized place in the history of the moving image.  Salt finds examples as early as 1901 – including several instances of the use of the split-screen to simultaneously represent two sides of a telephone call.  Gance used the split-screen spectacularly in the closing sequence to his masterpiece, Napoleon.  The use of this technique has never disappeared, but despite a brief explosion in the late sixties and early seventies, it has generally remained a minor trope in the poetics of the moving image.  However, it is more in evidence in a range of contemporary films, sometimes as a tour-de-force (Timecode, The Tracey Fragments), but more commonly integrated and subordinated within the overall single-screen aesthetic.

This resurgence of the split-screen is supported by ongoing cultural changes in the production, distribution and reception of the moving image.  The computer desktop, electronic games, television news, print comics and graphic novels have accustomed us to reading the many-windowed visual screen.  Contemporary domestic media technologies privilege the pleasure of complex moving image narratives and visual constructions.  Larger high-definition video screens provide the visual arena for the display of multiple images, and ever-increasing home playback options support the repeated viewing of more intricately faceted storylines and imagery. 

Some contemporary media theorists recognize the potential of this form of cinematic expression.  Manovich argues that the twentieth century moving image devalued what he calls “spatial montage” but that the digital imperatives of this century – both technical and cultural – are favorable to a more spatialized aesthetic that includes the split-screen. Spielman maintains that the digital moving image uniquely privileges the collaged and the spatial.  Willis notes that contemporary filmmakers such as Greenaway and Figgis use digital capabilities to break what Greenaway calls “the tyranny of the frame” and make expressive use of a multi-windowed cinematic environment. 

However, there is little theoretical work on the poetics or cinematic design of the split-screen.  This paper argues for a robust approach to the deconstruction and analysis of split-screen sequences.  This approach examines the phenomenon at three levels: the narrative, the structural and the graphic.  This three-level analysis is applied in a close-reading of Jewison’s Thomas Crown Affair (1968) and against contemporary examples such as Rules of Attraction (2002), Conversations with Other Women (2005) and the television series 24.

Jim BIZZOCCHI is an Assistant Professor in the School of Interactive Art and Technology at Simon Fraser University. Jim teaches Game Design, Interactive Narrative, and Video Production. His research interests include the emergent aesthetics of digital video experience, the design of interactive narrative, and the development of educational games and simulations. He has presented and published widely in a variety of academic conferences, journals and books. Jim is an experienced educational technologist, and is a past-president of the Canadian Association for Distance Education. Finally, Jim is a practicing video artist, producing original video works that complement his scholarly writing.

 

Everything new is old again: Potlatch as an intermedial, intercultural Kwakwakwakw event.

Drawing on Chapple and Kattenbelt’s concept of intermediality as “a space where the boundaries soften and we are in-between and within a mixing of space, media and realities (2006),” I offer an ethnographic analysis by way of a “thick description” of a contemporary Kwakwakwakw potlatch.  A potlatch is a time and place specific event that is simultaneously theatre (scripted songs, music and speeches are enacted by people wearing appropriate regalia, and choreographed dances are performed according to rules and aesthetic conventions in the specialized building of a Big House); and performance (while marked events, potlatches are shaped by and reciprocally shape the social relations/performances of everyday life beyond the event, and improvisations demanded by the living politics of affective relations sometimes uphold and sometimes subvert the letter of scripted laws); and film set where recordings that will circulate among local households, and museums, film festivals, universities and cultural centres around the world are made by Kwakwakwakw and non-Kwakwakwakw professionals and amateurs.  Diverse audiences constituted by local people including performers when they are not “on stage”, members of the Kwakwakwakw diaspora, and invited and uninvited strangers, witness/watch/participate/feast/interpret/contest. Locating a contemporary potlatch within a historical context I argue that Kwakwakwakw have incorporated new media to serve old ends since colonization of the northwest coast of British Columbia began in the late 18th century. By tracing the social/political life of diverse media (face-to-face communication, witnessed live performance, photography, film and video) engaged in a contemporary potlatch, I propose that the Kwakwakwakw story offers insights into the creative potential of spaces in between, and into possibilities of resistance and survival through dark times.

Dara CULHANE, Associate Professor of Anthropology, received her B.A. in Sociology and Anthropology in 1985 and her Ph.D. in Anthropology in 1994 from Simon Fraser University. Her work has concentrated on historical and contemporary relations between Aboriginal peoples and the Canadian Nation State; politics of indigenous women’s health; collaborative research methodologies; and urban studies. From 1992-1994 Dr. Culhane served as Deputy Director of Social and Cultural Research for the Royal Commission on Aboriginal Peoples.

 

Facebook City

A wealth of recent scholarship is devoted to social networking sites (sns) as mediated publics (Boyd, D. M., & Ellison, N. B., 2007), and online environments as architecture (Mitchell, 1995; Beckmann, 1998; Adams, 1997; Kwinter, 1996). Yet connecting facebook—the sixth-most visited global internet site—with urban patterns, built environments, and networked publics—sites, spaces, places—has been less theorized. The proposed analysis will begin by engaging with some of the above-mentioned theoretical framings (and come back to others, throughout the course of the discussion). I shall then propose a framework for conceiving of facebook, specifically, as a virtual metropolis: an autonomous city-state, a semi-permeable and protected hierarchical network of citizens and technologies, an elaborate online trailer park, with neighbourhoods, gated communities, places and non-places, archives, and nighttime economies, town halls, malls—and with intricate lattices of circulation, transportation and navigation forming and reforming as connective tissue. As Paul C. Adams notes: “… metaphor does not contain meaning; it provides a starting point for the construction of meaning” (1997, 156). By applying the city-ness metaphor to facebook, I intend not to propose a constrictive or totalizing model; rather, I aim to bring facebook’s current critical positioning forward from being confined within discourses of identity politics, power relations, and subject-formation. We may then invite its topographical rethinking as a self-contained yet morphological region, a built environment transposed upon—in addition to shadowing—the physical domain, existing within a networked and mobile society, housing collective, urban pockets of linked populations, and enabling new forms of social agency.

Ryan DIDUCK is currently a Ph.D. candidate in Communication Studies at McGill University. He attained his MA in film studies, as well as a BFA with great distinction at the Mel Hoppenheim School of Cinema at Concordia University. His current research investigates advertising across emerging, networked and mobile media.

 

Multi-Screen Narrative in The Tracey Fragments

In cinema, particularly in films adapted from novels, the challenge of depicting subjectivity has been daunting.  Traditional techniques such as narration, flashbacks, dream/fantasy sequences and point-of-view cinematography have been augmented by increasingly sophisticated digital sound and image technologies, but the depiction of interior mental states in a sensation-based medium remains a difficult and often awkward task in comparison to the abstract and fluent language of the novelist.                   

In Bruce McDonald’s The Tracey Fragments (2007), first-person narrative is expressed through multiple images which can simultaneously show the character’s past, present, and future as well as nightmares and fantasies, all on screen at the same time in a constantly changing mosaic.  The film is based on Maureen Medved’s fragmentary and highly subjective novel, narrated by a fifteen-year-old girl, which was also adapted as a graphic novel.  McDonald’s choice to translate the novel’s stream-of-consciousness style into a barrage of simultaneous images gives it a unique ability to express the racing, unreliable mind of its teenaged narrator.

I will describe how Eisenstein’s concept of spatial montage, as articulated in the extreme form of The Tracey Fragments, expresses the phenomenology of ‘being-in-the-world. ’ Lev Manovich says of multi-screen imagery, “Time becomes spatialized, distributed over the surface of the screen. In spatial montage, nothing is potentially forgotten, nothing is erased.” (The Language of New Media, 272). Further, according to Deleuze, sensation “has no sides at all, it is both [subject and object] indissolubly…at the same time I become in sensation and something arrives through sensation, one through the other, one in the other.”  In its best moments, The Tracey Fragments represents this becoming in sensation simultaneously for both its fictional central character and for the viewer of the film.

Patricia GRUBEN, Filmmaker, Associate Professor of Film at the School for the Contemporary Arts and Director of Praxis Centre for Screenwriters. Has written and directed several experimental narrative shorts, two dramatic features and a feature-length documentary, which have been screened internationally in cinemas, on television, and at numerous festivals. Also works as a script consultant and screenwriter, and has published several articles and book chapters on Canadian filmmakers, screenplay structure, and adaptation. She is Director of the SFU Field School in Art & Culture of Contemporary India.

 

Capturing Transnationality and Transculturality: A Case Study of Experimental Film

Japan is occasionally portrayed as a mono-ethnic, mono-lingual nation by filmmakers and researchers. Conveying such image and message to the audience is, what Elizabeth Ellsworth (1997) calls, “mode of address”. Ellsworth indicates the interaction between address and response is crucial for the creation of the bilateral relationship between filmmakers/researchers and their audience and for the emergence of alternative views.

Applying Ellsworth’s concept, I seek to examine transnationality and transculturality seen in The Fourth Dimension (2001) created by a post-colonial thinker and filmmaker Trinh T. Minh-ha. This “experimental” film on Japan and its culture demonstrates how First/Third Worlds and East/West are intricately intermingled and coexist beyond dichotomies and boundaries. Moreover, it complicates the relationship between filmmaker, filmed subject, and viewer as well as the notion of space and time, from the perspective of the storyteller as a traveler and global/transnational citizen. How do national, cultural, and ethnic borders shift and become blurred in Trinh’s film? How does the fact that the film has been screened mainly in North America deconstruct and reconfigure the cultural borders between the United States, Canada, and Japan? What kind of alternative perspective resisting the conventional notion of territoriality is emerging? Incorporating a projection of an experimental video (5 min.) produced by the researcher herself as a global/transnational citizen educated in Japan, the United States, and Canada, this proposed presentation will contribute to better understanding of what it means to go global/transnational, in other words, transgress national, cultural, and ethnic borders.

Hiroko HARA is currently pursuing her PhD studies in Educational Studies at the University of British Columbia. Her research interests include global citizenship, postcolonial theory, film and video production, visual culture, and media education. Hiroko is an experimental filmmaker and has produced films and videos screened at conferences and film festivals in Canada and the United States.

 

How Jack Bauer and El Cid Pulled the Philosopher’s Beard: Real Time and the Rules of Aristotelian Unity

No wonder Henry VI struck the continental cognoscenti as culturally barbaric. Not only did William Shakespeare treat the Maid of Orleans like a Satanic whore who deserved everything she got; he allowed months, and even years, to elapse before the story ended. Thus, when Pierre Corneille chose to extend the “running of time” of Le Cid to 30 hours (in order to allow his hero to fight a fatal duel with his fiancėe’s father, defeat the Moors who unexpectedly arrive to besiege his city, escape the death penalty and romantically reconcile with his beloved), even this relatively minor breach of the Aristotelian Rules of Unity produced one of the most vehement polemics of the seventeenth century. Every season of the twenty-first century TV series 24, conversely, takes exactly 1,440 minutes of real time to unfold. Of course, thanks to the mixed blessings of modern technology, people can travel a lot farther in a day than they could 2,500 years ago, and wreak far more havoc…especially if the laws of probability are cast in abeyance. Ironically, both these cultural manifestation serve to underline just how artificial the great Athenian’s prescriptions really were. They also underline their peculiar attractiveness, even in a digital age that has long since absorbed the rules of Elizabethan drama, the nineteenth century novel, the comic strip, the video game and other narrative forms into its arsenal of narrative strategies. Comparing Versailles’ apprehension of El Cid to Hollywood’s depiction of a contemporary secret agent (who simultaneously embodies the worst fears of left and right wing American viewers) is one way of exploring how much things have changed over the past two and a half millennia, and how much they have remained the same.

Mark HARRIS has taught in the Film Studies Department at the University of British Columbia since receiving his doctorate in Comparative Literature in the late 1990s, and continue to publish widely, in both academic and journalistic circles.

 

Gender and the Advent of Remediated Dating

Working within a framework that understands dating as a gendered and (re)mediated phenomenon, whether ‘offline’ or ‘on,’ this analysis looks to the ways urban professionals in Vancouver practice online dating as both an everyday activity and an engagement with practices of identification and subjectification. By employing three of the four universal laws of media propounded by Marshall McLuhan, I descriptively illustrate how online dating remediates and remixes gender and practices of relationship formation by and through the medium of the Internet. I use only three of the four laws because it is my firm contention that online dating has not obsolesced any form of conventional or traditional dating practices. Rather, I take this as the first indication and evidence that online dating is not, and can never be, an entirely new and different means of relationship formation, human interaction, or intimate engagement. I further buttress this contention by suggesting that practices of online dating: 1) enhance relationships of power through the primacy of the visual in online potential date and mate selection and the (almost) inevitable face-to-face interaction that it is succeeded by; 2) retrieves gendered stereotypes and the norms and patterns of behaviour reminiscent of more conventional forms of dating; and 3) can and does subvert these gendered power relations by producing inverted and shifted gendered patterns and practices of dating. By arguing that online dating is a different, that is, remediated, but not entirely ‘new,’ form of dating which continues to be thoroughly embedded in gendered norms, I hope to meld new media and social/feminist theory to answer the question of what difference ‘difference’ makes in intimate relationship formation by and through the Internet.

Jacqueline Schoemaker HOLMES is a PhD Candidate at the University of British Columbia in the Department of Sociology. Her dissertation work involves an investigation into the online dating practices of Vancouver’s professionals. This eight-month ethnographic study centers on the concept of remediated dating, which highlights the gendered and technologically-mediated nature of contemporary human lives and identities.

 

Queer Asia On Screen

This presentation explores elements of intermediality in the cinemas of “Queer Asia,” the designation of which is itself an inter-cultural phenomenon that results from both the development of new media technology and the globalization of queer sexual cultures. I will discuss three points of intersection between cinema and new media in the Queer Asian context: (1) active forms of queer spectatorship facilitated by the internet, (2) digital production and the D.I.Y ethos, and (3) new media as a cinematic theme.

Helen Hok-Sze LEUNGassistant professor at Department of Women’s Studies, Simon Fraser University. Her research focuses on queer theory; cultural and literary theory; gender and sexuality in Hong Kong cinema and culture.

 

Mystical mirror images in Persian painting and interactive media

“Know the world is a mirror from head to foot / In every atom are a hundred blazing suns,” the fourteenth-century Shaykh Mahmud Shabistani wrote.  An immersive illusion that satisfies the senses, and yet draws the beholder into an awareness of the “metadata” that created the illusion: that is Persian painting of the sixteenth century; and it also characterizes digital fictions of our time. Intriguing mirroring occurs between Sixteenth-century Sufi and Illuminationist thought and modern philosophy, in ways that shed light on these art forms: for example, Al-Suhrawardi’s conception of the universe as a flow of light is strikingly similar to that of Henri Bergson. This talk will explore a few of these parallel mirror images.

Laura U. MARKS is the Dena Wosk University Professor in Art and Culture Studies in the School for the Contemporary Arts at Simon Fraser University. She is the author of The Skin of the Film: Intercultural Cinema, Embodiment, and the Senses (2002) and Touch: Sensuous Theory and Multisensory Media (2002), and has curated programs of film, video, and new media for venues around the world. Dr. Marks is currently researching an Islamic genealogy of new media art, as well as contemporary cinema in the Arab world; a book prospectively titled Enfoldment and Infinity: An Islamic Genealogy of New Media Art is forthcoming from MIT Press.

 

Screen people (working progress—video)

How much are people mediating their daily experience? Are we living a new conception of the city technologically saturated and mediated? How can we film these invisible and virtual connections?  

Hudson MOURA received a Ph.D. in film studies and comparative literature at the Université de Montréal and he completed a postdoctoral fellowship in intercultural cinema at the School for the Contemporary Arts at Simon Fraser University. He is sessional lecturer at the University of British Columbia and has been teaching at Simon Fraser University since 2006 in film studies and art and culture. He is visiting professor at the graduate program in Communication, Culture and Arts at University of Algarve, Portugal. He taught at the Université de Montréal and university colleges in Brazil. He is a videomaker and editor of the e-journal Intermídias (www.intermidias.com), which publishes articles on culture and media. Dr. Moura has had many refereed articles published in Canadian, Brazilian, French, Mexican and Portuguese publications. He is the guest editor of a special issue focusing on contemporary Brazilian cinema for the Université de Montréal’s journal Cinémas. Currently his research focuses on screen culture, subtitles, global art, intercultural documentary and emergent cinemas.

 

Gaming that Feels Real: Indexicality in Alternate Reality Games

Alternate  Reality Games (ARG) characteristically  blur the line between simulation and reality.  While traditional games have demarcated boundaries, what Huizinga (1950) calls the “magic circle,” and video games are marked by their obligation to screens, ARGs are conducted through the use of everyday media without an explicit interface or markedness. ARG-pioneer Jane McGonigal (2003) refers to this as the game’s “immersive aesthetic.” Gamers are addressed through their everyday media networks with messages, puzzles and artifacts that uphold the verisimilitude. Without an explicit label, the game is played everywhere and anywhere at anytime.  The genre blends the performative with the narrative and the ludic.

Whereas the audience’s traditional fascination with the television text lies in its iconicity, that is, its likeness to the reality it portrays, Fernando Andacht comparatively demonstrates how the reality television audience’s intrigue with the text lies in the indexical relationship generated by the portrayed self-reflexivity.  He argues how the screen’s predominant iconic logic is ambivalent about the realness, or ‘facticity,’ of the object it refers to.  A punning the role iconicity plays in creating sex appeal, Andacht has termed the index appeal the audience fascination with the contiguous relationship reality television offers.  Similarly, this presentation will argue how ARGs’ realist aesthetic and hard-core gamers’ fascination of the genre is dependent on the game’s index appeal. 

Steve PAYETTE is a MA student in Media Studies at the University of Ottawa. His current research interest converges on social media and indexicality.

 

Immersive Advertising, Mash-ups and Children’s Participatory Culture

Young people across the developed world are growing up in increasingly participatory cultures. Such environments are dominated by multimodal screens that allow users greater opportunity to transform their personal reactions to the images, sounds, and narratives of consumer-media culture into forms of social interaction. Of course what young people do with mass media culture is rarely revolutionary or shockingly new. And yet, in many ways it has never been easier for adolescents to produce their own cultural expressions, to use the images, sounds and texts from consumer-media culture to produce new representations. As a result, children and youth now seem to have increasing opportunity to alternate between and even remix their roles as media consumers and producers.

In interesting ways, these developments have been felt acutely in the field of youth marketing (Grimes and Shade, 2005; Buckingham, 2007; Zwick et al, 2008). In this paper I examine the development of video mash-up programs as part of the commercial websites of both public and private children’s and youth’s broadcasters. As used here, mash-ups are typically short videos or collages produced by editing together (or remixing) video and audio resources that were made for another purpose. I concentrate on mash-ups because they are really only one example of the immersive advertising techniques commercial broadcasters are using today in order to attract and hold on to adolescents’ attention. What makes mash-ups especially interesting, however, is that they represent a particular regime of visibility, a way of governing (in Foucault’s sense) children and youth conduct in a manner ideally suited to a culture of participation. To make this clear, I examine the role of mash-ups on CBC’s website for kids as well as CBC’s web resources directed at older youth. I situate these strategies in relation to other immersive advertising practices and suggest how the development of such practices structures young people’s agency in a participatory culture.

Stuart POYNTZ, assistant Professor at the School of Communication, Simon Fraser University. His research and teach interests include: children, media and digital culture; history of media literacy; theories of the public sphere; critical pedagogy; film and historical representation.

 

The Perceptual Capacities of Cameras and Other Ocular Devices in Seven Silent Films by Alfred Hitchcock, E. A. Dupont, and F. W. Murnau

Working together at Universum Film Aktien Gesellschaft (Ufa), Berlin, in 1924-1925, Alfred Hitchcock (1899-1980) and Ewald André Dupont (1891-1956) came under the influence of F. W. Murnau (1888-1931) and other young German and Austro-Hungarian directors, such as Fritz Lang.  At Ufa Hitchcock directed his first feature film, The Pleasure Garden, which premiered in Munich on November 3, 1925, and Dupont, who had already directed twenty-four series and feature films in Germany, 1918-1925, directed Varieté, released November 16, 1925 in Berlin.  Both filmmakers became skilled in the aesthetics and cinematography of expressionism, notably as exploited in the ocular properties of the camera and the concomitant perceptual capacities of visual reproduction and visual reception.  After leaving Germany, Hitchcock and Dupont discovered the freedom to experiment further with these ocular properties at British International Pictures, at Elstree, Hertfordshire, England, with its new accent on a trans-national style.  At BIP Dupont made five films, 1926-1931, Hitchcock fourteen films, 1927-1932.  This paper examines the surface logistics of visual reproduction and reception with reference to the movie camera and other ocular devices in Dupont’s Varieté (1925), Moulin Rouge (1928), and Piccadilly (1929), Hitchcock’s The Pleasure Garden (1925) and Easy Virtue (1928), and F. W. Murnau’s Der Letzte Mann (1924) and Sunrise (1927), and proposes the origin of intermediality in the self-reflexive camera and the insert title of silent film and the origin of trans-national screen culture in the transition from silent to sound film.

Paul Matthew ST. PIERRE is the Acting Director and associate professor of World Literature. His specializations include postcolonial literature; World Literature and Orature in English: Indigenous, Canadian, West Indian, African, New Zealand, Australian, Indian, British; critical theory; narratology; metafiction; biosemiotics; film studies and performance studies. He is the author of A Portrait of the Artist as Australian: L’Oeuvre Bizarre de Barry Humphries (2004), Song and Sketch Transcripts of British Music Hall Performers Elsie and Doris Waters (2003), and Music Hall Mimesis in British Film, 1895 – 1960 (Farleigh Dickinson UP, forthcoming 2009).

 

Screen culture, intermediality and interculturality in Eden Robinson’s Blood Sports. 

Eden Robinson’s novel is influenced by video, film, television and video-game and consequently suggests the existence of a screen culture society.  It employs narrative techniques that evoke these forms of media, exemplifying Irena Rajewsky’s conception of intermedial referencing.  The section entitled ‘Jag’ uses a screenplay format to illustrate the contents of home videos taken by the character Jeremy.  ‘Roll’ resembles participation in the violent and unfamiliar world of a video-game as it is written in the second person perspective—‘you’ assume the viewpoint of the character Tom, alone, lost and suffering from amnesia in Vancouver’s Downtown Eastside.  Robinson also utilises vernacular language and mass culture intertexts, lending her complexly structured novel accessibility and blurring distinctions between literary and popular culture. 

Moreover, Robinson’s character Jeremy portrays the problems of confusing reality and virtuality.  Jeremy manipulates and tortures acquaintances as though he were a Hollywood gangster.  He creates a series of gruesome home videos, compulsively filming his harrowing effect on the lives of those close to him.  Throughout the novel there is a tension between the violence and confusion that result from Jeremy’s psychosis and the playful celebration of screen culture that is a consequence of Robinson’s multimedia interests. 

Does Robinson echo the warnings of Baudrillard by illustrating the worst eventualities of hyperreality?  Or does she celebrate the creative possibilities of bridging diverse media, defying categorisation in this respect as well cultural classification—Robinson is Haisla/Heiltsuk yet refuses to be limited to writing about native experience.  Thus her work might be considered to be intercultural as well as intermedial.  I explore these issues, relating them to the broad idea of a screen society and to the particular location featured in the novel, Vancouver’s Downtown Eastside neighbourhood.

Rachel WALLS is a second year doctoral candidate at the American and Canadian Studies Department at the University of Nottingham, U.K.  Her research explores voyeurism and surveillance in representations of Vancouver’s Downtown Eastside.  She is currently enjoying a month long research trip to Vancouver with the assistance of the Universitas 21 organisation which links the University of Nottingham and the English department at the University of British Columbia.  

Related Posts: Screen Culture Conference – Schedule, Call for Papers,Screen Culture Database

Screen Culture: Intermediality and Interculturality Conference – Schedule

In Conference, Screen Culture Database on March 1, 2009 at 12:13 pm

Conference organizer: Hudson MOURA

SFU downtown Vancouver campus

8:30 am—6:00 pm, March 12th, 2009

Room 1600

Free admission

 

8:30 Participants’ gathering for a coffee

 

8:45—10:15                  Intermedial narrative 

Moderator: Laura U. MARKS, Dena Wosk University Professor in Art and Culture Studies, School for the Contemporary Arts, SFU

Multi-Screen Narrative in The Tracey Fragments

Patricia GRUBEN, Associate Professor in Film Studies, School for the Contemporary Arts, SFU and Director of Praxis Centre for Screenwriters

The Fragmented Frame: the Poetics of the Split-Screen

Jim BIZZOCCHI, Assistant Professor, School of Interactive Arts, SFU

Screen Culture, Intermediality and Interculturality in Eden Robinson’s Blood Sports

Rachel WALLS, PhD candidate, American and Canadian Studies, University of Nottingham, U.K.

 

10:15—10:30                  Break

 

10:30—12:00                  Intermedial gaze: queer, gender and children

Moderator: Peter DICKINSON, Associate Professor, English Department, SFU

Queer Asia On Screen

Helen Hok-Sze LEUNG, Assistant Professor, Department of Women’s Studies, SFU

Gender and the Advent of Remediated Dating

Jacqueline Schoemaker HOLMES, PhD candidate, Department of Sociology, University of British Columbia

Immersive Advertising, Mash-ups and Children’s Participatory Culture

Stuart POYNTZ, Assistant Professor, School of Communication, Simon Fraser University

 

12:00—1:30                  Lunch off-location

 

1:30—3:00                  Camera, reality, and real time

Moderator: Patricia GRUBEN, Associate Professor in Film Studies, School for the Contemporary Arts, SFU and Director of Praxis Centre for Screenwriters

How Jack Bauer and El Cid Pulled the Philosopher’s Beard: Real Time and the Rules of Aristotelian Unity

Mark HARRIS, Sessional Lecturer, Film Studies, University of British Columbia

Facebook City

Ryan DIDUCK, Ph.D. candidate, Communication Studies, McGill University

The Perceptual Capacities of Cameras and Other Ocular Devices in Seven Silent Films by Alfred Hitchcock, E. A. Dupont, and F. W. Murnau

Paul Matthew ST. PIERRE, Associate Professor, Department of English, SFU

 

3:00—3:15                  Break

 

3:15—4:45                  Media and interculturality

Moderator: Dorothy Barenscott, Postdoctoral Fellow, Cultural Studies, Trent University

Mystical Mirror Images in Persian Painting and Interactive Media

Laura U. MARKS, Dena Wosk University Professor in Art and Culture Studies, School for the Contemporary Arts, SFU

Capturing Transnationality and Transculturality: A Case Study of Experimental Film

Hiroko HARA, PhD candidate, Educational Studies, University of British Columbia

Everything new is Old Again: Potlatch as an Intermedial, Intercultural Kwakwakwakw Event

Dara CULHANE, Associate Professor, Anthropology, SFU

 

4:45—5:00 Break

 

5:00—5:30                  Screen society

Screen People (working progress—video)

Hudson MOURA, Sessional Lecturer, School for the Contemporary Arts, SFU

 

Simon Fraser University

School for the Contemporary Arts

Downtown Vancouver campus

515 West Hastings Street

Vancouver, Room 1600

Free admission

Relationships in Colour

In Screen Culture Database on November 30, 2008 at 11:56 am

The sense of sight plays a substantial role in evoking a response to images. How an individual perceives and interprets something becomes very personal and a result of the elements they are viewing. In Dawidoff’s piece, she implies that people indulge in aesthetic beauty and love feeling content with their experience. This brings forth the notion of colour and the role it plays within film. What is the role of colour in story? Whether aware of it or not, Dawidoff points out that humans have an emotional attachment to various colours and what they suggest. This attachment may come from personal experiences with a colour or what society expects it to represent. A tension arises, however, when the colours in images don’t mean what they are expected to convey; according to Dawidoff. This confuses and perhaps withdraws connection with can be perceived as both a positive and negative result. Human relationship with art doesn’t come without conflict. A satisfied feeling is what is typically desired when interacting with a piece. Whether it evokes questions or emotion, ultimately judgement comes into play. The interaction with art becomes a material to draw ideas and creativity from. Does art therefore become an escape from life or does it bring about a new tension to explore? 

Melissa Assalone

Dawidoff, Heidi G. “A Painted Ship upon a Painted Ocean: Movies about Art as Life,” in: Between the Frames: Thinking About Movies.  Hamden: Archon Books, 1989, 141-157.

 

Related Posts: Cinema, Screen Culture Database

Exploring Inside the Frames

In Screen Culture Database, photography on November 28, 2008 at 11:50 am

Framing plays a large role in the experience an audience will receive. There is a vast range of interpretations of images that are possible, however this is narrowed by the relationship between image and scene. In photos the frame is fixed. Burnett suggests that boundaries are therefore set up for interpretation. The audience imposes meaning on the image by analysing the elements in front of them.  Meaning, therefore, becomes constructed by the viewer. Film, he proposes, in essence, provides the same process. Broken down, films are a collection of images to be examined. These pictures are linked through a common system or theme that runs through them. Film images must unite together to be broken down by an audience searching for significance. The frame becomes a tool bearing no meaning. It is the space between the frames that the audience analyses and constructs cohesion within. Burnett therefore evokes through thought the possibility that space opens a whole new area to explore and consider a possible message being relayed. What role does the audience play in constructing meaning and what role does the representation of images play? How does technology affect this?

Melissa Assalone

Burnett, Ron.  “Is There A Medium for the Message? From Photography to Film,” in Cultures of visions. Indiana: Indiana U. Press, 1995, 75-81.

MS Paint Adventures

In Cinema, Screen Culture Database, anime on November 25, 2008 at 12:05 pm

MS Paint Adventures is a web comic that mimics early 1980’s text-command based video games. The comic’s story is driven by a fan based suggestions of what the characters will do next, even if at times the suggestions are beyond logical. 

As mentioned, retro-games traditionally worked on a text based command system. The user would have to type in simple commands in a verb noun fashion, such as get keys or go into cave. The system of these games tended to be fairly small, leaving the computer to not able to understand many of the inputs users placed in, and leaving the user typically frustrated in finding the right words to advance the game. This ‘game’ however has a man behind the machine, Andrew Hussie, who tends to draw three to four pages every other day. Each ‘turn’ in the game is drawn in the aesthetics of Microsoft’s first pixilated paint program, and the story takes twists from a list generated by the fan base.  This has ended up with a hilariously metaphysical comic that plays with the intertextuality of games and web forums. 

Riley Maruyama



Related entries: Anime, Cinema, Cyberspace, Screen Culture Database

Framed Reality II

In Cinema, Screen Culture Database on November 25, 2008 at 11:49 am

Braudy’s chapter “Frame in Context” suggests people passively enter into the world of the screen. This screen world engages the feelings of humans, which demands attention. The framing of the screen influences the audience experience and questions the notion of limits. This idea implies that the frame provides restrictions, which determine the relationship the viewer will have with an image and manipulates the overall experience. Outside decisions made by the director control the characters and objects seen. When actors walk outside of the frame they are entering another world that the audience is not included in. Braudy also brings forth the possibility that the frame questions the idea of order. Chaos and order are controlled to impose a perception of the screen world. The frame therefore becomes a trap for the viewer or enters them into a dream world. This choice can ultimately enhance or damage a film. It also influences the relationship of an audience to an image, allowing us to question and unravel how emotion in evoked and experience is constructed. What depictions of reality is an audience willing to accept?

Melissa Assalone

Braudy, Leo. “Frame in Context” in: The World In a Frame: What We See in Films. Chicago: U of Chicago Press, 1976, 51-65.

Related entries: Cinema, Screen Culture Database

Cross-mediumification

In Screen Culture Database, audio on November 15, 2008 at 7:59 pm

Audio screens such as the spectrograph generally are used to portray the spectrum of sound that a given moment has. Depending on the sound’s timbre, pitch and intensity, the screen will light up accordingly, but place Aphex Twin (an electronic music artist) with one, and you get yourself “Equation”. 

Equation is an audio track that inherently keeps its music video with it.  All you need is a spectrograph software program and your ready to see the soundscape and portrait that Aphex Twin musically creates through vision. Equation is a play on the synesthetic qualities that mediums themselves hold, rather than the subjective person. This begs the question of what (and how much) are we seeing with our ears, or hearing with our eyes, or simply perceiving through our sensorium.

Riley Maruyama

The subtexts of The Matrix

In Cinema, Screen Culture Database on November 14, 2008 at 12:18 am

The mind boggling film The Matrix, directed by Andy Wachowski, was a successful film with an unforgettable plot. The genre of The Matrix is science fiction/ action. It contains constant kung fu fighting and always leaves you at the edge of your seat. It takes place in the year 2306, where humans no longer control the world, instead machines do. This movie plays on the psyche of the audience, introducing the idea of a paradox universe. The Matrix fits its genre suitably and keeps you entertained from beginning to end because it works your mind. It introduces a complex plot that actually requires interpretation by its audience. Not many movies today can claim to engage the audience as much as The Matrix does.

Keanu Reeves stars as Neo, the computer hacker who is seeking the answer to the question, “what is the matrix?” His search leads him to the wise Morphius (Laurence Fishburne) who explains to Neo the illusion of the so-called reality. The world he is in is the Matrix, it is computer generated world made by the ‘machines’, the machines control the humans and keep constant watch over what they do. Morphius offers Neo a chance to unplug from the Matrix, the only world Neo has known, and go into the real world. The matrix is all digital and can be read like a book on specialized computers. Using this to their advantage, the crusaders for freedom manipulate the matrix and program themselves as if they too were digital computers. Neo takes the offer to see this new digital life that everyone seems to be oblivious to. Neo is now in the real world and must fight for his life against the inhuman government agents who are “no one, but everyone” as Morphius quotes. These agents are actually computer programs that can change into human form, misleading Neo and the others. Morphius is led to believe that Neo is ‘the one’ to save the human race and defeat the agents, yet Neo is skeptical. Neo doesn’t believe in fate, he doesn’t like the idea that he isn’t in control of his own life. Eventually, he is convinced and believes that he is the one. In the end, he defeats the government agents and falls in love with the courageous Trinity. By defeating the agents Neo is one step closer to helping save the human race.

The Matrix is interesting because it plays with the idea of real and illusion. Are we, in fact, living in a matrix of some sorts that we have no knowledge of? This movie lets us explore and ponder that question. Being exposed to this idea is what makes the film engaging, we wonder whether this could really happen or be happening to us. It is a striking movie since we could easily relate to the reactions and choices all the characters make. The characters in the movie are all unique in personality, but they all have one similarity, their curiosity. Each character is unique in their own way. Morphius has a way with words, he easily persuades anyone. He is experienced and wise, and doesn’t give in too easily. Neo on the other hand is determined and doesn’t give up on anyone or anything. He likes being in control of his own life and questioning of everything. Trinity is intelligent and probably just as determined as Neo. The inhuman government agents are monotonous and have no feeling, they are life-less. Their power is way out of Morphius’s control but the only power they don’t have is the power to leave the matrix. They try to gain that power from Morphius and the other crusaders.

The characters fulfill their role suitably but there are still a few flaws. For example, there could have been more scenes showing Trinity (Carrie-Anne Moss) and Neo (Keanu Reeves) falling in love, because it happens too suddenly, they hardly knew each other. Morphius (Laurence Fishburne) played his role as Neo’s guide very well. He was very wise and encouraged Neo every step of the way. Sipher (Hugo Weaver) was the one who betrayed the group so he could go back to the matrix. He even killed two of the people who were in the group. Weaver played his role well, because from the beginning we can already see that he doesn’t like the real world, he would rather be in the matrix. It’s his facial expressions and acting style that is convincing. This all foreshadows his betrayal to the group.

Visually, the movie is great, everything is very clear and easily understood. Everything throughout the movie is precise, it doesn’t jump from one place to another. The costumes and make up are also well done. When the characters are in the matrix they have black shiny and futuristic clothes. When they are in the real world, they have ugly rags on. By doing this, one can easily tell when the characters are in the matrix or in the real world. Next, there are really interesting camera angles and shots. Whenever there was some kind of fighting, it was usually in slow motion, which made it interesting and unique. It is unique in the sense that the characters were able to have superhuman abilities in the matrix. The movie would pause and the characters would hover in mid air throughout the action sequence. Furthermore, there are also at least three shots where you look at a scene through a reflection. For example, when we were looking at Neo through the reflection of Morphius’s sun glasses, or when we were looking at him through reflection of a spoon and also a car rear view mirror. Music goes well with the genre, it is all techno and rock. This makes you really feel like it is an action movie. The sound effects during the combat fighting are enticing and appropriate.

The purpose of the film is to get the audience thinking. The writer is trying to get the audience to wonder, are we in the matrix right now and we don’t even know? The best aspect of this movie is that it is so enticing. That is what makes it so engaging, the audience wants to learn about the matrix. They are just as curious as Neo was. They are with him every step of the way, completely glued to the movie screen. The audience loves the suspense. In conclusion, this movie is one of my favourite movies. It is stimulating and leaves you thinking a long time after the movie is over. Although I dislike sci-fi movies, this is definitely an exception. The Matrix is the integration of these ideas that has provoked the society to watch the movie again and again in the attempt to flesh out even more subtexts to the movie. The Matrix is also successful in that it plays on our cultural memory, teasing out those thoughts and ideas that our culture shares in common.

Ruky Abdulai


Related entries: Cinema, Screen Culture Database

Intermediality through an anime sequence and split screens in Kill Bill Volume 1

In Screen Culture Database on November 13, 2008 at 11:14 pm

The book, Carnal thoughts: embodiment and moving image culture (2004) by Vivian Sobchack states, “the once dominant cultural logic of modernism and its cinematic technologic phenomenologically informed and transformed an earlier moment’s primarily objective a linear sense of temporality with the material realization of time as heterogeneous. That is, it recognized and representationally realized that objective and subjective time were lived simultaneously but structures quite differently….” (p.81) This is clearly represented in Kill Bill Volume 1 (2003). It’s written and directed by Quentin Tarantino and utilizes intermediality through an anime sequence and split screens.

In this particular scene, the main character, The Bride (Uma Thurman) introduces one of the killers, O-RenIshii , played by Lucy Lu. Instead of employing younger version of the actress the narrative is unfolded by anime. Through incorporating anime, horrific slaughtering scene with pouring of blood and the expressions created by these anime characters were tastefully over exaggerated. The transition and the representation of one medium (film) by another (animation) gave a whole new perspective of the film, creating an innovative urban landscape. This transition of mediums gave the viewers the notion of watching two different genre of film consequently catering to today’s audiences with a short attention span.

Jen Lee

Related entries: AnimeCinema, Screen Culture Database

Self-reflexive intertextuality in Cindy Sherman’s Untitled Film Stills

In Screen Culture Database, photography on November 12, 2008 at 7:14 pm


Cindy Sherman’s Untitled Films Stills that were taken between 1977 and 1980 are a series of black and white staged film stills portraying female roles in mainstream cinema and film noir. Featuring a blonde actress’s film career in these stills, Sherman devises a collection of femme fatales, cute girls next door, housewives and other clichés. Using methods such as masquerade and self-reflexivity Sherman tackles patriarchal representations of women via two different, but major conduits: the movies and model photography. The complexity lies behind her use of narrative as well since these film stills are worth over a thousand words in what she is saying about society’s view of the female gender in popular culture. 

Corina Pilay

Photography and the quest to cure Aids

In Screen Culture Database, photography on November 12, 2008 at 6:02 am

In an age of electronic media and the proliferation of various high tech screens playing a role in our daily lives, it is interesting to look at the relatively old fashioned but still widely used public screen of the bus shelter advertisement. This large scale screen acts to display life-sized or larger than life still photographs which are usually consumer oriented. The bus shelter advertisements I refer to in this magazine are a marketing campaign by Aldo, a fashion and footwear company, which uses photos of celebrities to advertise for a “cure” for AIDS. Taking a biblical approach, the slogan of the campaign is “Hear No Evil,” “See No Evil,” “Speak No Evil,” which is meant to encourage us, the consumer, to show our ability and willingness to hear, see and speak about AIDS by purchasing a necklace for which a portion of the profit will go to an AIDS research charity. While the campaign includes video clips, TV commercials and other media images, I find the photographic representations used to be a more effective use of the screen for a number of reasons. Firstly, the campaign capitalizes on the photographic medium, in contrast to cinematic and electronic mediums, which, “…as it materializes, objectifies, and preserves in its acts of possession… has something to do with loss, pastness and death…” (Sobchack). Secondly, the photographs are in black and white, playing on this concept of nostalgia, as well as evoking ideas of a sterile environment capable of curing. Finally, the size of the photograph presented in the bus shelter forces attention upon itself, and upon the message presented.  The use of the bus shelter screen by Aldo effectively ties the message of the campaign to the materiality of the medium itself.

Claire Sanford

Buster Keaton: Sherlock Jr. dream sequence

In Cinema, Screen Culture Database on November 11, 2008 at 11:45 pm

A sequence in Buster Keaton’s 1924 film Sherlock Jr. illustrates this early filmmaker’s awareness of the nature of framing, the screen, and virtual space. In this sequence, the main character, a projectionist, dreams of stepping into the virtual space of the cinema screen as though it were just another room. He passes through the cinematic fourth wall of the film within the film and interacts with the  characters there, inadvertently giving his audience a glimpse of future screen-immersive technologies like virtual reality. This sequence not only demonstrates Keaton’s understanding of the limits and possibilities of his medium; it is an early manifestation of a desire we still have not successfully fulfilled — the desire to create a virtual space indistinguishable from reality, into which we can fully immerse ourselves. 

Nancy Shaw

A hybrid cause towards intermedial activism

In Screen Culture Database, art, cybernetics on November 11, 2008 at 4:39 pm

Guillermo Gomez-Peña’s work revolves around a multi-faceted mission to exorcize various –isms through an artistic palette which consists of music genres, theatre, literature, videos and especially radical activism. Gomez-Peña’s confrontational spoken art appeals to various types of people and does not limit his audience to a Latin American demographic, nor does it limit them to being a simple viewer. In works such as The Couple in the Cage (1993), Gomez-Peña collaborates with interdisciplinary artist Coco Fusco posing as an undiscovered Amerindian couple displayed in a cage for the public to consume. Ultimately, their video is built around the audiences’ responses and remarks, allowing the public to script the project. His manifested website, La Pocha Nostra, combines all aspects of his performance art in partnership with his team (a trans-disciplinary arts organization) as well to promote a ‘conceptual institute of hybrid art’.

Corina Pilay


“Public Screens and the Transformation of Public Space,” by Scott McQuire, Nikos Papastergiadis & Sean Cubitt

In Article, Screen Culture Database, society on November 11, 2008 at 12:38 pm
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Abstract: This article maps and investigates the potential for large electronic screens to contribute to the formation of new modes of civic agency in public space. It examines the ‘Public Space Broadcasting’ project in the UK as an alternative to the predominantly commercial orientation of publicly sited screens.

Introduction: Contemporary public space is increasingly constructed through the articulation of physical and electronic spaces. Since the 1980s, the roll-out of digital networks, the proliferation of mobile phones and the installation of large electronic screens in urban centres has created novel forms of mediated interaction within the public sphere. The emergence of this shift reverses the previous dominant trajectory in which broadcast media such as radio and television ‘privatized’ the public sphere by relocating key processes of civic engagement from public to domestic space (McQuire 2006). It also represents a further stage in the redefinition of cultural institutions such as art galleries and museums, as their content migrates from enclosed sites with defined audiences into the public domain at large (McQuire and Papastergiadis 2005; Papastergiadis 2006). While there are distinct regional and national inflections to these developments, the general trajectory is manifestly global. Large public screens have rapidly become a symbol of contemporary urban…

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Cosmetic Cyborgery

In Screen Culture Database, cybernetics, society on November 11, 2008 at 5:48 am

This advertisement for a cosmetic surgery company located in New York, conducted in a Slavic language and using entirely digitized images, is ripe with themes of intermediality and interculturality.  Specifically, I will speak about how the electronic media used to create the ad (computer generation) and to distribute the ad (the internet) acts as a metanarrative concerning the impact of electronic media on the body and embodiment. 

In the words of Vivian Sobchack in her book Carnal thoughts: embodiment and moving image culture (University of California Press, 2004), “the electronic tends to marginalize and trivialize the human body,” while the current obsession with cosmetic surgery and  extreme physical fitness in the age of electronic media shows a desire to change and reconstitute the body as something less vulnerable, less mortal. In the true nature of the cyborg, this advertisement alienates us from our own bodies, by refusing to allow the viewer to identify with anything at all in-the-flesh. Thus, the viewer is asked to identify with a computer-generated version of herself (targeted at women, this ad presents a normative – read white, young, middle-to-upper class – version of woman, an every-woman). This ad exemplifies the proliferation of body-alteration through such methods as cosmetic surgery, a rise in the cyborgification of our selves, and the way in which such an altered body can “interface with the electronic network and maintain a significant – if altered – material presence in the digitized lifeworld of the subject” (Sobchack).

Claire Sanford

The lip syncing web-celebrity: Numa Numa Guy

In Screen Culture Database, cyberspace on November 10, 2008 at 9:41 pm

Arguably one of the most passionate lip syncing videos exploded onto the internet in December 2004. He is known as the Numa Numa Guy, who is actually an American that is lip syncing to a Moldavian song. The video reveals the webcam culture of expressing one’s passion or thoughts through video. The actions he puts together while lip syncing makes the video extremely hilarious and the song sound good. It shows how a random act could cross language barriers and can make laughter through a simple medium such as video. Even though the voice is not his, the visual actions you see are what grabs the attention of the audience. His video has been seen over 700,000,000 times worldwide, according to BBC in a article in 2006. He became instantly a web-celebrity and turned in a business what was just a silly fun amusement. Check a VH1 video on Numa’s success story below.

Jen Lee

 

Römer’s conceptual fluff

In Screen Culture Database on November 10, 2008 at 4:28 pm

Stefan Römer’s documentary, Conceptual Paradise (2006), proposes a visual essay to its viewers which ‘cites’ theories and insights from several renowned artists from the past six decades concerning conceptual art. He goes as far as to use different methods of displaying their interviews like filming a small television showing an interview and also applying a small camera on another artist providing a picture-in-picture interview.

However, even though he may have intended this to be a new concept, what appears to be more intriguing is the fact that these interviews — aside from the most outspoken artists — were the memorable ones. The main factor that contributed to this is that these interviews broke away from the standard face to camera interviews allowing the viewer to focus in on certain targets that remained banal to everyday actions. This magnification of the ordinary did not contribute to Roemer’s arguments on conceptual art but managed to slightly entertain his audiences’ eyes.

Corina Pilay

Radiohead: 3D images in House of Cards

In Music, Screen Culture Database, Videoclip on November 9, 2008 at 11:41 pm

The recent music video for Radiohead’s “House of Cards” directed by James Frost was shot without cameras or lights; only a pair of realtime digital scanners that recorded data points which were then interpreted by computer into 3D images resembling their referent. One scanner was calibrated to detect fine detailed surfaces such as vocalist Thom Yorke’s face as he sang, and the other was calibrated to record large landscapes like the suburban neighborhood in which part of the video takes place. Rather than prioritizing photorealism, the “House of Cards” video uses an alternative type of technological imaging with different capabilities and different weaknesses. This alternative technology is further highlighted by the engineers’ deliberate attempts to distort the image using mirrors, water, and other interferences to test the limits of the device. 

Nancy Shaw

Related Reviews: Music, Screen Culture Database

Mike Relm – Visual Acoustics

In Screen Culture Database, video on November 9, 2008 at 7:54 pm

Mike Relm is a video DJ who scratches both music and video simultaneously, and does so through a tactile medium:  The LP.  Hardware like “scratch live” and other VJ related software is making it possible to change the materiality of video to bring it closer towards its sensory kin.  Visual and acoustic methods/technology have usually coincided with one another, but their advancements for unification traditionally left the audio technology to supplement and sync to the medium of film or video. This method has only pronounced the linearity of the two mediums, stagnating its spatial, temporal layering abilities. By exchanging the roll of film or the tape of video for an audible technology such as the turntable, a tactile exploration of video can be had and retrace what audio has expanded for decades.

Riley Maruyama

A sexman film!

In Screen Culture Database, cyberspace on November 9, 2008 at 7:45 pm

Pruane2Forever

Pruane2Forever

YouTube user Pruane2Forever, might not be the next “Paris Hilton” internet sensation, but this pre-pubescent Port Coquitlam local is well-known among hundreds of thousands youtube viewers as the creator and star of his self-branded “Sexman film[s].” He is consistently listed as one of the top 50 viewed Canadian YouTube directors. Best known for his 5/5 star review of Rambo, Pruane2Forever receives an incredible amount of cyber criticism concerning his web-cam film reviews, home videos of him fighting his father, as well as his notoriously whiny voice. Like it or not, Pruane2Forever is an internet celebrity. This term “internet celebrity” differs from other well-known individuals in that many of these people are recognized for their existence in a virtual reality (a computer screen) before their success in a physical one. On the web, their widely published aliases precede their birth names. Pruane2Forever is best recognized (and ridiculed) for his work behind his web cam, with little known about his personal life as a physical, real life boy.  

Bryce Brentlinger

The affect and effect of television in our society today

In Screen Culture Database, television on November 9, 2008 at 12:17 am

The three main purposes of mass media are to provide information, entertainment, and advertisement. The media not only provides information, but it decides which information is important. What we see on television and the internet or what we hear on the radio is all chosen by the media. My main argument is how the media influences our world today through the television.



Television is one of the biggest influences in today’s world. In 1955, television was available to 66 percent of the Canadian population, and, in 1990, it was proved that 99.5 percent of homes, in the United States, have television sets. North Americans today spend a large amount of their lives sitting in front of a television screen.

Television is the system of producing onscreen images of distant objects and events by electromagnetic radiation. Television is one of our most important means of communication and it is the most widely used mass media form in the world. It brings moving pictures and sounds from around the world into millions of people’s homes. The total amount of time that TV occupies in people’s lives has it’s affects on society as well as society has on it. Many scientists contributed to the development of television, so no one person can be called its creator. Television became possible in the 1800’s, when people learned how to send communication signals through the air. By the early 1900’s, it was possible for operators to transmit and receive information.

Television does a lot to promote interest in political issues by publicizing candidate’s campaigns. Before television, candidates for president, Prime Minister or other high office tried to make as many personal appearances and speeches as possible. Today candidates reach more viewers through a single television appearance than through all of the personal appearances they do. Although society has been highly affected by the introduction of television, TV has itself been affected by society. What we see on our television screens today is a result of how audiences have reacted to television in the past.


The television transmits images to our homes, and as you might have heard – one picture is worth a thousand words. On one hand, television can serve as an educational tool. On the other hand, it can have negative affects on children and even adults. Advertising is probably one of the most influential items in media. Every year the average American sees more than 38,000 TV commercials. Humans learn by imitation, it is the most fundamental way of gaining knowledge. Babies learn to speak, walk, eat and everything else by imitating parents and others. This continues into adulthood. It is against all logic to say that we don’t imitate to a certain degree, the images we see on television.

Ruky Abdulai

Lev Manovich: An Archaeology of a Computer Screen

In Screen Culture Database on November 8, 2008 at 11:39 pm

 

Large mesh screen wired with LED triads to produce full color moving imagery.

Large mesh screen wired with LED triads to produce full color moving imagery.

Manovich’s very readable chapter book “An Archaeology of a Computer Screen”, from his book The language of new media, draws the family tree of the screen, tracing its origins as far back as Renaissance painting and beyond. His definition of the screen — “a flat, rectangular surface positioned some distance from the eyes [with which] the user experiences the illusion of navigating virtual spaces…” — covers not just the liquid crystal and cathode ray displays that we encounter in daily life today, but includes the last several thousand years of painting as well. He breaks down the ancestry of screens into four categories: the classical screen of painting and still photography, the dynamic screen of early cinema and television, the screen of real time such as the radar display and other surveillance technologies, and finally the interactive screen of computer operating systems, ATM displays, DVD menus, etc. All serve to present virtual worlds in visual terms. Manovich is drawing attention to the increasing use of screens to do this job and the effect it has on the user. His argument is part of the larger discussion on the dominance of visual culture; today not only are there more screens in use to translate virtual spaces, but they are in more places displaying more types of virtual space than ever before. Screens have provided reference to (among other things) religious parables, the real-time movement of airplanes in the sky, fictional drama, and the activity of your bank account. What will we experience through the mediation of screens in the future? 

 

Nancy Shaw

Multiple Cyber Identity

In Screen Culture Database, cyberspace on November 8, 2008 at 9:26 pm

This video project visually gives the definition of cyber culture. It opens with a statement from Peter Steiner, “On the internet nobody knows you are a dog.” On the background it shows what kind of website it is and one girl (same girl throughout this clip) is presented transparently in the middle of the screen dressed according to the website. She starts from the desktop background and an ordinary young woman in the centre, representing her own self. As she wanders into cyber world, she has 5 different identities. For example, on the website called “Yonja”, and by just looking at the background it’s hard to tell what kind of website it is, but the way she presents herself with long hair with a flirty gaze hints the spectators it’s a dating site. Then the next scene shows a quick transformation of her wearing darker make-up and clothes and the black backdrop says, “VampireFreaks.com”.  She has transformed herself to a complete different person. In a real world having more than one personality and identity is not considered as norm, however, in a cyber world one can have an alter personality and have multiple identities.

Jen Lee

Related Reviews: Cyberspace, Screen Culture Database

Beyond the rear view mirror

In Screen Culture Database, society on November 8, 2008 at 8:47 pm

The pervasiveness of screens in our public and private lives permeates many different areas which had never before had uses for screens or the subjects viewed on the screens.  For example, in the GMC Acura and many new model vehicles, there is a feature to assist with backing up and parallel parking. This feature consists of a small screen in the dash of the car, which displays the image taken in real time from a wide angle camera attached to the back of the vehicle whenever it is put in reverse. There is even a device that can measure distances to the back of your vehicle, and display a warning sign when you become too close. Using this feature, you can see everything behind you without ever doing a shoulder check, or even turning your head.  The desired effect of this device is to aid in the ease of backing up and parking, and to ensure your safety and the safety of other people and objects in range of your vehicle.  

screen_car

 

This small screen, however, acts to draw all focus and attention of the operator inside the vehicle. It draws drivers and passengers into a private, boxed-in environment where there is no longer a need to interact with the outside world; the external is mediated internally. While adding ease to an element of driving, this screen also alienates the individual divers from each other and from the external environment, even though driving occurs in a public space and requires an acute awareness of external factors. 

Claire Sanford

Serial Experiments Lain: A vision of digital realities

In Screen Culture Database, anime, cyberspace on November 7, 2008 at 8:57 am

Serial Experiments Lain is an animated television show that tells the story of a junior high school-girl named Lain who gets an email from a dead student saying that she has left her physical body and now exists on the Wired (the show’s version of the Internet), claiming that God lives there as well. Lain begins experiencing strange phenomena including dislocations of space and time, visions of other people’s experiences, and as she becomes more familiar with the Wired discovers another version of herself existing independently in the real and virtual worlds. Eventually, Lain and her doppelganger turn out to be an omniscient being generated by the Wired, which government agents are attempting to control – her cold, uncaring family is a set of actors and the “reality” that she knows is entirely fake. 

The series focuses on the collapsing of distinctions between the Internet and the real world, the Internet as a catalyst for coming-of-age, fragmentation of identity, and the disjointed social networks that emphasize technologically enhanced connection but never truly achieve it. Relationships are mediated and interrupted by screens, or, like Lain’s classmate, people attempt to bypass the screen to achieve total unity on the Wired, which the series ultimately rejects as a futile solution. True integration of worlds is achievable only by the digital god Lain, at the cost of her real-world identity and meaningful human relationships. While the show is intermedial in that the animation portrays digital effects (like the “snowy” screen), it is more interesting in the way it engages the ubiquity of screens and interrogates our relationships and obsessions with them.

Amelia Pitt-Brooke

 

Was that ‘viral video’ you just watched really an ad?

In Screen Culture Database, cyberspace on November 7, 2008 at 12:35 am

When watching a video online most assume that, unless clearly stated, they are watching content created, and added or uploaded by other everyday users of the site, but this isn’t always the case. Advertisers have now discovered an extremely effective new form of spreading their commercials and products: viral marketing. By now, most have heard the term as it is being employed more frequently by companies, but with the advent of YouTube, now many viewers aren’t even aware that they are watching commercials anymore. There are now companies forming who specialize in commercials so stylized, they appear to have no style (or budget for that matter) at all. Ad companies such as Illegal Advertising and Unbuttoned Films have found their niche in creating ads that rely on users to spread word of their products, rather than company-bought air time or ad space.

Ruby Tuesday’s

Check it out these other examples:

Levis 1

Levis 2

Carlsberg

Nintendo

Casio EX-F1 Camera 

Aaron Kelsh

Framed Reality

In Cinema, Screen Culture Database, Theatre on November 6, 2008 at 11:04 pm

The famous musical Rent, has been filmed while being performed live on a Broadway stage and released for audiences to view in the movie theatre. The live aspect of theatre involving possibility and risk has been captured into one performance on film. The experience of seeing the show live or on film is completely different. Although the production has been edited with shots taken from multiple angles, what has been lost is the entire picture of the show. Close ups of theatre performance show the actor projecting to a large audience, not the intimate frame they are forced into. If the theatre can be considered a space where intermediality can take place what happens when it is then put to film? How does one art form collaborate or fit with others? While watching this film many people may consider the performances to be over-acted, however, the same assumption would not be true in the large theatre. How is the experience altered in this new setting? Can one truly get the essence of a stage performance from a film?  If the situation was reversed a film on stage would also have problematic areas.  It is an interesting issue to be experimented with in our contemporary society.

Melissa Assalone

 

When one gets addicted to virtual games…

In Screen Culture Database, cyberspace on November 6, 2008 at 8:03 pm

Whether the games are done on TV screen, or online, games stimulate one’s senses by involving intermediality. One gets so caught up in the realness of virtual games through abilities of interacting with other players, creating new personas (avatars), establishing goals faster than real-life time, and so on, that s/he becomes unaware of what is real and what is not. In Japan, this newspaper article, “Angry online ‘divorcee’ kills virtual husband in cyber revenge,” reports an incident where a 43-year-old woman was charged with murder in a virtual online game called Maple Story. Japan is a well-known country, as well as well-established, in terms of culture in video games however this incident is a good eye opening for many players out there to be aware of the powerfulness of virtual games. Intermediality and virtuality are becoming part of our society and culture more each day that it is hard to recognize unless someone gets trapped in it and do something surreal like this incident.

Aska Okamura

Videodrome: you are what you see!

In Cinema, Screen Culture Database on November 5, 2008 at 12:16 pm

It is perhaps most satisfying to contextualize Videodrome as a response to the advent of the home video in the early 1980’s. The film was released in 1983, right around the birth of the household VCR, and the limits of this new technology was still an unknown as were the ultimate effects it could have on its viewers. Director David Cronenberg uses the “what if” of this new technology and its effects on viewers as the backbone for the film’s fascination with dominant and submissive roles, which we, as spectators, play with the fictional character on the TV. In this sense, Videodrome is a highly self-reflexive and innovative creation. It poses questions to the characters within the film (as well as the real life audience) by asking whether film is so influential that it physically becomes part of the individual who watches it and is enamored with it.  

 

“The television screen is the retina of the mind’s eye; therefore the television screen is part of the physical structure of the brain. Therefore whatever appears on the television screen emerges as raw experience for those that are watching. Therefore television is reality and reality is less than television,” says Barry Convex (played by Leslie Carlson)

 

It is here that Cronenberg’s fascinations with the possibilities of technology merge with his signature use of flesh and gore. In the film, the power from the videodrome videotape forms a tumor in Max’s (protagonist) brain, allowing the creators of videodrome to control Max just like a video recording device. In addition, Max’s stomach is also mutating into a large vertical slit that resembles a vagina and functions as a mind controlling VCR. The slit is large enough for a human hand to insert a tape into Max’s stomach, directly programming him to perform specific (violent) actions. The slit’s vaginal resemblance emphasizes the violent sexuality within the context of the film, adding to the notion that videodrome, and cinema as a whole, are both forceful forms of manipulation bordering on assault. This violence is not merely reactionary to having watched the videodrome tape, but rather compulsory. The mutations in Max’s body also signify that perhaps people are not solely influenced by cinema, but also transformed by it, suggesting that cinema provokes physical experiences beyond just seeing. If diet campaigns claim, “you are what you eat,” then Videodrome examines the exchange of violence between spectator and screen, questioning whether are not “you are what you see.” 

Bryce Brentlinger

Viva la Coldplay! A modern twist on Delacroix’s revolutionary masterpiece

In Screen Culture Database, Videoclip on October 8, 2008 at 12:55 am

 

I hear Jerusalem bells a-ringing
Roman cavalry choirs are singing
Be my mirror my sword and shield
My missionaries in a foreign field
For some reason I can’t explain
I know Saint Peter won’t call my name
Never an honest word
But that was when I ruled the world
-Coldplay

In Viva La Vida, one of the more unique music videos of the year Chris Martin and the rest of the band perform from inside a painting. Coldplay is rocking out in Eugène Delacroix’s French romantic painting Liberty Leading the People, which depicts the July Revolution of 1830 and the downfall of Charles X. For this song Coldplay abandons their tradition use of piano, which has driven most of their other ballads to suit the needs of the music video – creating a feeling of an ongoing revolution. Coldplay uses instruments that were around at the time of the July Revolution – a brass drum and the liberty bell; such instruments are hardly ever used in rock songs. The ‘revolutionary’ sound is expanded upon by the filmmaker’s ability to paint a revolutionary world. When you look at the painting by Delacroix one cannot help but notice the cracks and fissures throughout the painting which immerses the painting in the authenticity of a distant past. The music video takes the whole notion of the song one step further by actually tying our two worlds together – the painting and the twenty-first century technology. The music video looks like a real live French Romanism painting – including cracks and fissures. The director of the video Hype Williams blends the colour and texture of the original painting and adds his own distinctive touch incorporating the aesthetically appealing aspects of the painting into a modern alt-rock music video. At a time when our world is rot with people feeling cheated by the government there is almost an underlying fear, or excitement depending a pone who you are, of a revolution occurring. Unfortunately, Liberty Leading the People and other paints of that era are slowing being forgotten, and too is the knowledge of how to learn from our ancestors. Because of how far our technology has come Coldplay has been able to renew society’s interest and give back the things society may have forgotten. It has been said that painting is a dying medium, but activists like Coldplay are keeping it alive. In the conclusion of the music video the members of Coldplay start to flake away, like a painting flaking off in a breeze. This seems to hint that in the near future events of our time could very well be forgotten and mediums like television could be a thing of the past – a forgotten medium.

Tara Turley-Dean

Check Coldplay’s music video here 

Moving Beyond the ‘Protective’ Screen

In Cinema, Screen Culture Database on October 7, 2008 at 5:55 am

(Warning: spoilers for the movie ‘The Ring’) 

The movie, The Ring a remake of a Japanese film, is a horror movie about a cursed VHS tape that if one watches then that person will die seven days later. The cursed tape has very disturbing images on it that do not seem natural. In one image a woman turns and looks directly out of the screen and her eyes seem to pierce the viewer’s soul. In another part of the movie after the main character has viewed the cursed tape she stands on her apartment’s balcony and looks across to the other apartment building where almost everyone has their television set on. Western society is surrounded by all different types of screens, from television sets to computers to iPods. We take for granted that we are the ones in control of these screens; we do not think that anything inside that screen could hurt us. But, what if something could? What if something could emerge from a screen to hurt us? That is the twist that happens at the end of the movie. The spirit of a little girl that was murdered by her mother figured out a way to haunt, torment and even kill the living by using the video tape to tap into people’s psyches. In truly horrifying ending she slowly crawls out of a well, slowly walks towards the screen and the actually climbs out of the screen. Her body still appears to be an old grainy movie image however. The movie terrified people in movie theatres all over North America and I believe it is because no filmmaker had ever thought to play around with the concept of that elusive invisible screen that separates the world from those boxes that we stare into daily. One might ask themselves, am I really that safe from the constant flickering images? 

Tara Turley Dean

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