I don’t usually comment on commercials, but this one is really powerful – with a minimal voiceover from actor Forest Whitaker, “two cars collide in a horrific crash when one swerves into the other lane. The scene reverses and you see a mom posting an update while she drives. Just before she crashes, she looks back to tell her daughter everyone loves the picture she posted of her. AT&T wants you to know that looking at your phone can wait. No post is worth a life.”
Archive for the ‘Digital Culture’ Category
As Keith Stuart notes in The Guardian, “It’s been three years since The Chinese Room, a tiny studio currently working out of a modest office building in Brighton, started work on . Back then, co-founder Dan Pinchbeck had the idea of creating a game about the end of the world, but from a very different perspective than titles like Fallout and Last of Us, with their grand visions of ruined American cities. Influenced by science fiction writers John Wyndham and John Christopher, he and his team became interested in the idea of what Brian Aldiss once called the ‘cosy catastrophe’ – a resolutely British idea of the apocalypse, containing very little violence or explosive trauma, experienced by small communities rather than mass populations.
‘We talked about it, and we said, well, what is the important thing about the end of the world?’ says Pinchbeck. ‘It’s not about cities being consumed in fire. Take the movie 2012 – the whole of California vanishes and you don’t feel a thing, it’s just ridiculous. The apocalypse is about people, and the connections between them. What’s really touching is parents waiting for their kids to come home – and what they’re worried about is that the buses aren’t running, not that the world is ending. It’s the little moments that get you.’
The game presents a fictitious Shropshire village named Yaughton which is rendered in quite staggering physical detail, using Crytek’s Cryengine technology. Everybody’s Gone to the Rapture, then, takes place in a small valley in Shropshire in the summer of 1984. Viewed from the first-person perspective, the player is simply dropped at the outskirts of the village, with no instructions and no idea about what’s happened. From here, you are free to explore the environment, investigating empty houses, shops and barns, looking for clues. There are notes to read, radio recordings to listen to and computer screens to study. The first thing you interact with is a Commodore 64, its flickering monitor showing weird footage and repeating some sort of code, like a numbers station.
It is, in some ways, a natural evolution of the sub-genre that Chinese Room helped found with its debut game Dear Esther, a hugely atmospheric mystery set on a remote Hebridean island. The style came to prominence in 2013 with the title Gone Home, about a woman returning to her family home and finding it deserted. Often termed ‘notgames’ or ‘walking simulators’, these narrative adventures eschew familiar ludic elements like fighting and level progression, instead providing a single location and a set of environmental clues with which to uncover the story.
The genre has proved weirdly controversial, prompting angry dismissals from some gamers, who even question whether titles like Gone Home and Dear Esther are games at all. The Chinese Room team aren’t worried. ‘There’s a long tradition in games, of sections where not much happens. I think the best part of the whole Dead Space trilogy is the return to the Ishimura where you spend 45 minutes just thinking: “OK, when’s it going to happen?” That’s the scariest part.’”
You can read much more on the end of the world – and the end of people – in Gwendolyn Audrey Foster’s recent book Hoarders, Doomsday Preppers and The Culture of the Apocalypse; a fascinating look at the whole concept of de-peopled spaces, and how it’s so hard for us to imagine a world without us – something that will someday surely happen. Foster’s book, and this game, both share a common concept; the visualization of a world in which human agency no longer exists.
As Cecile Daurat reports on the Bloomberg News website, “Walt Disney Co.’s darkened outlook dragged down media stocks from Time Warner Inc. to 21st Century Fox Inc. and CBS Corp.
Disney, which through Tuesday had been the top-performing stock in the Dow Jones Industrial Average this year with a record of stellar sales and profit, surprised investors by posting lower-than-estimated quarterly revenue and cutting its forecast for cable-television profit.
Disney’s shares slumped as much as 10 percent — the most since August 2011 — after the results, while Fox and CBS Corp., which both report earnings after the close, dropped more than 5 percent. Time Warner and Scripps Networks Interactive Inc., the owner of Food Network and HGTV, also fell even though they beat second-quarter earnings predictions. Overall, the Bloomberg U.S. Media Index had its biggest intraday decline in almost four years.
‘Investors are definitely reading across the Disney earnings and extrapolating it to the broader media sector,’ said Paul Sweeney, an analyst at Bloomberg Intelligence.
Disney is facing two challenges of it own: fewer subscribers at cable networks such as ESPN, its biggest business, and foreign exchange losses from the strong dollar that are hurting both cable TV and international theme parks.
But the concerns over ESPN’s growth and comments on affiliate revenue from pay-TV providers, which Disney now expects to fall short of previous forecasts, may be a gauge for other media companies.
Both Time Warner and Fox are doubling down on exclusive live sports programming to demand higher fees for their channels from pay-TV distributors. And those higher fees have helped them fuel earnings growth in recent quarters. Investors will get an update on Fox and CBS, which has also pushed into sports programming, when the companies post results.
Time Warner’s decision to keep its full-year profit forecast after second-quarter earnings per share beat analysts’ predictions by a wide margin also weighed on the stock Wednesday. Maintaining the guidance suggested estimates for the second half may be too high, Sweeney said. Shares of the New York-based owner of HBO were down 7 percent to $81.49 at 12:55 p.m. in New York.
Discovery, which dropped 9.5 percent to $29.74, posted results that fell short of sales and earnings estimates Wednesday. The cable-TV company still increased its outlook for annual earnings-per-share growth, excluding foreign exchanges.
Cable-TV stocks like Scripps and Viacom Inc. suffered after Disney cut its forecast for cable profit. For fiscal 2013 to 2016, the entertainment giant had promised profit growth in the high-single-digit range. Now, with just five quarters to go, the company expects a mid-single-digit gain for the division over that time frame.”
This is sort of a late wake-up call to something that has been building for a long time; look at the frame grabbed chart at the top (click here, on the image above, to see a Bloomberg video on this whole topic, with some really sharp analysis). Netflix is going through the roof with subscribers, while traditional media – i.e. television and cable – is essentially flatlining.
This has been coming for a long time, and it’s sort of a seismic shock to the system for all involved, but Netflix is really taking over the whole viewing sphere, allowing people to see whatever they want, whenever they want, wherever they want, and also to cut free of the “bundling” that cable systems force on customers, paying for what really want and nothing else.
This is just the first shot in a new system of distribution that has been building for quite a while; I’m really surprised it has taken traditional media this long to notice that frankly, they’re in long term trouble. There’s no way this trend is turning around, and what happens next is -as far as I can see- that Netflix gets bigger and bigger, and traditional media becomes less and less relevant to millennials.
As Todd Spangler reported in Variety on July 22, 2015, “The Associated Press is uploading more than 550,000 video clips to YouTube — covering news events dating back to 1895 — which the news org said will be the largest collection of archival news content on the Google-owned platform to date.
AP, together with newsreel archive provider British Movietone, will deliver more than 1 million minutes of digitized film footage to YouTube. The goal: to provide high-profile, searchable repositories that let documentary filmmakers, historians and others find news footage, and to promote licensing deals for rights to use the video.
The archival footage includes major world events such as the 1906 San Francisco earthquake, exclusive footage of the bombing of Pearl Harbor in 1941, the fall of the Berlin Wall and the 2001 terrorist attacks on the U.S. Celeb footage includes Marilyn Monroe captured on film in London in the 1950s and Twiggy modeling fashions of the 1960s, as well as segments on Muhammad Ali, Charlie Chaplin, Salvador Dali, Brigitte Bardot and Elvis Presley.
The content is available on two YouTube channels: AP Archive and British Movietone, whose collection spans from 1895 to 1986. Last year, U.K. newsreel archive company British Pathé uploaded its entire 100-year library of 85,000 historic films in HD to YouTube, comprising some 3,500 hours of footage.
Much of the material AP is putting on YouTube is already searchable and available to preview on aparchive.com. Alwyn Lindsey, AP’s director of international archive, said putting the content on the world’s biggest Internet-video platform will increase the exposure of the collection. ‘We found documentary filmmakers tend to start their searches for footage on YouTube, and this gives them a route back to AP,’ Lindsey said.
‘The AP Archive footage, combined with the British Movietone collection, creates an incredible visual journey of the people and events that have shaped our history,’ Lindsey said. ‘At AP we are always astonished at the sheer breadth of footage that we have access to, and the upload to YouTube means that, for the first time, the public can enjoy some of the oldest and most remarkable moments in history.’”
Yesterday, at the suggestion of Gwendolyn Audrey Foster, I viewed Luca Boni and Marco Ristori’s low budget horror film, Reich of the Dead (2015), shot in Italy on a minimal budget with English speaking actors – including Andrew Harwood Mills, Dan van Husen, Aaron Stielstra, Ally McClelland - which would be just another program picture were it not for Francesca Catalano’s absolutely superb CinemaScope cinematography, using a RED Scarlet digital camera to achieve some really astonishingly subtle effects.
From what I can gather, this is her first film as a full-fledged DP, although she has worked in second unit and assistant capacities on a number of films. But on the evidence of her work here, she is clearly a major talent, and someone who is ready to step up to fulltime DP work on a major project. Someone smart will grab her soon – she’s got a style all her own, which uses a good deal of available light, and deeply saturated color, and makes this very minor film well worth watching – sort of like one of Val Lewton’s Gothic thrillers from the 1940s.
In particular, her style of cinematography embraces the principles of tenebrism, which as Wikipedia notes, “is a style of painting using very pronounced chiaroscuro, where there are violent contrasts of light and dark, and where darkness becomes a dominating feature of the image. The technique was developed to add drama to an image through a spotlight effect, and was popular during the Baroque period of painting.”
I wrote her to ask for her thoughts, and she responded, in part: “Thanks so much for your note. I really love [the painter] Caravaggio, and I think everyone who wants to be a DP should know or have seen once in their life some of his great work. You’re right, the movie is done with a very low budget and just a few lights, which is the reason that I tried to use natural light as much as possible, to bring out the colors of the location itself, and enhance the costumes.”
Catalano’s work is really one of a kind – as I told her, it is reminiscent of Caravaggio, but also recalls the work of the great Italian DP Mario Bava in its atmospheric and restrained sense of mood and atmosphere – in short, the vision of a true original, who has obviously studied painting seriously, and instinctively understands how to use light and shadow to create a really remarkable series of images on a very limited budget.
American DPs often approach their work as if it’s just another assignment, and expect most of the color grading to be done in post-production, but here, working with minimal resources, Catalano shows how much can be done on the set, using the qualities of the scene itself, and taking real risks with her compositions, to achieve something really extraordinary.
The tagline on this video is how “ridiculous” San Andreas looks without the finished special effects work, but I think that’s completely off the mark. Just a casual look at this video – with intensive under water work, harnesses pulling stunt performers into the air, gigantic crowd scenes, helicopter stunts and the like, demonstrates once again that movie making is brutally hard work – something that most people simply don’t understand.
You want to experience a really tough work environment? Then crew on a feature film. Every day, day after day, you have to get up, create complex set pieces, haul tons of equipment from place to place, deal with meal penalties, overtime, safety regulations which are more than necessary, all in the service of creating a series of images that will pass by fleetingly on the screen, and then be forgotten. With the typical crew for a film such as this in the hundreds simply during physical production, and a great deal of genuine risk involved, this is nothing to fool around with.
The movie “is what it is,” in one of my least favorite phrases – it’s a big budget disaster movie directed by Brad Peyton, whose other credits include the “aggressively unambitious” Journey 2: The Mysterious Island (2012), which I actually suffered through on Pay Per View in a hotel in California, appropriately enough – and the whole enterprise is designed to do precisely one thing: make money.
But despite that, there’s a considerable amount of craftsmanship that went into the final film, and this video will give you a glimpse of that. Really, it’s a remake of Mark Robson’s 1974 film Earthquake, and in every way an improvement on the original. The special effects are better, and while The Rock is certainly no Sir Laurence Olivier, he doesn’t pretend to be – he’s an action star, and proud of it.
In his new show at MoMA PS1, which originally appeared in an earlier version Germany in 2012, artist Simon Denny critiques the culture of endless data, acquisition, and money as the ultimate value in an impressive installation entitled “The Innovator’s Dilemma,” based on the concept that “All You Need Is Data,” an obvious and ironic spin on the Beatles’ oft-repeated, if somewhat simplistic mantra, “All You Need Is Love.”
As the museum notes of the exhibition, “Denny’s work often refers to the psychology and abstract language of the new media economy, invoking ‘clouds’ of big data and the constant pressure to ‘update’ our lives. He typically finds the sources for his work within the materials, advertising, and packaging produced by technology and media companies, and often deploys graphic interfaces borrowed from commercial display to highlight connections between the utopian goals of the new media economy and those of historical modernism.”
Ken Johnson reviewed the show for The New York Times, observing that “in a recent column for The New York Times, the economist Paul Krugman argued that the benefits of the digital technology revolution of the past four decades have been greatly overestimated. The new technologies, he suggested, might be ‘more fun than fundamental.’ Worse, euphoric media chatter about how they’re changing the world for the better ‘acts as a distraction from more mundane issues,’ like putting people to work in usefully productive jobs.
In a similar vein, ‘The Innovator’s Dilemma,’ a hyperactive multimedia extravaganza by the Berlin-based artist Simon Denny at MoMA PS 1, takes down such irrational exuberance about technology and does it with sardonic verve. Along the way, it indirectly damns the high-end art market’s own inflationary mania. If Mr. Denny doesn’t get to the bottom of what’s causing the sociopathology infecting both industries, his show is certainly a rousing conversation starter . . .
To contemporary art followers, Mr. Denny’s strategies of satirical appropriation and parodic simulation might not appear particularly novel. Those who keep up with business journalism might find little of it especially newsworthy. Nevertheless, the combination of form and content makes for a persuasive protest against soulless capitalism.
In his catalog essay, Peter Eleey, PS 1’s chief curator and the show’s organizer, notes the obvious parallel of the tech industry’s drive to innovate to the contemporary art world’s hunger for the new and to today’s billionaire-inflated art market, with its proliferating fairs and private museums. It’s not an exact parallel: Old art may rise or fall in market value, but it usually doesn’t become worthless the way obsolete electronic devices do. But you get the idea.
In any case, there’s a deeper level of insight that Mr. Denny doesn’t quite crystallize, which has to do less with new technology than with money and how money disrupts and corrupts non-monetary values. As the title character of Shakespeare’s Timon of Athens, on discovering buried gold, put it, ‘Thus much of this will make black white, foul fair/Wrong right, base noble, old young, coward valiant.’
What happens in a society and culture where money becomes the measure of all things and technological innovation becomes just a way to make more money faster?”
More is less, and more wants more – I’d add another quote from Psalm 39.6 in the King James Bible, “Surely every man walketh in a vain shew: surely they are disquieted in vain: he heapeth up riches, and knoweth not who shall gather them.”
I’d say that this more than applies here – what’s the point of this endless acquisition, numbering of word patterns, the endless roll out of time wasting video games, the non-stop proliferation of useless apps and devices that separate us more and more from each other, plunging us into a wilderness of supposed “tech innovation?”
As Meredith Engel writes in The New York Daily News, “Humans now have shorter attention spans than goldfish — and we would write more, but you’re probably clicking somewhere else already. The new finding — by, of all companies, Microsoft — suggests that the little fish can concentrate for nine seconds compared to eight for humans.
The researchers looked at three different types of attention: Sustained attention is the ability to focus on one task continuously; selective attention is the ability to respond when distractions come up; and alternating attention is multitasking. To get a measure of focus levels, the researchers asked 2,000 Canadians to take online surveys, play games and have their brain electricity measured.
The researchers found that increased use of digital devices lessens our sustained attention, doesn’t affect our selective attention, and actually improves our alternating attention. That means we are less able to focus on one task, but are getting better at doing multiple tasks at once. The report says that the human attention span has decreased by four seconds since 2000 — and that tech innovations may be blame.” You think?
About the Author
Wheeler Winston Dixon, Ryan Professor of Film Studies at the University of Nebraska-Lincoln, is an internationally recognized scholar and writer of film history, theory and criticism. He is the author of thirty books and more than 100 articles on film, and appears regularly in national media outlets discussing film and culture trends. Frame by Frame is a collection of his thoughts on a number of those topics. All comments by Dixon on this blog are his own opinions. To contact Prof. Dixon for an interview, reach him at email@example.com or wheelerwinstondixon.com
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