Copyright on the Fabrication Frontier

This post from the New York Times Bits blog is one of the first I’ve seen to address the problems — and opportunities — likely to be created by personal-fabrication technology, aka 3D printing, when it encounters copyright law designed for an earlier era. As Nick Bilton points out, having a box on your desktop that manufactures solid objects from data files opens the door to the physical reproduction not just of objects you have designed yourself, but objects that already exist:

Not only will it change the nature of manufacturing, but it will further challenge our concept of ownership and copyright. Suppose you covet a lovely new mug at a friend’s house. So you snap a few pictures of it. Software renders those photos into designs that you use to print copies of the mug on your home 3-D printer. Did you break the law by doing this? You might think so, but surprisingly, you didn’t.

Bilton goes on to explain that while copyright law protects one kind of object — the aesthetic — from being replicated without permission of the owner, another class of item — the utilitarian — is fair game. “If an object is purely aesthetic it will be protected by copyright, but if the object does something, it is not the kind of thing that can be protected,” Bilton quotes attorney Michael Weinberg as saying. The logic goes something like this: if you could conceivably have made your own version of the mug in, say, a pottery class, it wouldn’t be illegal; so employing a hardware intermediary to accomplish the same goal is similarly allowed.

The apparently tidy distinction between the artful and the useful suggests that there is more at stake here than simply case law and precedent, the glacial patching of traditional legislation to apply to nontraditional processes and products. (Lawrence Lessig’s remix culture might here be understood as replication culture.) In addition to foregrounding the question of how we name and assign value to the things around us, personal fabrication foregrounds new kinds of objects that fall somewhere between the pretty and the practical, neither toy nor tool but something in between, with branded identities and iconographic affordances that make them the powerful focus of manufacturing and collecting, as well as performative and procedural, activity both at the subcultural and “supercultural” level.

I’ve been interested in 3D printing since 2007, when I came across Neil Gershenfeld’s book Fab: The Coming Revolution on Your Desktop. (Gershenfeld is the director of MIT’s Center for Bits and Atoms and perhaps the key proselytizer of what the Times has labeled the Industrial Revolution 2.0.) For me, as a theorist and fan of popular culture and fantastic media franchises in particular, the profound shakeup promised by 3D printing is less about designing new kinds of widgets or copying existing ones than about the way that fantasy-media objects and the practices around them will be reshaped. Spaceship models, superhero collectible busts, even fantasy-wargaming miniatures — the colorful statuary on display in any comic-book store, materialized forms of what otherwise exists only on paper — will inevitably find their place within the personal-fabrication movement. Most of these objects are licensed, of course, and provided by artists under contract with companies like Sideshow Collectibles and McFarlane Toys. But to adapt the question that Bilton poses, what will happen when I can snap several photos of a friend’s Green Lantern maquette or Warhammer 40K mini, stitch them together on my iPhone (you can bet there’ll be an app for that), send the resulting shape file to my 3D printer, and produce my own instance?

Surely then the intellectual-property hammer will come down — under current codes, there’s no way to justify a Captain Kirk figurine or the Doctor’s Sonic Screwdriver as a practical rather than an aesthetic object — and we’ll witness not the elimination of unlicensed fantasy-media objects, but their migration to the anarchic wilds of piracy, newsgroups, and torrents, just as current “flat” media content like television, movies, and ebooks circulate free for the taking. To date I’ve found little discussion of the role of such objects and their probable audiences, i.e. tech-savvy scofflaws, in the 3D printing literature, which focuses instead on the rapid-prototyping function of these emerging technologies: testing out new inventions or generating workaday things like flashlights and doorknobs. But it’s precisely this dividing line, between the things we use and the things we enjoy because they connect us to vast transmedia entertainment systems, that will dictate 3D printing’s future as the commercial and cultural juggernaut I suspect it will be.

In Media Res: Special Effects

Somewhere around the introduction of Google+, I developed an allergy to self-promotion, and withdrew my parasocial feelers from Facebook as well as the nascent G+. I mean to cast no aspersions on the active users of those sites; my going dark, or at least dimmed, on the social-networking front stems not from disapproval but from simple overload. I’m returning to teaching from a year of sabbatical, and I’m a new father to boot, making for happy but exhausting times. I could be better about taking the raw material of my life (and the slightly more refined material of my professional activities) and plugging it into a live data feed, but my curmudgeonly suspicion that the public affordances of new media, so often presented to us as opportunities for self-expression and collective knowledge-building, are simply labor under the sexy sign of the digital — the conscripted misrecognized as the voluntary — stays my hand.

All that said, though, I do have news: this week I am co-organizing a set of pieces on special effects at In Media Res, the MediaCommons project devoted to showcasing short audiovisual “exhibits” accompanied by learned commentary. This week’s posts, by Kimberly Ramirez, Drew Ayers, Chuck Tryon, and Dan North, come out of a larger project, an anthology entitled Special Effects: New Histories, Theories, Contexts, co-edited by me, Dan North, and Michael S. Duffy.

You can read more about that project and the week’s curations in our introductory essay, located here.

 

What All the Foss Is About

Here’s a smart writeup on a new book collecting the artwork of Chris Foss, the distinctive and influential British artist whose paintings have graced the cover of many a science-fiction novel while circulating independently as quanta of outré visualization on their own. Growing up in the 1970s, I was aware of Foss more through the latter channel: glimpses of futurism in the pages of magazines like Omni and Starlog, often accompanying features on computer games (whose simple 8-bit graphics expanded logarithmically in my imagination thanks to their association with Foss’s billowing, rainbowed vistas and sensuously rounded mechanisma) or SF films then in production: Foss was one of the many artists conscripted to visualize Ridley Scott’s 1979 landmark Alien.

Among the same cohort was Ron Cobb, who, like Foss and the great but neglected John Harris, had a knack for visualizing structures of indeterminate purpose and scale, suspended against the clouds of alien worlds, the neon gasfields of nebulae, the onyx depths of outer space. Simultaneously conveying gigantic mass — humans merely implied as unobservable specks — and toylike containment within the filmed frame or printed page, the future machines envisioned by Foss and his peers were both fanciful and functional. Or as Simon Gallagher elegantly puts it:

Foss’s work is defined by that jarring oxymoron: his iconic spaceships are almost biological, and certainly monstrous, and yet, unlike anything that came before them, they are intricate in their mechanical realism. They are the convergence of fantasy and precision, and there is a fundamental contradiction within the designs that suggests both a hopeful futurism and an ominous sense of dread in the sheer size and scale of the machine monsters he creates.

The new Foss book joins a growing section of my shelf devoted to SF illustration as a form of production technology, assisting the transmedial flow of content, bridging the gaps between screenplays and feature films, design docs and finished video games, word and image and object.

Notes on Spacewar

What is it about Spacewar that so completely captures my imagination? Teaching my Theory and History of Video Games class, I once again crack open Steven Levy’s great book Hackers: Heroes of the Computer Revolution, which I have read at least a dozen times since it was published in 1984. A time now further away than the period of which Levy was then writing — the late 1950s and early 60s, when a motley assortment of brilliantly talented social misfits at MIT repurposed a PDP-1 to create, if not the world’s first computer game, then the first digital artifact to capture the spirit and culture of gaming that would explode over subsequent decades. Below, a bulletin board of sorts, collecting resources on this seminal software object and the matrix from which it was spawned.

Steve “Slug” Russell, posing with a PDP-1.

A bibliography on hacker/computer culture.

An article on Spacewar from WebBox’s CGI Timeline.

From the MIT Museum.

Origin story from Creative Computing magazine, August 1981. I remember reading this when it first came out, at the age of sixteen!

News snippet from Decuscope, April 1962. I was not alive to read this one at the time of its publication. Decuscope, one finds, is a newsletter for DEC (Digital Equipment Computer) Users; PDFs from 1961-1972 here.

About that PDP-1 and its capabilities. It’s always vertigo-inducing to consider how computing power and resources have changed. The TX-0 on which MIT’s hackers cut their teeth had something like 4K of storage, while its successor, the PDP-1, had the equivalent of 9K. By contrast, the Google Doodle below, at 48K, is more than five times as large:

Some tools for finding one’s bearings amid the rushing rapids of Moore’s Law: Wikipedia pages for the TX-0 and PDP-1; a byte metrics table; a more general-purpose data unit converter.

Ron Cobb: Initial Thoughts

A spontaneous enthusiasm, eruption of unvoiced nerd-love that has been simmering in my soul since I was twelve or thirteen, prompts this quick reflection on Ron Cobb. As an artist, Cobb contributed plentifully to how I understood and visualized the science fiction with which I grew up; as a concept artist specifically his drawings and paintings played a generative role in films like Star Wars (1977) and Alien (1979) – movies we now recognize as classics in part because of their rich, world-creating visual design.

To judge from the catalog of his work featured in Colorvision (1981), Cobb’s influence on the production of these films appears to have been both piecemeal and foundational: a handful of his bizarre creatures populate the Mos Eisley cantina, and his designs for Alien were limited to the interior and exterior of the Nostromo, with H. R. Giger’s biomechanics providing the movie’s black and glistening core. But in another way, Cobb’s work reflects an animating spirit of cinematic science fiction in the 1970s, which increasingly in the wake of Star Trek (1966-1969) and 2001: A Space Odyssey (1968) demanded an engineer’s and architect’s eye to lend their futuristic worlds the fascination of function.

I’ve been studying concept artists like Cobb — Brian Froud is a cognate, as are Syd Mead and in a previous age Chesley Bonestell — as part of a broader research project on illustration. I hope to have more to say about this shortly, but for now I will simply note the archeological pleasure of paging through Cobb’s designs (like the one above, “Tug,” an early version of Alien‘s Nostromo) to find, not the final object as recorded on film, but — like the panda’s thumb – an evolutionary step toward it. The special property of cinematic concept art is not just that it exists prior to the film we later come to know, but that it serves as a “draft,” freezing for our later study a dialogue among director, crew, consultants as they move toward consensus. Cobb’s visualization does not just visualize an artifact of production; it is such an artifact, and as such it offers us, alongside the creation of a beloved film, the genesis of our own imaginary.

More on Cobb and the Nostromo here.

William Cameron Menzies and the Clumsy Sublime

This is a paper I wrote for the SCMS 2011 Confererence, which took place last March in New Orleans. A family emergency prevented me from attending, so my colleague and good friend Chris Dumas — who organized our panel on Kings Row (Sam Wood, 1942) — kindly gave the presentation in my absence. The essay’s full title, too long for this blog, is ” ‘Each of Us Live in Multiple Worlds’: William Cameron Menzies and In/Visible Production Design Between Classical and Digital Hollywood.”

1: A Not-So-Clumsy Sublime

As a student of special effects, the first time I saw Kings Row my attention was drawn inevitably to those points in the movie where artifice tips its hand: animated lightning bolts superimposed against a stormy sky; a miniature train passing between the camera and what appears to be rear-projected footage; and most of all the backdrops that pervade the film – painted cycloramas of rolling, pastoral hills, the roof lines of houses and mills, vast skies piled with billowing clouds.


Such moments, which are vital not just to establishing the town of Kings Row as narrative space but to mapping the idyllic and nightmarish polarities of Kings Row as cinematic experience, form an inextricable part of the film’s texture. In that they also mark interventions by studio trickery, they also document the operations of classical Hollywood during a key period in the development of its illusionistic powers, when emerging articulations among shooting script, art direction, and visualization technologies – choreographed by a new managerial category, the production designer – set the industry on a path that would lead, some seventy years later, to the immersive digital worlds of contemporary blockbuster franchises.

Writing about the use of rear-projection in classical Hollywood, Laura Mulvey has coined the term clumsy sublime to refer to that weird subset of screen imagery in which a cost-saving measure – in her example, filming actors against previously-captured footage – results in a burst of visual incongruity whose “artificiality and glaring implausibility” in relation to the shots that bracket it invites a different kind of scrutiny from the spectator.[1] There is an echo here of Tom Gunning’s famous formulation of the early-cinema “attraction,” which presents itself to appreciative viewers as a startling sensorial display,[2] but Mulvey’s point is that rear projection was rarely intended to be noticed in its time; it only “seems in hindsight like an aesthetic emblem of the bygone studio era.”[3] Like the attraction, the clumsy sublime destabilizes our ontological assumptions about how the image was made (indeed, its impact stems largely from our sudden awareness that the image was manufactured in the first place). But where Gunning argues that contemporary, spectacular special effects carry on the highly self-conscious work of what he calls the “tamed attraction,” the clumsy sublime suggests a more contingent and even contentious relationship to cinema’s techniques of trompe l’oeil, in which illusions originally meant as misdirective sleight-of-hand acquire with age their own aura of movie magic.

Looking at Kings Row as a special-effects film, then, invites us to redraw the borders between visible and invisible special effects – those meant to be noticed as spectacles in themselves and those meant to pass as seamless threads in the narrative fabric – and to consider the degree to which such an apparently obvious distinction, like those that once applied to practical versus optical effects, and which now separate analog from digital modes of production, flows not from some innate property of the artifact but from the cultural and industrial discourses that frame our understanding of film artifice itself.

 

2: William Cameron Menzies and the Visualization of Kings Row

As David Bordwell observes in his blog post “One Forceful, Impressive Idea,” William Cameron Menzies was a pivotal figure in the evolution of film design.[4] After rising to prominence as an art director during the 1920s, he coordinated key sequences of Gone with the Wind, where he originated the title of production designer. Menzies’s detailed breakdowns of each shot, in addition to demonstrating his particular expressionist tendencies (strong diagonals, stark lighting contrasts, forced-perspective settings, and dramatically high or low camera angles), embodied a newly integrative philosophy of composing for the frame. Just as Menzies was an interstitial figure in whom were subsumed those functions of the director and cinematographer having to do with conceiving shots and scenery in dialogue with each other, his sketches and drawings embedded within themselves multiple phases of film manufacture, designating, in addition to set design and actor blocking, “the camera’s viewpoint, the lens used, and any trick effects.”[5] In this way, the first mature storyboards blurred temporal and technological lines between practical and optical special effects, pre- and post-production, while Menzies himself complicated auteurist assumptions about cinematic authorship, leaving his distinctive signature on the movies in which he played the greatest role behind the scenes – in Bordwell’s description, “abduct[ing] these films from their named directors.”[6]

This seems to have been especially true of Sam Wood, whose three-year, five-film partnership with Menzies included Our Town (1940) and The Pride of the Yankees (1942). Kings Row, while neither as lyrical as the former nor as blunt as the latter, represents a more restrained and oblique application of Menzies’s skills, eschewing obvious flourishes in favor of a more controlled approach in which the most elaborate manipulations of time and space are snugly folded into the narrative fabric. Consider, for example, the opening moments: a horse-drawn wagon, silhouetted against a characteristically sky-dominated frame, crosses the prairie as the opening credits play. As the wagon crosses between the camera and a sign reading Kings Row, there is a cut, taking us from footage shot on location to a backlot setting. A rightward tracking shot continues the motion, bringing into view an elementary school from which children emerge, including young versions of protagonists Parris Mitchell, Drake McHugh, and Cassie Tower. The soundtrack’s singing voices hover somewhere between the diegetic and nondiegetic, paralleled by Erich Wolfgang Korngold’s score, evoking the happy play of children while foreshadowing the psychoanalytic themes of the rest of the film.

 

The efficient encapsulation of plot information, so typical of classical Hollywood narration, is here conveyed through what is essentially a virtual shot stitched together from “real” and “artificial” elements, prefiguring the digitally-assisted establishing shots now commonplace in cinema.

An even more complex assemblage occurs later in the film, as Parris departs to begin his studies abroad. From a long shot of Drake, Parris, and Randy Monaghan on the platform, we cut to a different angle on the same scene, the image degraded and grainy in a way that suggests second-generation footage. Echoing the earlier left-to-right motion of the wagon, a train sweeps into the frame, its miniature status given away by the lack of focus on the foreground element. As the train slides past, a carefully-timed wipe shifts us back to a medium closeup of Randy and Drake. A shot-reverse-shot series shows Parris waving goodbye as the train carries him around the bend, the painted backdrop of the mill in the distance.

 

Elegant for their era, both of these brief passages presumably passed unnoticed by their initial audience, but with the passage of time, their sleight-of-hand has become more evident, constituting new nodes of fascination in a film text that is also – like all movies, but especially those that depend on special effects – indexical evidence of its own manufacture.

Perhaps the most eloquent of Menzies’s contributions to Kings Row are the cycloramas that pepper the film, lending it a painterly, faintly uncanny air. This feeling is present in the town’s train yard as well as its flowery fields, framing the actors in front of them in a theatrical amber similar to that which Mulvey ascribes to rear projection:

Performances … tend to become self-conscious, vulnerable, transparent. The actors can seem almost immobilized, as if they are in a tableau vivant, paradoxically at the very moment in the film when there is a fictional high point of speed, mobility, or dramatic incident.[7]

But in Kings Row the effect of the painted backdrops is different: less of an interruption, more in synch with the story’s themes. The town of Kings Row is, after all, a kind of beautiful trap, nurturing its children only to imprison them like drawings in a storybook, and beneath the pastoral languor of its more innocent vistas run undercurrents of the poisonous, narcotic, or – to adopt the film’s medicinal metaphor for its sadistic counterforces – anesthetic.

Oppositions between innocence and corruption, the sublime and the malign, that shape the film’s darker turns (Cassie’s madness, Dr. Tower’s murder-suicide, the double castration of Drake’s bankruptcy and amputation) are most evident in the shifting portrayal of its most important site, the fence line running along the Mitchell property – a space of transition whose markings of studio artifice reinforce, rather than dilute, its metamorphic extremes.

3. Building Better Screen Worlds, Then and Now

The productions for which William Cameron Menzies is perhaps most remembered are his two forays into science fiction: Things to Come (1936) and Invaders from Mars (1953), whose (admittedly very different) deployments of SF iconography enabled him to indulge his penchant for striking visual invention. His industrial legacy bears out this genetic pairing of strong, centrally-organized production design and the genres of science fiction and fantasy, whose storyworlds tend to be built from the ground up, and whose product differentiation in terms of franchise potential require the creation of distinct brand identities, recognizable by consumers and defensible by the intellectual-property law that polices a minimum necessary distance between, say, the stylistic universes of Star Wars and Star Trek, or between Harry Potter and The Chronicles of Narnia. The tools available to Menzies in crafting his worlds can be traced to the Special Effects Department at Warner Brothers, where artist-technicians such as Hans Koenekamp, Byron Haskin, and the effects supervisor for Kings Row, Robert Burks, worked on countless films from the 1920s to the 1960s.[8] Their glass shots and matte paintings – as well as their practical effects work such as the creation of wind, lightning, and other environmental effects – have their contemporary counterpart in the digital set extensions and CGI elements whose near-ubiquity says less about the inventiveness of our current screen wizardry than about its vastly increased speed and efficiency.

The classical and analog roots of digital modes of production remain relatively unexcavated in modern special-effects scholarship, whose coherence as a subdiscipline of film and media studies began with the advent of computers as all-purpose filmmaking tools and fixture of the popular imagination in the late 1990s. But as CGI performs one type of spectacular labor though its monsters, explosions, and spaceships while distracting us from its more quotidian augmentations of mise-en-scène, critical film theory stands to benefit from considering the present era’s counterintuitive linkages to the golden age of Hollywood, which foregrounded smooth verisimilitude through an equally intricate web of technological trickery.

The clumsy sublime, product of a time-based calculus of spectatorship and a shifting state of the art, is an important tool in this critique, in part because it enables new readings of familiar film texts. Seen through the lenses of technology and style that special-effects history provides, a film like Kings Row seems less like a dated artifact than a predictor of the present. For just as its narrative, set at the end of the 19th century and dawn of the 20th, stages on a manifest level the birth of psychoanalysis, its production stages in latent terms the emergence of a filmic apparatus for the production of expressive screen worlds.


[1] Laura Mulvey, “A Clumsy Sublime,” Film Quarterly 60.3 (2007).

[2] Tom Gunning, “The Cinema of Attractions: Early Film, Its Spectator, and the Avant-Garde,” in Early Cinema: Space, Frame, Narrative (Ed. Thomas Elsaesser. London: BFI, 1990), 56-62.

[3] Mulvey, “A Clumsy Sublime.” Emphasis added.

[4] David Bordwell, “One Forceful, Impressive Idea,”

http://www.davidbordwell.net/essays/menzies.php (accessed March 1, 2011).

[5] Ibid.

[6] Ibid.

[7] Mulvey, “A Clumsy Sublime.”

[8] Peter Cook, “Warner Bros. Presents … A Salute to the Versatility and Ingenuity of Stage 5: Warner’s Golden Era Effects Department,”

http://nzpetesmatteshot.blogspot.com/2010/08/warner-bros-presents-sulute-to.html (accessed February 25, 2011).

 

Super 8: The Past Through Tomorrow

Ordinarily I’d start this with a spoiler warning, but under our current state of summer siege — one blockbuster after another, each week a mega-event (or three), movies of enormous proportion piling up at the box office like the train-car derailment that is Super 8‘s justly lauded setpiece of spectacle — the half-life of secrecy decays quickly. If you haven’t watched Super 8 and wish to experience its neato if limited surprises as purely as possible, read no further.

This seems an especially important point to make in relation to J. J. Abrams, who has demonstrated himself a master of, if not precisely authorship as predigital literary theory would recognize it, then a kind of transmedia choreography, coaxing a miscellany of texts, images, influences, and brands into pleasing commercial alignment with sufficient regularity to earn himself his own personal brand as auteur. As I noted a few years back in a pair of posts before and after seeing Cloverfield, the truism expounded by Thomas Elsaesser, Jonathan Gray, and others — that in an era of continuous marketing and rambunctiously recirculated information, we see most blockbusters before we see them — has evolved under Abrams into an artful game of hide and seek, building anticipation by highlighting in advance what we don’t know, first kindling then selling back to us our own sense of lack. More important than the movie and TV shows he creates are the blackouts and eclipses he engineers around them, dark-matter veins of that dwindling popular-culture resource: genuine excitement for a chance to encounter the truly unknown. The deeper paradox of Abrams’s craft registered on me the other night when, in an interview with Charlie Rose, he explained his insistence on secrecy while his films are in production not in terms of savvy marketing but as a peace offering to a data-drowned audience, a merciful respite from the Age of Wikipedia and TMZ. No less clever for their apparent lack of guile, Abrams’s feats of paratextual prestidigitation mingle the pleasures of nostalgia with paranoia for the present, allying his sunny simulations of a pop past with the bilious mutterings of information-overload critics. (I refuse to use Bing until they change their “too much information makes you stupid” campaign, whose head-in-the-sand logic seems so like that of Creationism.)

The other caveat to get out of the way is that Abrams and his work have proved uniquely challenging for me. I’ve never watched Felicity or Alias apart from the bits and pieces that circulated around them, but I was a fan of LOST (at least through the start of season four), and enjoyed Mission Impossible III — in particular one extended showoff shot revolving around Tom Cruise as his visage is rebuilt into that of Philip Seymour Hoffman, of which no better metaphor for Cruise’s lifelong pursuit of acting cred can be conceived. But when Star Trek came out in 2009, it sort of short-circuited my critical faculties. (It was around that time I began taking long breaks from this blog.) At once a perfectly made pop artifact and a wholesale desecration of my childhood, Abrams’s Trek did uninvited surgery upon my soul, an amputation no less traumatic for being so lovingly performed. My refusal to countenance Abrams’s deft reboot of Gene Roddenberry’s vision is surely related to my inability to grasp my own death — an intimation of mortality, yes, but also of generationality, the stabbing realization that something which defined me as for so many years as stable subject and member of a collective, my herd identity, had been reassigned to the cohort behind me: a cohort whose arrival, by calling into existence “young” as a group to which I no longer belonged, made me — in a word — old. Just as if I had found Roddenberry in bed with another lover, I must encounter the post-Trek Abrams from within the defended lands of the ego, a continent whose troubled topography was sculpted not by physical law but by tectonics of desire, drive, and discourse, and whose Lewis and Clark were Freud and Lacan. (Why I’m so touchy about border disputes is better left for therapy than blogging.)

Given my inability to see Abrams’s work through anything other than a Bob-shaped lens, I thought I would find Super 8 unbearable, since, like Abrams, I was born in 1966 (our birthdays are only five days apart!), and, like Abrams, I spent much of my adolescence making monster movies and worshipping Steven Spielberg. So much of my kid-life is mirrored in Super 8, in fact, that at times it was hard to distinguish it from my family’s 8mm home movies, which I recently digitized and turned into DVDs. That gaudy Kodachrome imagery, adance with grain, is like peering through the wrong end of a telescope into a postage-stamp Mad Men universe where it is still 1962, 1965, 1967: my mother and father younger than I am today, my brothers and sisters a blond gaggle of grade-schoolers, me a cheerful, big-headed blob (who evidently loved two things above all else: food and attention) showing up in the final reels to toddle hesitantly around the back yard.

Fast-forward to the end of the 70s, and I could still be found in our back yard (as well as our basement, our garage, and the weedy field behind the houses across the street), making movies with friends at age twelve or thirteen. A fifty-foot cartridge of film was a block of black plastic that held about 3 minutes of reality-capturing substrate. As with the Lumiere cinematographe, the running time imposed formal restraints on the stories one could tell; unless or until you made the Griffithian breakthrough to continuity editing, scenarios were envisioned and executed based on what was achievable in-camera. (In amateur cinema as in embryology, ontology recapitulates phylogeny.) For us, this meant movies built around the most straightforward of special effects — spaceship models hung from thread against the sky or wobbled past a painted starfield, animated cotillions of Oreo cookies that stacked and unstacked themselves, alien invaders made from friends wrapped in winter parkas with charcoal shadows under the eyes and (for some reason) blood dripping from their mouths — and titles that seemed original at the time but now announce how occupied our processors were with the source code of TV and movie screens: Star Cops, Attack of the Killer Leaves, No Time to Die (a spy thriller containing a stunt in which my daredevil buddy did a somersault off his own roof).

Reconstructing even that much history reveals nothing so much as how trivial it all was, this scaling-down of genre tropes and camera tricks. And if cultural studies says never to equate the trivial with the insignificant or the unremarkable, a similar rule could be said to guide production of contemporary summer blockbusters, which mine the detritus of childhood for minutiae to magnify into $150 million franchises. Compared to the comic-book superheroes who have been strutting their Nietzschean catwalk through the multiplex this season (Thor, Green Lantern, Captain America et-uber-al), Super 8 mounts its considerable charm offensive simply by embracing the simple, giving screen time to the small.

I’m referring here less to the protagonists than to the media technologies around which their lives center, humble instruments of recording and playback which, as A. O. Scott points out, contrast oddly with the high-tech filmmaking of Super 8 itself as well as with the more general experience of media in 2011. I’m not sure what ideology informs this particular retelling of modern Genesis, in which the Sony Walkman begat the iPod and the VCR begat the DVD; neither Super 8′s screenplay nor its editing develop the idea into anything like a commentary, ironic or otherwise, leaving us with only the echo to mull over in search of meaning.

A lot of the movie is like that: traces and glimmers that rely on us to fill in the gaps. Its backdrop of dead mothers, emotionally-checked-out fathers, and Area 51 conspiracies is as economical in its gestures as the overdetermined iconography of its Drew Struzan poster (below), an array of signifiers like a subway map to my generation’s collective unconscious. Poster and film alike are composed and lit to summon a linkage of memories some thirty years long, all of which arrive at their noisy destination — there’s that train derailment again — in Super 8.

I don’t mind the sketchiness of Super 8‘s plot any more than I mind its appropriation of 1970s cinematography, which trades the endlessly trembling camerawork of Cloverfield and Star Trek for the multiplane composition, shallow focus, and cozily cluttered frames of Close Encounters of the Third Kind. (Abrams’s film is more intent on remediating CE3K‘s rec-room mise-en-scene than its Douglas-Trumbull lightshows.) To accuse Super 8 of vampirizing the past is about as productive as dropping by the castle of that weird count from Transylvania after dark: if the full moon and howling wolves haven’t clued you in, you deserve whatever happens, and to bring anything other than a Spielberg-trained sensibility to a screening of Super 8 is like complaining when Pop Rocks make your mouth feel funny.

What’s exceptional, in fact, about Super 8 is the way it intertextualizes two layers of history at once: Spielberg films and the experience of watching Spielberg films. It’s not quite Las Meninas, but it does get you thinking about the inextricable codependence between a text and its reader, or in the case of Spielberg and Abrams, a mainstream “classic” and the reverential audience that is its condition of possibility. With its ingenious hook of embedding kid moviemakers in a movie their own creative efforts would have been inspired by (and ripped off of), Super 8 threatens to transcend itself, simply through the squaring and cubing of realities: meta for the masses.

Threatens, but never quite delivers. I agree with Scott’s assessment that the film’s second half fails to measure up to its first — “The machinery of genre … so ingeniously kept to a low background hum for so long, comes roaring to life, and the movie enacts its own loss of innocence” — and blame this largely on the alien, a digital McGuffin all too similar to Cloverfield‘s monster and, now that I think about it, the thing that tried to eat Kirk on the ice planet. Would that Super 8‘s filmmakers had had the chutzpah to build their ode to creature features around a true evocation of 70s and 80s special effects, recreating the animatronics of Carlo Rambaldi or Stan Winston, the goo and latex of Rick Baker or Rob Bottin, the luminous optical-printing of Trumbull or Robert Abel, even the flickery stop motion of Jim Danforth and early James Cameron! It might have granted Super 8‘s Blue-Fairy wish with the transmutation the film seems so desperately to desire — that of becoming a Spielberg joint from the early 1980s (or at least time-traveling to climb into its then-youthful body like Sam Beckett or Marty McFly).

Had Super 8‘s closely-guarded secret turned out to be our real analog past instead of a CGI cosmetification of it, the movie would be profound where it is merely pretty. Super 8 opens with a wake; sour old man that I am, I wish it had had the guts to actually disinter the corpse of a dead cinema, instead of just reminiscing pleasantly beside the grave.

 

What is … Watson?

We have always loved making our computers perform. I don’t say “machines” — brute mechanization is too broad a category, our history with industrialization too long (and full of skeletons). Too many technological agents reside below the threshold of our consciousness: the dumb yet surgically precise robots of the assembly line, the scrolling tarmac of the grocery-store checkout counter that delivers our purchases to another unnoticed workhorse, the cash register. The comfortable trance of capitalism depends on labor’s invisibility, and if social protocols command the human beings on either side of transactions to at least minimally acknowledge each other — in polite quanta of eye contact, murmured pleasantries — we face no such obligation with the machines to whom have delegated much of the work of maintaining this modern age.

But computers have always been stars, and we their anxious stage parents. In 1961 an IBM 704 was taught to sing “Daisy Bell” (inspiring a surreal passage during HAL’s death scene in 2001: A Space Odyssey), and in 1975 Steve Dompier made his hand-built Altair 8800 do the same, buzzing tunes through a radio speaker at a meeting of the Homebrew Computer Club, an early collective of personal-computing enthusiasts. I was neither old enough nor skilled enough to take part in that initial storm surge of the microcomputer movement, but like many born in the late 1960s, was perfectly poised to catch the waves that crashed through our lives in the late 70s and early 80s: the TRS-80, Apple II, and Commodore PET; video arcades; consoles and cartridges for playing at home, hooked to the TV in a primitive convergence between established and emerging technologies, conjoined by their to-be-looked-at-ness.

Arcade cabinets are meant to be clustered around, joysticks passed around an appreciative couchbound audience. Videogames of any era show off the computer’s properties and power, brightly blipping messages whose content, reversing McLuhan, is new media, presenting an irresistible call both spectacular and interactive to any nerds within sensory range. MIT’s Spacewar worked both as game and graphics demo, proof of what the state of the art in 1962 could do: fifty years later, the flatscreens of Best Buy are wired to Wiis and PlayStation 3s, beckoning consumers in endless come-on (which might be one reason why the games in so many franchises have become advertisements for themselves).

But the popular allure of computers isn’t only in their graphics and zing. We desire from them not just explorable digital worlds but minds and souls themselves: another sentient presence here on earth, observing, asking questions, offering commentary. We want, in short, company.

Watson, the IBM artifact currently competing against champions Ken Jennings and Brad Rutter on Jeopardy, is the latest digital ingenue to be prodded into the spotlight by its earnest creators (a group that in reaction shots of the audience appears diverse, but whose public face in B-roll filler sums to the predictable type: white, bespectacled, bearded, male). Positioned between Jennings and Rutter, Watson is a black slab adorned with a cheerful logo, er, avatar, conveying through chance or design an uneasy blend of 2001‘s monolith and an iPad. In a nearby non-space hums the UNIVAC-recalling bulk of his actual corpus, affixed to a pushbutton whose humble solenoid — to ring in for answers — is both a cute nod to our own evolution-designed hardware and a sad reminder that we still need to even the playing field when fighting Frankenstein’s Monster.

There are two important things about Watson, and despite the technical clarifications provided by the informational segments that periodically and annoyingly interrupt the contest’s flow, I find it almost impossible to separate them in my mind. Watson knows a lot; and Watson talks. Yeats asked, “How can we know the dancer from the dance?” Watson makes me wonder how much of the Turing Test can be passed by a well-designed interface, like a good-looking kid in high school charming teachers into raising his grades. Certainly, it is easy to invest the AI with a basic identity and emotional range based on his voice, whose phonemes are supplied by audiobook narrator Jeff Woodman but whose particular, peculiar rhythms and mispronunciations — the foreign accent of speech synthesis, as quaint as my father’s Czech-inflected English — are the quirky epiphenomena of vast algorithmic contortions.

Another factor in the folksiness of Watson is that he sounds like a typical Jeopardy contestant — chirpy, nervous, a little full of himself — and so highlights the vaguely androidish quality of the human players. IBM has not just built a brain in a box; they’ve built a contestant on a TV game show, and it was an act of genius to embed this odd cybernetic celebrity, half quick-change artist, half data-mining savant, in the parasocial matrix of Alex Trebek and his chronotypic stage set: a reality already half-virtual. Though I doubt the marketing forces at IBM worried much about doomsday fears of runaway AIs, the most remarkable thing about Watson may be how benign he seems: an expert, and expertly unthreatening, system. (In this respect, it’s significant that the computer was named not for the brilliant and erratic Sherlock Holmes, but his perpetually one-step-behind assistant.)

Before the competition started, I hadn’t thought much about natural-language processing and its relationship to the strange syntactic microgenre that is the Jeopardy question. But as I watched Watson do his weird thing, mixing moronic stumbles with driving sprints of unstoppable accuracy, tears welled in my eyes at the beautiful simplicity of the breakthrough. Not, of course, the engineering part — which would take me several more Ph.D.s (and a whole lotta B-roll) to understand — but the idea of turning Watson into one of TV’s limited social beings, a plausible participant in established telerituals, an interlocutor I could imagine as a guest on Letterman, a relay in the quick-moving call-and-response of the one quiz show that has come to define, for a mass audience, high-level cognition, constituted through a discourse of cocky yet self-effacing brilliance.

Our vantage point on Watson’s problem-solving process (a window of text showing his top three answers and level of confidence in each) deromanticizes his abilities somewhat: he can seem less like a thinking agent than an overgrown search engine, a better-behaved version of those braying “search overload” victims in the very obnoxious Bing ads. (Tip to Microsoft: stop selling your products by reminding us how much it is possible to hate them.) But maybe that’s all we are, in the end: social interfaces to our own stores of internal information and experience, talkative filters customized over time (by constant interaction with other filters) to mistake ourselves for ensouled humans.

At the end of the first game on Tuesday night, Watson was ahead by a mile. We’ll see how he does in the concluding round tonight. For the life of me, I can’t say whether I want him to win or to lose.

Oscar Notes 2011: Black Swan

This week, busy with a writing project, I barely poked my head from the Man Cave except to eat, sleep, or watch iCarly; into the confines of my cocoon the massive changes taking place in the world were filtered to a distant rumble, tremulous but implacable. Today, deadline met, I emerged to find a peoples’ revolution in Cairo, the protesters’ din of dissatisfaction turned to cheers. I am pleased by this apparent triumph of the democratic spirit, as well as by a victory for more peaceful, if passionate, tactics of overthrow. (I am, after all, half-Czech.) But something limits my happiness. I have learned to be cautious of my attraction to feel-good narratives in fiction, which, finding its unhealthy ally in the spin mechanisms of news and politics, makes me susceptible to feel-good metanarratives. Would that I find in myself an iota of the Egyptians’ courage and faith!

Also delayed by the week’s work: the next in my series of notes on this year’s Best Picture nominees. Beware of spoilers; other posts can be found here.

Black Swan

Natalie Portman is surrounded by a powerful force field of genre that clouds my mind, the result of her early starring role in Luc Besson’s gold-tinged fairy tale of a father-assassin, Leon: The Professional (1994) and — crucially — playing Padmé Amidala in the three Star Wars prequels (1999-2005). There in his mad but pedestrian fantasies George Lucas doomed Portman to the same plasticification he inflicted on Ewan McGregor, as though the director were showing off his ability to convert vital young actors into synthespians avant la lettre. Apart from these two mythically-overdetermined roles, Portman hasn’t really jumped out at me; certainly I wasn’t prepared for the vicious, wincing beauty of her performance in Black Swan.

Darren Aronofsky I also find something of an indirect object. His first film, Pi (1998), seemed almost untoppable in its perfection: minimal yet cosmic in the manner of the Twilight Zone and Outer Limits episodes that supplied its black-and-white grain and shoestring-budget nerd-horror. But we went our separate ways with the assaultive Requiem for A Dream (2000), whose blunt moralizing coarsened and corrupted the elan of its editing and cinematography. No fan of being brutalized, I ignored The Fountain (2006) and suspected The Wrestler‘s (2008) self-effacing warmth was just a tactic to get close enough to hurt me again.

Black Swan doesn’t need to line up neatly on some chart of my fears and fixations, of course; it’s allowed to be what it is, an exercise in style as broad as Sirk in its swoony melodrama and as slender as a surgical needle in its excitation of our nerves. Maybe the reason I want to graph it is because it so unerringly pinpoints a certain set of cinematic intersections — Alfred Hitchcock, Dario Argento, Brian DePalma, with a sprinkling of David Cronenberg and a side of Fritz Lang — pinning Portman to their nexus like a butterfly. It could be the most misogynistic film since True Lies (1994), that insufferably jovial Abu Ghraib of an action movie, but like James Cameron, Aronofsky has a way of turning the suffering of his women inside out, building up their vulnerability only to reverse it into (often deadly) toughness: female body become Swiss Army knife.

The movie’s narrative of possession — as in being possessed — encourages us to cheer for Portman’s character, Nina, even as she devolves into an ever more unhinged and unsettling state; she’s more than a little like Catherine Deneuve in Repulsion (Roman Polanski, 1965). Is Black Swan simply another story about a beautiful monster, whom we pity even as we recoil from her? By the film’s very design, it’s impossible to say: the closing moments made me laugh like I was finally getting a joke, but as in The Game (David Fincher, 1997), I couldn’t tell you what the punchline meant.

Oscar Notes 2011: 127 Hours

More thoughts on this year’s Best Picture nominees. I’m writing with the assumption that readers have seen the films in question, so please beware of spoilers. Other posts in the series can be found here.

127 Hours

If The King’s Speech is a castration run in reverse — the restoration of potency after a lifelong absence — 127 Hours offers up this most basic of phallic dramas in its correct, fated order: a gathering dread that culminates in a foundational wounding. (As in most psychodynamics, of course, time’s arrow is rarely straightforward: castration, like the primal scene, can only ever be retroactively experienced, trauma reconstructed in phantasy.) Knowledge of what is to come colors the entire film; the self-amputation performed by Aron Ralston (James Franco) awaits us at the end of the narrative like Shelob in her lair, and the sunny boisterousness of the rest of the movie (at least as it’s been shot and edited) seems like a long innoculation against those inevitable minutes of agony.

And what beautifully rendered agony it is! Movies are getting good at this lately — the stimulation of our pain centers via optical and audio channels, torture at a distance. (I blame, and thank, pornography.) The Passion of the Christ (Mel Gibson, 2004) still holds the record for the most lovingly conceptualized and rhapsodically paced destruction of an onscreen body, a four-course feast of suffering served up in more efficient form by the Saw franchise (2003-present) with the reliable abundance of fast-food burgers sliding down their stainless-steel troughs. Japanese guinea-pig films worked out much of the cinematic algebra involved, but it is in the French “new extreme” movement, specifically À l’intérieur (Julien Maury and Alexandre Bustillo, 2007) and Martyrs (Pascal Laugier, 2008), that we find this movie’s closest conceptual cousins, exploring the ways in which the visitation of unspeakable violence upon an avatarial stand-in for the spectator results in a kind of mutual apotheosis. As Aron, starved, dehydrated, and bleeding, stumbles out of his death trap, so we leave the theater cleansed, reborn. Having seen ourselves torn apart in the mirror of the movie, we appreciate anew the intactness of our limbs.

Being antisocial myself, I resent the way in which Ralston’s trials have been framed as a kind of punitive purgatorial isolation — the price of his disconnection from society. Ten years after 9/11, apparently, it’s become a bad thing to be a hero (the term used more than once not to praise but to chastise the self-sufficient outdoorsman), and the paneled montages of bustling crowds that open and close the movie read not as condemnations but celebrations of what I can only, in my own grumpy solitude, label herd security: endorsement of the arrival-gate fuzzies of Love Actually (Richard Curtis, 2003) over the misanthropic kaleidoscope of Koyaanisqatsi (Godfrey Reggio, 1982).

I have come to expect surprises from Danny Boyle, which when you think about it is a bit of a paradox. It’s the same way I feel about Quentin Tarantino and the Coen Brothers — the sense that they are minting, with each new film, fresh and highly-specific genres — though Boyle tends to work territory for which I’m more of a sucker, like 28 Days Later (2002) and Sunshine (2007), the latter being one of the most sublimely gorgeous science-fiction films ever made, exceptforitslastthirdwhichsucks. Boyle is showy in all the right ways, setting himself crazy storytelling challenges and then using style to sucker-punch them into submission. But his game in 127 Hours might finally be too similar to that of his previous film, Slumdog Millionaire (2008), another passion play about a young man in mortal danger whose backstory is parceled out in advent-calendar glimpses.

As for James Franco: as far as I’m concerned, this and Freaks and Geeks (1999) more than make up for his turn in the Spider-Man films.