10

Cinema Technologies

Michael R. Ogden, Ph.D.*

Overview

Film’s history is notably marked by the collaborative dynamic between the art of visual storytelling and the technology that makes it possible. Filmmakers have embraced each innovation—be it sound, color, special effects, or widescreen imagery—and pushed the art form in new directions. Digital technologies have accelerated this relationship. As today’s filmmakers come to terms with the inexorable transition from film to digital acquisition, they also find new, creative possibilities. Among enabling technologies are cameras equipped with larger image sensors, expanded color gamut and high dynamic range, 2K, 4K, Ultra-high definition (8K plus) image resolutions, and high frame rates for smoother motion. Emerging standards in 2D and 3D acquisition and display are competing with the rise of VR and immersive cinema technologies. Digital Cinema Packages are now the standard for theater distribution while advances in laser projection deliver more vibrant colors and sharper contrast. These developments promise moviegoers a more immersive cinematic experience. It is also hoped they will re-energize moviegoers, lure them back into the movie theaters, and increase profits.

Introduction

Storytelling is a universally human endeavor. In his book, Tell Me A Story: Narrative and Intelligence (1995), computer scientist and cognitive psychologist Roger Schank conjectures that not only do humans think in terms of stories; our very understanding of the world is in terms of stories we already understand. “We tell stories to describe ourselves not only so others can understand who we are but also so we can understand ourselves…. We interpret reality through our stories and open our realities up to others when we tell our stories” (Schank, 1995, p. 44). Stories touch all of us, reaching across cultures and generations.

Robert Fulford, in his book, The Triumph of Narrative: Storytelling in the Age of Mass Culture (1999), argues that storytelling formed the core of civilized life and was as important to preliterate peoples as it is to us living in the information age. However, with the advent of mass media—and, in particular, modern cinema—the role of storyteller in popular culture shifted from the individual to the “Cultural Industry” (c.f. Horkheimer & Adorno, 1969; Adorno, 1975; Andrae 1979), or what Fulford calls the “industrial narrative” (1999)—an apparatus for the production of meanings and pleasures involving aesthetic strategies and psychological processes (Neale 1985) and bound by its own set of economic and political determinants and made possible by contemporary technical capabilities.

In other words, cinema functions as a social institution providing a form of social contact desired by citizens immersed in a world of “mass culture.” It also exists as a psychological institution whose purpose is to encourage the movie-going habit (Belton, 2013).

Simultaneously, cinema evolved as a technological institution, its existence premised upon the development of specific technologies, most of which originated during the course of industrialization in Europe and America in the late 19th and early 20th Centuries (e.g., film, the camera, the projector and sound recording). The whole concept and practice of filmmaking evolved into an art form dependent upon the mechanical reproduction and mass distribution of “the story”—refracted through the aesthetics of framing, light and shade, color, texture, sounds, movement, the shot/counter-shot, and the mise en scène of cinema.

“[T]here is something remarkable going on in the way our culture now creates and consumes entertainment and media,” observes Steven Poster, former National President of the International Cinematographers Guild (2012, p. 6). Through movies, television, and the Internet, contemporary society now absorbs more stories than our ancestors could have ever imagined (Nagy, 1999). We live in a culture of mass storytelling.

However, the name most associated with cinematic storytelling, Kodak, after 131 years in business as one of the largest producers of film stock in the world, filed for Chapter 11 bankruptcy in 2012 (De La Merced, 2012). The company was hit hard by the recession and the advent of the RED Cinema cameras, the ARRI Alexa, and other high-end digital cinema cameras. In the digital world of bits and bytes, Kodak became just one more 20th Century giant to falter in the face of advancing technology.

Perhaps it was inevitable. The digitization of cinema began in the 1980s in the realm of special visual effects. By the early 1990s, digital sound was widely propagated in most theaters, and digital nonlinear editing began to supplant linear editing systems for post-production. “By the end of the 1990s, filmmakers such as George Lucas had begun using digital cameras for original photography and, with the release of Star Wars Episode I: The Phantom Menace in 1999, Lucas spearheaded the advent of digital projection in motion picture theatres” (Belton, 2013, p. 417).

As Mark Zoradi, former President of Walt Disney Studios Motion Pictures Group stated, “The key to a good film has always been story, story, story; but in today’s environment, it’s story, story, story and blow me away” (cited in Kolesnikov-Jessop 2009).

Background

Until recently “no matter how often the face of the cinema… changed, the underlying structure of the cinematic experience… remained more or less the same” (Belton, 2013, p. 6). Yet, even that which is most closely associated with cinema’s identity—sitting with others in a darkened theater watching “larger-than-life” images projected on a big screen—was not always the norm.

From Novelty to Narrative

The origins of cinema as an independent medium lie in the development of mass communication technologies evolved for other purposes (Cook, 2004). Specifically, photography (1826–1839), roll film (1880), the Kodak camera (1888), George Eastman’s motion picture film (1889), the motion picture camera (1891–1893), and the motion picture projector (1895–1896) each had to be invented in succession for cinema to be born.

Figure 10.1
Zoopraxiscope Disc by Eadweard Muybridge, 1893
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Source: Wikimedia Commons

Early experiments in series photography for capturing motion were an important precursor to cinema’s emergence. In 1878, Eadweard Muybridge set up a battery of cameras triggered by a horse moving through a set of trip wires. Adapting a Zoëtrope (a parlor novelty of the era) for projecting the photographs, Muybridge arranged his photograph plates around the perimeter of a disc that was manually rotated. Light from a “Magic Lantern” projector was shown through each slide as it passed in front of a lens. The image produced was then viewed on a large screen (Neale, 1985). If rotated rapidly enough, a phenomenon known as persistence of vision (an image appearing in front of the eye lingers a split second in the retina after removal of the image), allowed the viewer to experience smooth, realistic motion.

Perhaps the first movie projector, Muybridge called his apparatus the Zoopraxiscope, which was used to project photographic images in motion for the first time to the San Francisco Art Association in 1880 (Neale, 1985).

In 1882, French physiologist and specialist in animal locomotion, Étienne-Jules Marey, invented the Chronophotographic Gun in order to take series photographs of birds in flight (Cook, 2004). Shaped like a rifle, Marey’s camera took 12 instantaneous photographs of movement per second, imprinting them on a rotating glass plate coated with a light-sensitive emulsion. A year later, Marey switched from glass plates to paper roll film. But like Muybridge, “Marey was not interested in cinematography…. In his view, he had invented a machine for dissection of motion similar to Muybridge’s apparatus but more flexible, and he never intended to project his results” (Cook, 2004, p. 4).

In 1887, Hannibal Goodwin, an Episcopalian minister from New Jersey, first used celluloid roll film as a base for light-sensitive emulsions. George Eastman later appropriated Goodwin’s idea and in 1889, began to mass-produce and market celluloid roll film on what would eventually become a global scale (Cook, 2004). Neither Goodwin nor Eastman were initially interested in motion pictures. However, it was the introduction of this durable and flexible celluloid film, coupled with the technical breakthroughs of Muybridge and Marey, that inspired Thomas Edison to attempt to produce recorded moving images to accompany the recorded sounds of his newly-invented phonograph (Neale, 1985). It is interesting to note that, according to Edison’s own account (cited in Neale, 1985), the idea of making motion pictures was never divorced from the idea of recording sound. “The movies were intended to talk from their inception so that, in some sense, the silent cinema represents a thirty-year aberration from the medium’s natural tendency toward a total representation of reality” (Cook, 2004, p. 5).

Capitalizing on these innovations, W.K.L. Dickson, a research assistant at the Edison Laboratories, invented the first authentic motion picture camera, the Kinetograph—first constructed in 1890 with a patent granted in 1894. The basic technology of modern film cameras is still nearly identical to this early device. All film cameras, therefore, have the same five basic functions: a “light tight” body that holds the mechanism which advances the film and exposes it to light; a motor; a magazine containing the film; a lens that collects and focuses light on to the film; and a viewfinder that allows the cinematographer to properly see and frame what they are photographing (Freeman, 1998).

Thus, using Eastman’s new roll film, the Kinetograph advanced each frame at a precise rate through the camera, thanks to sprocket holes that allowed metal teeth to grab the film, advance it, and hold the frame motionless in front of the camera’s aperture at split-second intervals. A shutter opened, exposing the frame to light, then closed until the next frame was in place. The Kinetograph repeated this process 40 times per second. Throughout the silent era, other cameras operated at 16 frames per second; it wasn’t until sound was introduced that 24 frames per second became standard, in order to improve the quality of voices and music (Freeman, 1998). When the processed film is projected at the same frame rate, realistic movement is presented to the viewer.

However, for reasons of profitability alone, Edison was initially opposed to projecting films to groups of people. He reasoned (correctly, as it turned out) that if he made and sold projectors, exhibitors would purchase only one machine from him—a projector—instead of several Kinetoscopes (Belton, 2013) that allowed individual viewers to look at the films through a magnifying eyepiece. By 1894, Kinetographs were producing commercially viable films. Initially the first motion pictures (which cost between $10 and $15 each to make) were viewed individually through Edison’s Kinetoscope “peep-shows” for a nickel apiece in arcades (called Nickelodeons) modeled on the phonographic parlors that had earlier proven so successful for Edison (Belton, 2013).

It was after viewing the Kinetoscope in Paris that the Lumière brothers, Auguste and Louis, began thinking about the possibilities of projecting films on to a screen for an audience of paying customers. In 1894, they began working on their own apparatus, the Cinématograph. This machine differed from Edison’s machines by combining both photography and projection into one device at the much lower (and thus, more economical) film rate of 16 frames per second. It was also much lighter and more portable (Neale, 1985).

In 1895, the Lumière brothers demonstrated their Cinématograph to the Société d’Encouragement pour l’Industries Nationale (Society for the Encouragement of National Industries) in Paris. The first film screened was a short actuality film of workers leaving the Lumière factory in Lyons (Cook, 2004). The actual engineering contributions of the Lumière brothers were quite modest when compared to that of W.K.L. Dickson—they merely synchronized the shutter movement of the camera with the movement of the photographic film strip. Their real contribution is in the establishment of cinema as an industry (Neale, 1985).

Figure 10.2
First Publicly Projected Film: Sortie des Usines Lumière à Lyon, 46 seconds, 1895
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Source: Screen capture courtesy Lumière Institute

The early years of cinema were ones of invention and exploration. The tools of visual storytelling, though crude by today’s standards, were in hand, and the early films of Edison and the Lumiére brothers were fascinating audiences with actuality scenes—either live or staged—of everyday life. However, an important pioneer in developing narrative fiction film was Alice Guy Blaché. Remarkable for her time, Guy Blaché was arguably the first director of either sex to bring a story-film to the screen with the 1896 release of her one-minute film, La Fée aux Choux (The Cabbage Fairy) that preceded the story-films of Georges Méliès by several months.

One could argue that Guy Blaché was cinema’s first story “designer.” From 1896 to 1920 she wrote and directed hundreds of short films including over 100 synchronized sound films and 22 feature films and produced hundreds more (McMahan, 2003). In the first half of her career, as head of film production for the Gaumont Company (where she was first employed as a secretary), Guy Blaché almost single-handedly developed the art of cinematic narrative (McMahan, 2003) with an emphasis on storytelling to create meaning.

Figure 10.3
Alice Guy Blaché Portrait, 1913
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Source: Collection Solax, Public Domain

By the turn of the century, film producers were beginning to assume greater editorial control over the narrative, making multi-shot films and allowing for greater specificity in the story line (Cook, 2004). Such developments are most clearly apparent in the work of Georges Méliès. A professional magician who owned and operated his own theater in Paris, Méliès was an important early filmmaker, developing cinematic narrative which demonstrated a created cause-and-effect reality. Méliès invented and employed a number of important narrative devices, such as the fade-in and fade-out, “lap” (overlapping) dissolve as well as impressive visual effects such as stop-motion photography (Parce qu’on est des geeks! 2013). Though he didn’t employ much editing within individual scenes, the scenes were connected in a way that supported a linear, narrative reality.

By 1902, with the premiere of his one-reel film Le Voyage Dans La Lune (A Trip to the Moon), Méliès was fully committed to narrative filmmaking. Unfortunately, Méliès became embroiled in two lawsuits with Edison concerning issues of compensation over piracy and plagiarism of his 1902 film. Although he remained committed to his desire of “capturing dreams through cinema” (Parce qu’on est des geeks! 2013) until the end of his filmmaking career—and produced several other ground-breaking films (Les Hallucinations Du Baron de Münchhausen, 1911, and A La Conquête Des Pôles, 1912)—his legal battles left him embittered and by 1913, Méliès abandoned filmmaking and returned to performing magic.

Middle-class American audiences, who grew up with complicated plots and fascinating characters from such authors as Charles Dickens and Charlotte Brontë, began to demand more sophisticated film narratives. Directors like Edwin S. Porter and D.W. Griffith began crafting innovative films in order to provide their more discerning audiences with the kinds of stories to which theatre and literature had made them accustomed (Belton, 2013).

Influenced by Méliès, American filmmaker Edwin S. Porter is credited with developing the “invisible technique” of continuity editing. By cutting to different angles of a simultaneous event in successive shots, the illusion of continuous action was maintained. Porter’s Life of an American Fireman and The Great Train Robbery, both released in 1903, are the foremost examples of this new style of storytelling through crosscutting (or, intercutting) multiple shots depicting parallel action (Cook, 2004).

Taking this a step further, D.W. Griffith, who was an actor in some of Porter’s films, went on to become one of the most important filmmakers of all time, and truly the “father” of modern narrative form. Technologically and aesthetically, Griffith advanced the art form in ways heretofore unimagined. He altered camera angles, employed close-ups, and actively narrated events, thus shaping audience perceptions of them. Additionally, he employed “parallel editing”—cutting back and forth from two or more simultaneous events taking place in separate locations—to create suspense (Belton, 2013).

Figure 10.4
Méliès, Le Voyage Dans La Lune, 1902, 13 minutes
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Source: Screen capture, M.R. Ogden

Figure 10.5
Porter, The Great Train Robbery, 1903, 11 minutes
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Source: Screen capture, M.R. Ogden.

Even though Edison’s Kinetograph camera had produced more than 5,000 films (Freeman, 1998), by 1910, other camera manufacturers such as Bell and Howell, and Pathé (which acquired the Lumière patents in 1902) had invented simpler, lighter, more compact cameras that soon eclipsed the Kinetograph. In fact, “it has been estimated that, before 1918, 60% of all films were shot with a Pathé camera” (Cook, 2004, p. 42).

Nearly all of the cameras of the silent era were hand-cranked. Yet, camera operators were amazingly accurate in maintaining proper film speed (16 fps) and could easily change speeds to suit the story. Cinematographers could crank a little faster (over-crank) to produce slow, lyrical motion, or they could crank a little slower (under-crank) and when projected back at normal speed, they displayed the frenetic, sped-up motion apparent in the silent slapstick comedies of the Keystone Film Company (Cook, 2004).

Figure 10.6
Mitchell Standard Model A 35mm Camera, Circa 1920s
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Source: mitchellcamera.com.

By the mid-1920s, the Mitchell Camera Corporation began manufacturing large, precision cameras that produced steadier images than previously possible. These cameras became the industry standard for almost 30 years until overtaken by Panavision cameras in the 1950s (Freeman, 1998).

In the United States, the early years of commercial cinema were tumultuous as Edison sued individuals and enterprises over patent disputes in an attempt to protect his monopoly and his profits (Neale, 1985). However, by 1908, the film industry was becoming more stabilized as the major film producers “banded together to form the Motion Picture Patents Company (MPPC) which sought to control all aspects of motion picture production, distribution and exhibition” (Belton, 2013, p. 12) through its control of basic motion picture patents.

In an attempt to become more respectable, and to court middle-class customers, the MPPC began a campaign to improve the content of motion pictures by engaging in self-censorship to control potentially offensive content (Belton, 2013). The group also provided half-price matinees for women and children and improved the physical conditions of theaters. Distribution licenses were granted to 116 exchanges that could distribute films only to licensed exhibitors who paid a projection license of two dollars per week.

Unlicensed producers and exchanges continued to be a problem, so in 1910 the MPPC created the General Film Company to distribute their films. This development proved to be highly profitable and “was… the first stage in the organized film industry where production, distribution, and exhibition were all integrated, and in the hands of a few large companies” (Jowett, 1976, p. 34) presaging the emergence of the studio system 10 years later.

The Studio System

For the first two decades of cinema, nearly all films were photographed outdoors. Many production facilities were like that of George Méliès, who constructed a glass-enclosed studio on the grounds of his home in a Paris suburb (Cook, 2004). However, Edison’s laboratory in West Orange, New Jersey, dubbed the “Black Maria,” was probably the most famous film studio of its time. It is important to note that the “film technologies created in [such] laboratories and ateliers would come to offer a powerful system of world building, with the studio as their spatial locus” (Jacobson, 2011, p. 233). Eventually, the industry outgrew these small, improvised facilities and moved to California, where the weather was more conducive to outdoor productions. Large soundstages were also built in order to provide controlled staging and more control over lighting.

Figure 10.7
Edison’s Black Maria, World’s First Film Studio, circa 1890s
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Source: Wikimedia Commons

By the second decade of the 20th Century, dozens of movie studios were operating in the U.S. and across the world. A highly secialized industry grew in southern California, honing sophisticated techniques of cinematography, lighting, and editing. The Hollywood studios divided these activities into preproduction, production, and post-production. During preproduction, a film was written and planned. The production phase was technology intensive, involving the choreography of actors, cameras and lighting equipment. Post-production consisted of editing the films into coherent narratives and adding titles—in fact, film editing is the only art that is unique to cinema.

The heart of American cinema was now beating in Hollywood, and the institutional machinery of filmmaking evolved into a three-phase business structure of production, distribution, and exhibition to get their films from studios to theater audiences. Although the MPPC was formally dissolved in 1918 as a result of an antitrust suit initiated in 1912 (Cook, 2004), powerful new film companies, flush with capital, were emerging. With them came the advent of vertical integration.

Through a series of mergers and acquisitions, formerly independent production, distribution, and exhibition companies congealed into five major studios; Paramount, Metro-Goldwin-Mayer (MGM), Warner Bros, RKO (Radio-Keith-Orpheum), and Fox Pictures. “All of the major studios owned theater chains; the minors—Universal, Columbia, and United Artists—did not” (Belton, 2013, p. 68), but distributed their pictures by special arrangement to the theaters owned by the majors. The resulting economic system was quite efficient. “The major studios produced from 40 to 60 pictures a year… [but in 1945 only] owned 3,000 of the 18,000 theaters around the country. [yet] these theaters generated over 70% of all box-office receipts” (Belton, 2013, p. 69).

As films and their stars increased in popularity, and movies became more expensive to produce, studios began to consolidate their power, seeking to control each phase of a film’s life. However, since the earliest days of the Nickelodeons, moralists and reformers had agitated against the corrupting nature of the movies and their effects on American youth (Cook, 2004). A series of scandals involving popular movie stars in the late 1910s and early 1920s resulted in ministers, priests, women’s clubs, and reform groups across the nation encouraging their membership to boycott the movies.

In 1922, frightened Hollywood producers formed a self-regulatory trade organization—the Motion Picture Producers and Distributors of America (MPPDA). By 1930, the MPPDA adopted the rather draconian Hayes Production Code. This “voluntary” code, intended to suppress immorality in film, proved mandatory if the film was to be screened in America (Mondello, 2008). Although the code aimed to establish high standards of performance for motion-picture producers, it “merely provided whitewash for overly enthusiastic manifestations of the ‘new morality’ and helped producers subvert the careers of stars whose personal lives might make them too controversial” (Cook, 2004, p. 186).

Sound, Color and Spectacle

Since the advent of cinema, filmmakers hoped for the chance to bring both pictures and sound to the screen. Although the period until the mid-1920s is considered the silent era, few films in major theaters actually were screened completely silent. Pianists or organists—sometimes full orchestras—performed musical accompaniment to the projected images. At times, actors would speak the lines of the characters and machines and performers created sound effects. “What these performances lacked was fully synchronized sound contained within the soundtrack on the film itself” (Freeman, 1998, p. 408).

Figure 10.8
Cinema History Highlights
fig10_8

Source: M.R. Ogden

By the late 1920s, experiments had demonstrated the viability of synchronizing sound with projected film. When Warner Bros Studios released The Jazz Singer in 1927, featuring synchronized dialog and music using their Vitaphone process, the first “talkie” was born. Vitaphone was a sound-on-disc process that issued the audio on a separate 16-inch phonographic disc. While the film was projected, the disc played on a turntable indirectly coupled to the projector motor (Bradley, 2005). Other systems were also under development during this time, and Warner Bros Vitaphone process had competition from Movietone, DeForest Phonofilm, and RCA’s Photophone.

Though audiences were excited by this new novelty, from an aesthetic standpoint, the advent of sound actually took the visual production value of films backward. Film cameras were loud and had to be housed in refrigerator-sized vaults to minimize the noise; as a result, the mobility of the camera was suddenly limited. Microphones had to be placed very near the actors, resulting in restricted blocking and the odd phenomenon of actors leaning close to a bouquet of flowers as they spoke their lines; the flowers, of course, hid the microphone. No question about it, though, sound was here to stay.

Figure 10.9
Vitaphone Projection Setup, 1926 Demonstration
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Source: Wikimedia Commons.

Once sound made its appearance, the established major film companies acted cautiously, signing an agreement to only act together. After sound had proved a commercial success, the signatories adopted Movietone as the standard system—a sound-on-film method that recorded sound as a variable-density optical track on the same strip of film that recorded the pictures (Neale, 1985). The advent of the “talkies” launched another round of mergers and expansions in the studio system. By the end of the 1920s, more than 40% of theaters were equipped for sound (Kindersley, 2006), and by 1931, “…virtually all films produced in the United States contained synchronized soundtracks” (Freeman, 1998, p. 408).

Movies were gradually moving closer to depicting “real life.” But life isn’t black and white, and experiments with color filmmaking had been conducted since the dawn of the art form. Finally, however, in 1932, Technicolor introduced a practical three-color dye-transfer process that slowly revolutionized moviemaking and dominated color film production in Hollywood until the 1950s (Higgins, 2000). Though aesthetically beautiful the Technicolor process was extremely expensive, requiring three times the film stock, complicated lab processes, and strict oversight by the Technicolor Company, who insisted on strict secrecy during every phase of production. As a result, most movies were still produced in black and white well into the 1950s; that is, until single-strip Eastman Color Negative Safety Film (5247) and Color Print Film (5281) were released, “revolutionizing the movie industry and forcing Technicolor strictly into the laboratory business” (Bankston, 2005, p. 5).

By the late 1940s, the rising popularity of television and its competition with the movie industry helped drive more changes. The early impetus for widescreen technology was that films were losing money at the box office because of television. In the early years of film, the 4:3 aspect ratio set by Edison (4 units wide by 3 units high, also represented as 1.33:1) was assumed to be more aesthetically pleasing than a square box; it was the most common aspect ratio for most films until the 1960s (Freeman, 1998) and that adopted for broadcast by television until the switch to HDTV in 1998. However, the studios’ response was characteristically cautious, initially choosing to release fewer but more expensive films (still in the standard Academy aspect ratio) hoping to lure audiences back to theaters with quality product (Belton, 2013). However, “[it] was not so much the Hollywood establishment… as the independent producers who engineered a technological revolution that would draw audiences back” (Belton, 2013, p. 327) to the movie theaters.

It was through the efforts of independent filmmakers during the 1950s and early 1960s, that the most pervasive technological innovations in Hollywood since the introduction of sound were realized. “A series of processes changed the size of the screen, the shape of the image, the dimensions of the films, and the recording and reproduction of sound” (Bordwell, Staiger & Thompson, 1985, p. 358).

Cinerama (1952) launched a widescreen revolution that would permanently alter the shape of the motion picture screen. Cinerama was a widescreen process that required filming with a three-lens camera and projecting with synchronized projectors onto a deeply curved screen extending the full width of most movie theaters. This viewing (yielding a 146° by 55° angle of view) was meant to approximate that of human vision (160° by 60°) and fill a viewer’s entire peripheral vision. Mostly used in travelogue-adventures, such as This is Cinerama (1952) and Seven Wonders of the World (1956), the first two Cinerama fiction films—The Wonderful World of the Brothers Grimm and How the West Was Won—were released in 1962, to much fanfare and critical acclaim. However, three-camera productions and three-projector system theaters like Cinerama and CineMiracle (1957) were extremely expensive technologies and quickly fell into disuse.

Figure 10.10
Cinerama’s 3-Camera Projection
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Source: Wikimedia Commons.

Anamorphic processes used special lenses to shoot or print squeezed images onto the film as a wide field of view. In projection, the images were unsqueezed using the same lenses, to produce an aspect ratio of 2.55:1—almost twice as wide as the Academy Standard aspect ratio (Freeman, 1998). When Twentieth Century-Fox released The Robe in 1953 using the CinemaScope anamorphic system, it was a spectacular success and just the boost Hollywood needed. Soon, other companies began producing widescreen films using similar anamorphic processes such as Panascope and Superscope. Nearly all these widescreen systems—including CinemaScope—incorporated stereophonic sound reproduction.

Figure 10.11
Film Aspect Ratios
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Source: M.R. Ogden

If widescreen films were meant to engulf audiences, pulling them into the action, “3D assaulted audiences—hurling spears, shooting arrows, firing guns, and throwing knives at spectators sitting peacefully in their theatre seats” (Belton, 2013, p. 328).

The technology of 3D is rooted in the basic principles of binocular vision. Early attempts at reproducing monochromatic 3D used an anaglyphic system: two strips of film, one tinted red, the other cyan, were projected simultaneously for an audience wearing glasses with one red and one cyan filtered lens (Cook, 2004). When presented with slightly different angles for each eye, the brain processed the two images as a single 3D image. The earliest 3D film using the anaglyphic process was The Power of Love in 1922.

In the late 1930s, MGM released a series of anaglyphic shorts, but the development of polarized filters and lenses around the same time permitted the production of full-color 3D images. Experiments in anaglyphic films ceased in favor of the new method. In 1953, Milton Gunzberg released Bwana Devil, a “dreadful” film shot using a polarized 3D process called Natural Vision. It drew in audiences and surprisingly broke box office records, grossing over $5 million by the end of its run (Jowett, 1976). Natural Vision employed two interlocked cameras whose lenses were positioned to approximate the distance between the human eyes and record the scene on two separate negatives. In the theater, when projected simultaneously onto the screen, spectators wearing disposable glasses with polarized lenses perceived a single three-dimensional image (Cook, 2004). Warner Bros released the second Natural Vision feature, House of Wax (1953), which featured six-track stereophonic sound and was a critical and popular success, returning $5.5 million on an investment of $680,000 (Cook, 2004). “Within a matter of months after the initial release of Bwana Devil, more than 4,900 theaters were converted to 3D” (Belton, 2013, p. 329).

Although Hollywood produced 69 features in 3D between 1953 and 1954, most were cheaply made exploitation films. By late 1953, the stereoscopic 3D craze had peaked. Two large budget features shot in Natural Vision, MGM’s Kiss Me Kate (1953) and Alfred Hitchcock’s Dial M for Murder (1954) were released “flat” because the popularity of 3D had fallen dramatically. Although 3D movies were still made decades later for special short films at Disney theme parks, 3D was no longer part of the feature-film production process (Freeman, 1998). One reason for 3D’s demise was that producers found it difficult to make serious narrative films in such a gimmicky process (Cook, 2004). Another problem was the fact that audiences disliked wearing the polarized glasses; many also complained of eyestrain, headaches and nausea.

But, perhaps, the biggest single factor in 3D’s rapid fall from grace was cinematographers’ and directors’ alternative use of deep-focus widescreen photography—especially anamorphic processes that exploited depth through peripheral vision—and compositional techniques that contributed to the feeling of depth without relying on costly, artificial means. Attempts to revive 3D, until most recently, met with varying degrees of success, seeing short runs of popularity in the 1980s with films like Friday the 13th, Part III and Jaws 3D (both 1983).

In 1995, with the release of the IMAX 3D film, Wings of Courage—and later, Space Station 3D in 2002—the use of active display LCD glasses synchronized with the shutters of dual-filmstrip projectors using infrared signals presaged the eventual rise of digital 3D films 10 years later.

Hollywood Becomes Independent

“The dismantling of the studio system began just before World War II when the U.S. Department of Justice’s Antitrust Division filed suit against the [five] major [and three minor] studios, accusing them of monopolistic practices in their use of block booking, blind bidding, and runs, zones, and clearances” (Belton, 2013, p. 82).

In 1948, in the case of U.S. vs. Paramount, the Supreme Court ruled against the block booking system and recommended the breakup of the studio–theater monopolies. The major studios were forced to divorce their operations from one another, separate production and distribution from exhibition, and divest themselves of their theater chains (Belton, 2013). “RKO and other studios sold their film libraries to television stations to offset the losses from the Paramount case. The studios also released actors from contracts who became the new stars of the television world” (Bomboy, 2015). Other factors also contributed to the demise of the studio system, most notably changes in leisure-time entertainment, the aforementioned competition with television, and the rise of independent production (Cook, 2004). Combined with the extreme form of censorship Hollywood imposed upon itself through the Hayes Production Codes—and “after World War II, with competition from TV on the family front, and from foreign films with nudity on the racy front” (Mondello, 2008)—movie studios were unable (or unwilling) to rein in independent filmmakers who chafed under the antiquated Code.

In another landmark ruling, the U.S. Supreme Court decided in 1952 (also known as the “Miracle decision”) that films constitute “a significant medium of communication of ideas” and were therefore protected by both the First and Fourteenth Amendments (Cook, 2004, p. 428). By the early 1960s, supported by subsequent court rulings, films were “guaranteed full freedom of expression” (Cook, 2004, p. 428). The influence of the Hayes Production Code had all but disappeared by the end of the 1960s, replaced by the MPAA ratings system (MPAA, 2011) instituted in 1968, revised in 1972, and now in its latest incarnation since 1984.

Though the 1960s still featured big-budget, lavish movie spectacles, a parallel movement reflected the younger, more rebellious aesthetic of the “baby boomers.” Actors and directors went into business for themselves, forming their own production companies, and taking as payment lump-sum percentages of the film’s profits (Belton, 2013). The rise and success of independent filmmakers like Arthur Penn (Bonnie and Clyde, 1967), Stanley Kubrick (2001: A Space Odyssey, 1968), Sam Peckinpah (The Wild Bunch, 1969), Dennis Hopper (Easy Rider, 1969), and John Schlesinger (Midnight Cowboy, 1969), demonstrated that filmmakers outside the studio system were freer to experiment with style and content. The writing was on the wall, the major studios would no longer dominate popular filmmaking as they had in the past.

In the early 1960s, an architectural innovation changed the way most people see movies—the move from single-screen theaters (and drive-ins) to multiscreen cineplexes. Although the first multi-screen house with two theaters was built in the 1930s, it was not until the late 1960s that film venues were built with four to six theaters. What these theaters lacked was the atmosphere of the early “movie palaces.” While some owners put effort into the appearance of the lobby and concessions area, in most cases the “actual theater was merely functional” (Haines, 2003, p. 91). The number of screens in one location continued to grow; 1984 marked the opening of the first 18-plex theater in Toronto (Haines, 2003).

The next step in this evolution was the addition of stadium seating—offering moviegoers a better experience by affording more comfortable seating with unobstructed views of the screen (EPS Geofoam, n.d.). Although the number of screens in a location seems to have reached the point of diminishing returns, many theaters are now working on improving the atmosphere they create for their patrons. From bars and restaurants to luxury theaters with a reserved $29 movie ticket, many theater owners are once again working to make the movie-going experience something different from what you can get at home (Gelt & Verrier, 2009).

Recent Developments

Since the films of Georges Méliès thrilled audiences with inventive cinematic “trickery,” much has changed in the past century of moviemaking. According to Box Office Mojo, of the top ten highest worldwide grossing films of all time (not adjusted for inflation), all of them featured heavy use of visual effects with James Cameron’s Avatar (2009) and Titanic (1997) occupying the top two positions (respectively) and 2015’s Star Wars: The Force Awakens appearing on the list at third place while popular comic book franchise films filled out most of the next five places with Disney’s Frozen (2013) coming in ninth and Star Wars: The Last Jedi (2017) rounding out the top ten (Box Office Mojo, 2017a). When examining the US Domestic top ten highest grossing films—and adjusting for inflation (Box Office Mojo, 2017b)—the list is topped by Gone with the Wind (1939), a film that featured innovative matte shots as well as other “trickery.” The second film on the list is George Lucas’ Star Wars (1977), arguably the most iconic visual effects movie ever made (Bredow, 2014).

Such “trickery,” special effects, or more commonly referred to now as “visual effects” (VFX), are divided into mechanical, optical, and computer-generated imagery (CGI). “Mechanical effects include those devices used to make rain, wind, cobwebs, fog, snow, and explosions. Optical effects allow images to be combined… through creation of traveling mattes run through an optical printer” (Freeman, 1998, p. 409).

In the early sound era, miniatures and rear projection became popular along with traveling mattes (Martin, 2014), like those employed in the landmark VFX film of the 1930s, King Kong (1933).

Four years in the making, the 1968 Stanley Kubrick film, 2001: A Space Odyssey, created a new standard for VFX credibility (Martin, 2014). Kubrick used sophisticated traveling mattes combined with “hero” miniatures of spacecraft (ranging from four to 60 feet in length) and live-action to stunning effect (Cook, 2004). The film’s “star gate” sequence dazzled audiences with controlled streak photography, macrophotography of liquids, and deliberate misuse of color-records. Also, throughout the opening “Dawn of Man” sequence, audiences witnessed the first major application of the front projection technique (Martin, 2014).

Arguably the first movie ever to use computers to create a visual effect—a two-dimensional rotating structure on one level of the underground lab—was The Andromeda Strain in 1971. This work was considered extremely advanced for its time.

In 1976, American International Pictures released Futureworld, which featured the first use of 3D CGI—a brief view of a computer-generated face and hand. In 1994, this groundbreaking effect was awarded a Scientific and Engineering Academy Award. Since then, CGI technology has progressed rapidly.

“In the history of VFX, there is a before-and-after point demarcated by the year 1977—when Star Wars revolutionized the industry” (Martin, 2014, p. 71–72). VFX supervisor John Dykstra invented an electronic motion-controlled camera capable of repeating its movements (later called the “Dykstraflex”) and developed methodologies for zero-gravity explosions. Likewise, George Lucas’ visual effects company, Industrial Light & Magic (ILM), took a big step forward for CGI with the rendering of a 3D wire-frame view of the Death Star trench depicted as a training aid for rebel pilots in Star Wars (1977).

Star Trek: The Wrath of Kahn (1982) incorporated a one-minute sequence created by Pixar (a LucasFilm spin-off), that simulated the “Genesis Effect” (the birth and greening of a planet) and is cinema’s first totally computer-generated VFX shot. It also introduced a fractal-generated landscape and a particle-rendering system to achieve a fiery effect (Dirks, 2009).

Tron (1982) was the first live-action movie to use CGI for a noteworthy length of time (approximately 20 minutes) in the most innovative sequence of its 3D graphics world inside a video game and “showed studios that digitally created images were a viable option for motion pictures” (Bankston, 2005, p. 1).

In Young Sherlock Holmes (1985), LucasFilm/Pixar created perhaps the first fully photorealistic CGI character in a full-length feature film with the sword-wielding medieval “stained-glass” knight who came to life when jumping out of a window frame.

Visual impresario James Cameron has always relied on VFX in his storytelling dating back to the impressive low-budget miniature work on The Terminator (1984), later expanded on for Aliens (1986). Cameron’s blockbuster action film, Terminator 2: Judgment Day (1991) received a Best Visual Effects Oscar thanks to its depiction of Hollywood’s first CGI main character, the villainous liquid metal T-1000 cyborg (Martin, 2014).

Toy Story (1995), was the first successful animated feature film from Pixar, and was also the first all-CGI animated feature film (Vreeswijk, 2012).

In The Lord of the Rings trilogy (2001, 2002 and 2003), a combination of motion-capture performance and key-frame techniques brought to life the main digital character Gollum (Dirks, 2009) by using a motion-capture suit (with reflective sensors) and recording the movements of actor Andy Serkis.

CGI use has grown exponentially and hand-inhand with the increasing size of the film’s budget it occupies. Sky Captain and the World of Tomorrow (2004) was the first big-budget feature to use only “virtual” CGI back lot sets. Actors Jude Law, Gwyneth Paltrow, and Angelina Jolie were filmed in front of blue screens; everything else was added in post-production (Dirks, 2009).

More an “event” than a movie, James Cameron’s Avatar (2009) ushered in a new era of CGI. Many believe that Avatar, a largely computer-generated, 3D film—and the top-grossing movie in film history, earning nearly $3 billion worldwide—changed the movie-going experience (Muñoz, 2010). New technologies used in the film included CGI Performance Capture techniques for facial expressions, the Fusion Camera System for 3D shooting, and the Simul-Cam for blending real-time shoots with CGI characters and environments (Jones, 2012).

One of the greatest obstacles to CGI has been effectively capturing facial expressions. In order to overcome this hurdle, Cameron built a technology he dreamed up in 1995, a tiny camera on the front of a helmet that was able to “track every facial movement, from darting eyes and twitching noses to furrowing eyebrows and the tricky interaction of jaw, lips, teeth and tongue” (Thompson, 2010).

The 2018 Oscar nominations for Best Visual Effects (Blade Runner 2049, Guardians of the Galaxy 2, Kong: Skull Island, Star Wars: The Last Jedi and War for the Planet of the Apes) illustrate that today’s VFX-heavy films point the way toward a future where actors could perform on more advanced virtual sets where the director and the cinematographer are in complete control of the storytelling environment. For example, Guardians of the Galaxy 2 (2017)—the first feature film shot in 8K resolution on RED Epic cameras to accommodate the heavy VFX elements of the story (Pennington, 2018)—had only 60 non-VFX shots and over 2,300 VFX shots (Frei, 2017).

Advances in motion-capture and the ability to provide realistic facial expressions to CGI characters captured from the actor’s performance were recently demonstrated to great emotional effect by actor Andy Serkis who did the motion-capture performances for Cesar in the Planet of the Apes trilogy (2011, 2014 and 2017). In the last film of the trilogy, War for the Planet of the Apes (2017), VFX supervisor Dan Lemmon from Weta Digital, stated that “[every] time we reviewed shots with Caesar, we had Andy Serkis’ performance side-by-side with Caesar to get the emotion right” (Verhoeven, 2017). For Blade Runner 2049 (2017), the stand out among many stunning VFX scenes is the digital recreation of the Rachael replicant played by Sean Young in the original movie and body-doubled by actress Loren Peta (in costume, makeup and dotted face!) in the 2-minute scene with Harrison Ford and Jared Leto (Desowitz, 2017). Likewise, VFX artists are now able to overlay “digital makeup” on actors, as was done for Dan Stevens’ portrayal of Beast in Disney’s 2017 live-action remake of Beauty and the Beast, (Failes, 2017), or the ability to apply digital “de-aging” techniques on older actors playing younger versions of themselves in a film’s flashback scenes (Ward, 2016).

Of course, the unstated goal of the VFX industry has always been to make a photorealistic, CGI character so realistic that the audience can’t tell the difference between the CGI character and a real one (Media Insider, 2018). This was done in Star Wars: Rogue One (2016) to bring back an iconic character from the original Star Wars trilogy, the Grand Moff Tarkin, originally played by Peter Cushing who died in 1994 (Ward, 2016).

Multichannel Sound

Sound plays a crucial role in making any movie experience memorable. Perhaps none more so than the 2018 Oscar nominated Dunkirk (2017), in which sound editor Richard King combines the abstract and experimental score of Hans Zimmer with real-world soundscapes to create a rich, dense, and immersive experience (Andersen, 2017). As impressive as it is, Dunkirk “doesn’t break new ground, but the sound design is still impressive, taking full advantage of the powerful subwoofers and speakers in IMAX cinemas” (Hardawar, 2017).

There’s no mistaking the chest-rumbling crescendo associated with THX sound in theaters. It’s nearly as recognizable as its patron’s famous Star Wars theme. Developed by Lucasfilm and named after THX1138 (George Lucas’ 1971 debut feature film), THX is not a cinema sound format, but rather a standardization system that strives to “reproduce the acoustics and ambience of the movie studio, allowing audiences to enjoy a movie’s sound effects, score, dialogue, and visual presentation with the clarity and detail of the final mastering session” (THX, 2016).

At the time of THX’s initial development in the early 1980s, most of the cinemas in the U.S. had not been updated since World War II. Projected images looked shoddy, and the sound was crackly and flat. “All the work and money that Hollywood poured into making movies look and sound amazing was being lost in these dilapidated theaters” (Denison, 2013).

Even if movies were not being screened in THX-certified theaters, the technical standards set by THX illustrated just how good the movie-going experience could be and drove up the quality of projected images and sound in all movie theaters. THX was introduced in 1983 with Star Wars Episode VI: Return of the Jedi and quickly spread across the industry. To be a THX Certified Cinema, movie theaters must meet the standards of best practices for architectural design, acoustics, sound isolation and audio-visual equipment performance (THX, 2016). As of mid-2016, self-reported company data states that there are about 4,000 THX certified theaters worldwide (THX, 2016).

While THX set the standards, Dolby Digital 5.1 Surround Sound is one of the leading audio delivery technologies in the cinema industry. In the 1970s, Dolby Laboratories introduced Dolby noise reduction (removing hiss from magnetic and optical tracks) and Dolby Stereo—a highly practical 35mm stereo optical release print format that fit the new multichannel soundtrack into the same space on the print occupied by the traditional mono track (Hull, 1999).

Dolby’s unique quadraphonic matrixed audio technique allows for the encoding of four channels of information (left, center, right and surround) on just two physical tracks on movie prints (Karagosian & Lochen, 2003). The Dolby stereo optical format proved so practical that today there are tens of thousands of cinemas worldwide equipped with Dolby processors, and more than 25,000 movies have been released using the Dolby Stereo format (Hull, 1999).

By the late 1980s, Dolby 5.1 was introduced as the cinematic audio configuration documented by various film industry groups as best satisfying the requirements for theatrical film presentation (Hull, 1999). Dolby 5.1 uses “five discrete full-range channels—left, center, right, left surround, and right surround—plus a… low-frequency [effects] channel” (Dolby, 2010a). Because this low-frequency effects (LFE) channel is felt more than heard, and because it needs only one-tenth the bandwidth of the other five channels, it is refered to as a “.1” channel (Hull, 1999).

Dolby also offers Dolby Digital Surround EX, a technology developed in partnership with Lucasfilm’s THX that places a speaker behind the audience to allow for a “fuller, more realistic sound for increased dramatic effect in the theatre” (Dolby, 2010b).

Dolby Surround 7.1 is the newest cinema audio format developed to provide more depth and realism to the cinema experience. By resurrecting the full range left extra, right extra speakers of the earlier Todd-AO 70mm magnetic format, but now calling them left center and right center, Dolby Surround 7.1 improves the spatial dimension of soundtracks and enhances audio definition thereby providing full-featured audio that better matches the visual impact on the screen.

Film’s Slow Fade to Digital

With the rise of CGI-intensive storylines and a desire to cut costs, celluloid film is quickly becoming an endangered medium for making movies as more filmmakers use digital cinema cameras capable of creating high-quality images without the time, expense, and chemicals required to shoot and process on film. “While the debate has raged over whether or not film is dead, ARRI, Panavision, and Aaton quietly ceased production of film cameras in 2011 to focus exclusively on design and manufacture of digital cameras” (Kaufman, 2011).

But, film is not dead—at least, not yet. Separate from its unlikely continued viability as an exhibition format, 35mm film was used in shooting nearly 100 movies (in whole or in part) in 2015. Steve Bellamy, the president of Motion Picture and Entertainment for Kodak, wrote in an open letter, “There have been so many people instrumental in keeping film healthy and vibrant. Steven Spielberg, JJ Abrams and … [generations] of filmmakers will owe a debt of gratitude to Christopher Nolan and Quentin Tarantino for what they did with the studios. Again, just a banner year for film!” (cited in Fleming Jr., 2016). 35mm is making a comeback as a prestige choice among A-list directors who embrace the medium’s warm natural aesthetic or wish to emulate a period look. With recent efforts by the likes of J.J. Abrams, Christopher Nolan, Quentin Tarantino, and Judd Aptow, who lead a group of other passionate film supporters to urge Hollywood to keep film going (Giardiana, 2014), it looks like—for now, anyway—35mm is “still the stock of choice for really huge productions that want to look good and have enough complications (and a big enough budget) that the cost of digital color correction vs. the expense of shooting film no longer becomes a factor” (Rizov, 2015).

“Of course, facts are funny things. Digital cinema has a very short history—Star Wars Episode II: Attack of the Clones (2002) was the first full-on 24p [high definition digital] release… and… [10 years later], more than one-third of the films [up for] the industry’s highest honors were shot digitally” (Frazer, 2012). In 2013, only four of the nine films nominated for Best Picture at the Academy Awards were shot on film, and The Wolf of Wall Street was the first to be distributed exclusively digitally (Stray Angel Films, 2014). And the trend toward increasing digital acquisition seems to be continuing. At the 2018 Oscars, of the ten nominations for Best Picture, seven were shot digitally (ARRI Alexa XT and ARRI Mini), including The Shape of Water which won the coveted award. However, the three other nominated films were shot on film. The 2018 Oscar nominations in the technical categories, however, are very good news for ARRI and the Alexa cameras; four of the five films nominated for Best Cinematography were shot using the ARRI Alexa. Only Dunkurk (2017), directed by Christopher Nolan with Dutch cinematographer Hoyte van Hoytema, was the sole nomination shot using film; 65mm IMAX to be exact (Pennington, 2018). Contrast this with, Blade Runner 2049 (2017), directed by Denis Villeneuve and shot by British cinematographer Roger Deakins, using the ARRI Alexa XT with Zeiss Prime lenses and a large 2.40:1 aspect ratio for the film’s release in IMAX (Pennington, 2018) and you can see that digital cameras can hold their own against the “gold standard” of traditional film.

Although visual aesthetics are important in cinematic storytelling, so is budget. Rachel Morrison, the cinematographer for director Dee Rees’ 1940s period film Mudbound (2017)—and the first female to be nominated in the cinematography category—originally wanted to shoot on celluloid, but budget constraints forced a rethink. Eventually, Morrison used the ARRI Alexa Mini and 50-year old anamorphic lenses to create the vintage look (Pennington, 2018). Digital presents a significant savings for low-budget and independent filmmakers. Production costs using digital cameras and non-linear editing are a fraction of the costs of film production; sometimes as little as a few thousand dollars, and lower negative costs mean a faster track to profitability.

At Sundance 2018, all award-wining fiction films were shot digitally with the dominant camera being the ARRI Alexa or the Alexa Mini followed by the Panasonic VariCam and RED Weapon Helium 8K (O’Falt, 2018a). For Sundance documentaries, given their unique shooting situations, digital was the camera of choice and ranged from iPhones and GoPro action cameras to DSLRs (mostly Canon 5D Mark III), Canon C300, mirrorless Sony A7s, Sony FS7, and the ARRI Amira (O’Falt, 2018b). However, perhaps one of the most innovative films to come out of Sundance, was Sean Baker’s 2015 feature film, Tangerine. The film was full of surprises. As a social realist film, the treatment of its subject matter (transgender prostitutes) raised a few eyebrows. But, perhaps most surprising of all was the fact that the entire film was shot in anamorphic widescreen aspect ratio (2.35:1) using the iPhone 5s (3, in fact), a then $8 app (Filmic Pro), a hand-held Steadicam Smoothee, and a set of prototype lenses from Moondog Labs (Newton, 2015). Although the decision to use the iPhone 5s was initially made as a matter of budget necessity, Baker, and his co-cinematographer Radium Cheung, observed that the mobile phones added considerably to their goal of realism (Thomson, 2015). Sometimes, the best technology for making a film is what you have in your hand!

It is obvious that digital acquisition “offers many economic, environmental, and practical benefits” (Maltz, 2014). For the most part, this transition has been a boon for filmmakers, but as “born digital” productions proliferate, a huge new headache emerges: preservation (Maltz, 2014). This is why the Academy of Motion Picture Arts and Sciences sounded a clarion call in 2007 over the issue of digital motion picture data longevity in the major Hollywood studios. In their report, titled The Digital Dilemma, the Academy concluded that, although digital technologies provide tremendous benefits, they do not guarantee long-term access to digital data compared to traditional filmmaking using motion picture film stock. Digital technologies make it easier to create motion pictures, but the resulting digital data is much harder to preserve (Science & Technology Council, 2007).

The Digital Dilemma 2, the Academy’s 2012 update to this initial examination of digital media archiving, focused on the new challenge of maintaining long-term archives of digitally originated features created by the burgeoning numbers of independent and documentary filmmakers (Science & Technology Council, 2012). Digital preservation issues notwithstanding, film preservation has always been of concern. According to the Library of Congress Film Preservation Study, less than half of the feature films made in the United States before 1950 and less than 20 percent from the 1920s are still around. Even films made after 1950 face danger from threats such as color-fading, vinegar syndrome, shrinkage, and soundtrack deterioration (Melville & Simmon, 1993). However, the “ephemeral” nature of digital material means that “digital decay” is as much a threat to films that were “born digital” as time and the elements are to nitrate and celluloid films of the past. The good news is that there is a lot of work being done to raise awareness of the risk of digital decay generally and to try to reduce its occurrence (Maltz, 2014). Among the things discovered from exploring issues surrounding digital preservation is “the crucial role of metadata for maintaining long-term access to digital materials… [The] information that gets stored needs to include a description of its contents, its format, what hardware and software were used to create it, how it was encoded, and other detailed ‘data about the data.’ And digital data needs to be managed forever” (Maltz, 2014).

Along with digital acquisition technology, new digital distribution platforms have emerged making it easier for independent filmmakers to connect their films with target audiences and revenue streams (through video-on-demand, pay-per-view, and online distribution). However, these platforms have not yet proven themselves when it comes to archiving and preservation (Science & Technology Council, 2012). “Unless an independent film is picked up by a major studio’s distribution arm, its path to an audiovisual archive is uncertain. If a filmmaker’s digital work doesn’t make it to such a preservation environment, its lifespan will be limited—as will its revenue-generating potential and its ability to enjoy the full measure of U.S. copyright protection” (Science & Technology Council, 2012, p. 6). For now, at least, the “digital dilemma” seems far from over.

As physical film acquisition yields to digital recording, so too has film editing made the digital shift.

With digital cinema cameras like the ARRI Alexa and the RED cameras coming into more common use, and the advanced, computer-based non-linear editing systems having the capability of working with the digital footage at full resolution; it is now possible to shoot, edit, and project a movie without ever having to leave the digital environment.

Digital 3D

The first digital 3D film released was Disney’s Chicken Little, shown on Disney Digital 3D (PR Newswire, 2005). Dolby Laboratories outfitted about 100 theaters in the 25 top markets with Dolby Digital Cinema systems in order to screen the film. The idea of actually shooting live-action movies in digital 3D did not become a reality until the creation of the Fusion Camera, a collaborative invention by director James Cameron and Vince Pace (Hollywood Reporter, 2005). The camera “fuses” two Sony HDC-F950 HD cameras “2½ inches apart to mimic the stereoscopic separation of human eyes” (Thompson, 2010). The camera was used to film 2008’s Journey to the Center of the Earth and 2010’s Tron Legacy.

Cameron used a modified version of the Fusion Camera to shoot 2009’s blockbuster Avatar. The altered Fusion allows the “director to view actors within a computer-generated virtual environment, even as they are working on a ‘performance-capture’ set that may have little apparent relationship to what appears on the screen” (Cieply, 2010).

Figure 10.12
Vince Pace and James Cameron with Fusion 3D Digital Cinema Camera
fig10_12

Source: CAMERON|PACE Group

Photo credit: Marissa Roth

Another breakthrough technology born from Avatar is the swing camera. For a largely animated world such as the one portrayed in the film, the actors must perform through a process called motion capture which records 360 degrees of a performance, but with the added disadvantage that the actors do not know where the camera will be (Thompson, 2010). Likewise, in the past, the director had to choose the shots desired once the filming was completed. Cameron tasked virtual-production supervisor Glenn Derry with creating the swing camera, which “has no lens at all, only an LCD screen and markers that record its position and orientation within the volume [the physical set space] relative to the actors” (Thompson, 2010). An effects switcher feeds back low-resolution CG images of the virtual world to the swing camera allowing the director to move around shooting the actors photographically or even capturing other camera angles on the empty stage as the footage plays back (Thompson, 2010).

When Hollywood studio executives saw the $2.8 billion worldwide gross receipts for Avatar (2009), they took notice of the film’s ground-breaking use of 3D technology; and when Tim Burton’s 2010 Alice in Wonderland—originally shot in 2D—had box office receipts reach $1 billion thanks to 3D conversion and audiences willing to pay an extra $3.50 “premium” upcharge for a 3D experience, the film industry decided that 3D was going to be their savior. Fox, Paramount, Disney, and Universal collectively shelled out $700 million to help equip theaters with new projectors, and the number of 3D releases jumped from 20 in 2009 to 45 in 2011. However, there was a slight drop to 41 in 2012, that fell further to only 35 in 2013 (Movie Insider, 2014a & 2014b respectively), and 3D releases for 2014 topped out at only 39 films while 2015 saw a sharp decline with only 28 3D releases that year (Box Office Mojo, 2017c). 2016 and 2017 saw a slight up-tick in 3D releases (35 and 34, respectively), and projected 3D film releases for 2018-2019 presently total 27, (Box Office Mojo, 2017c).

What accounts for this up and down—but, mostly down—cycle in 3D film releases? Does the success of landmark 3D films like Avatar (2009), Hugo (2011), Gravity (2013), The Martian (2015), and Disney’s 3D release of Star Wars: The Last Jedi (2017), represent true innovations in cinematic storytelling, or has 3D been subsumed by moneymaking gimmickry? Perhaps, the answer draws from both perspectives. “Some movies use the technology to create more wonderfully immersive scenes, but others do little with the technology or even make a movie worse.” (Lubin, 2014). In part, it could also be that the novelty has worn off with film audiences tired of having their expectations go unfulfilled. Citing the analysis of 1,000 random moviegoers’ Tweets, Phillip Agnew, an analyst with Brandwatch (a social media monitoring and analytics company), observed that, “Before taking their seats, the majority of cinema goers [600 out of 1,000] were positive about 3D films” (Agnew, 2015). However, comments made after screening the 3D movie showed that viewers were mostly disappointed. “Positive mentions decreased by 50%, whilst the amount of negative mentions more than doubled. Consumers expecting to see the ‘future of cinema’ were instead paying more for a blurrier viewing experience, and in many cases, headaches” (Agnew, 2015). Likewise, moviegoers may have tired of paying the hefty surcharge for 3D films that failed to meet their expectations. The latter could be the result of studios rushing post-production conversions of 2D films into 3D resulting in inferior products.

Digital Theater Conversions

In 1999, Star Wars I: The Phantom Menace was the first feature film projected digitally in a commercial cinema—although there were very few theaters capable of digital projection at the time.

January 2012, marked the film industry’s crossover point when digital theater projection surpassed 35mm. Nearly 90,000 movie theaters were converted to digital by the end of 2012 (Hancock, 2014).

By 2014, Denmark, Hong Kong, Luxembourg, Norway, the Netherlands, Canada, and South Korea had achieved nearly full digital conversion. Meanwhile, Belgium, Finland, France, Indonesia, Switzerland, Taiwan, the U.K., and the U.S. are all well above 90 percent penetration for digital screens, while China accounted for over half of the 32,642 digital theater screens in the Asia-Pacific region (Hancock, 2014).

Australia, Singapore and Malaysia reported having achieved near 100 percent digitization in 2015, leaving South America as the only region lagging behind the rest of the world (Sohail, 2015).

The Motion Picture Association of America’s Theatrical Market Statistics 2016 report, observed that, in 2016, the number of digital screens in the United States now account for 98 percent of all US screens and the number of 3D screens increased two percent from 2015 (MPAA, 2017). Interestingly, analog screens were also up by 18 percent between 2015-2016 (MPAA, 2017), perhaps reflecting a resurgence in niche “art house” screenings of “classic” films. Continued rapid growth in global digital cinema conversion is still due in large measure to double digit growth in the Asia Pacific region (over 18 percent) with China accounting for 10 percent of the growth (MPAA, 2017). It appears that this slightly slower rate of digital screen proliferation than past years could be reaching its limit due to market penetration (MPAA, 2017).

Roger Frazee, Regal Theater’s Vice President of Technical Services, having observed the changes, stated, “Films are now 200-gigabyte hard drives, and projectors are those big electronic machines in the corridor capable of working at multiple frame rates, transmitting closed-captioned subtitles and being monitored remotely. The benefit of digital is, you don’t have damaged film. You don’t have scratched prints, and it looks as good in week six as it does on day one” (cited in Leopold, 2013).

But, the global digital theater conversion is approaches it’s endgame, as the MPAA reports, “Today, 95 percent of the world’s cinema screens are digital, up [nearly] two percentage points from 2015” (2017, P. 8). So now exhibitors and technology manufacturers have turned their attention to the developing other technologies that can enhance the audience experience, drive innovation, and—hopefully—new revenues. the most visible (and audible) technologies being explored include laser projection and immersive audio (Hancock, 2015a).

Current Status

Global box office revenues in 2016 reached $38.6 billion, only a one percent rise from 2015, while domestic U.S. and Canadian box office revenues grew two percent over 2015 receipts, topping out at $11.4 billion on ticket sales of 1.32 billion ((MPAA, 2017). In 2017, gross domestic (U.S.) revenues were $11 billion, down 2.7 percent, while ticket sales were down 6.2 percent at just over 1.2 billion (Box Office Mojo, 2017d). Non-U.S. and Canadian box office revenues held steady in 2016 compared to 2015 ($27.2 billion), despite the increased strength of the U.S. dollar and slowed growth in China (MPAA, 2017). Still, global box office revenues are expected to continue their steady growth and are expected to reach $49.3 billion by the end of 2020 (Statista, 2018a).

In 2016, the average price of a movie ticket in the U.S. was $8.65 with just over 1.3 billion tickets sold for a total box office gross of $11.25 billion (The Numbers, 2018a). For 2017, U.S. movie ticket prices were up 3.6 percent to $8.97 while ticket sales were down to just over 1.2 billion reflecting total box office gross revenues at just under $11 billion (The Numbers, 2018b). The top five grossing films for the U.S. market were again dominated by Disney with three films, Star Wars: The Last Jedi ($605 million), Beauty and the Beast ($504 million), and Guardians of the Galaxy 2 ($390 million), while Warner Brothers broke in at number three with Wonder Woman ($413 million), and Sony Pictures Spiderman: Homecoming ($334 million) came in fifth (The Numbers, 2018b).

The MPAA’s Classification and Rating Administration (CARA) issue ratings (G, PG, PG-13, R, NC-17) on the basis of graphic sex or violence, drug use and dark or adult themes prior to a movie’s release in order to provide parents with guidelines for deciding what films they would allow their children to watch (CARA, 2013). Nine of the 2016 MPAA rated films in the top ten received a PG or PG-13 rating, while only one, Deadpool, was rated R (The Numbers, 2018a). Continuing the trends of past years, there were 140 PG-13 rated films in 2016 worth $4.3 billion in gross domestic box office receipts (The Numbers, 2018a), and 2017 saw 129 PG-13 rated films in 2016 with gross domestic box office revenues of nearly $5.5 billion (The Numbers, 2018b). Interestingly, in 2016 there were more R rated films released than in past years (223), but they only accounted for $2.6 billion in gross box office revenue (The Numbers, 2018a). 2017 saw 178 R rated films with gross box office receipts totaling almost $2.7 billion (The Numbers, 2018b). There were only a combined 17 G rated films released over 2016-2017. All of the top ten films of 2016 were Action/Adventure films (The Numbers, 2018a), while the number one genre for 2017 was Action/Adventure films, the number two film in terms of gross revenues was a Musical (Beauty and the Beast) and the R rated Horror film It came in sixth (The Numbers, 2018b). Writing for The Wrap, Todd Cunningham perhaps stated it best, “It’s not a coincidence that most films are rated PG-13. Not just because they’re the most lucrative, but because life is unrated… Try to find a G-rated war movie, for example (Cunningham, 2015).

As part of the second phase of the digital cinema technology rollout, cinema operators have turned their attention to the electronic distribution of movies. In 2013, the Digital Cinema Distribution Coalition (DCDC) was formed by “AMC Theatres, Cinemark Theatres, Regal Entertainment Group, Universal Pictures and Warner Bros. to provide the industry with theatrical digital delivery services across North America through a specially created network comprised of next-generation satellite and terrestrial distribution technologies. It is capable of supporting feature, promotional, pre-show and live content distribution into theaters” (DCDC, 2016). Randy Blotky, CEO of DCDC, described the movie distribution network as a “…‘smart pipe’ made up of sophisticated electronics, software and hardware, including satellites, highspeed terrestrial links, with hard drives used as backup” (Blotky, 2014). “DCDC pays for all of the equipment that goes in the theatres [sic], we maintain all of that equipment, and we install all of that equipment at no cost to exhibition “(Blotky, cited it Fuchs, 2016). To recover their costs, DCDC charges fees for delivery to both the theater and content providers that is “way less expensive than for delivering hard drives and physical media to the theatres [sic]. And also, we priced it below the normal return freight for exhibitors” (Blotky, cited it Fuchs, 2016). According to the DCDC, roughly three years after it began offering movies and other content to theaters via satellite distribution, it ended 2016 serving about three of every four U.S. screens—up from 62 percent in 2015 (Lieberman, 2017). By 2015, the DCDC had reached 23,579 screens, and in 2016, the coalition was under contract with 179 exhibitors with more than 2,650 theaters and 30,000-plus screens (Lieberman, 2017). Electronic distribution is not only taking hold in the U.S., from Canada, to Europe, Asia, Australia, and South America, all are examining options and solutions. In India, “the old, celluloid prints that where physically ferried to cinema halls have disappeared from India’s 12,000 screens…. Instead, the digital file of the film is downloaded by satellite or other means to those cinema theatres [sic] that have paid for it…. Also, [electronic] distribution of d-cinema is simpler, faster, cheaper, and piracy can be better controlled” (BW Online Bureau, 2015).

Growth in digital 3D screens in 2016 continued for most regions and increased by 17 percent compared to 2015 which had a slightly more modest 15 percent growth rate (MPAA, 2017). The global portion of 3D digital screens increased three percentage points to 56 percent of all digital screens in 2016 (MPAA, 2017). As in past years, the Asia Pacific regions had the highest 3D digital proportion of total digital screens at 78 percent (MPAA, 2017). The number of digital 3D screens in the U.S. and Canada increased by only 2 percent (1415,783,318) in 2014 2016 compared to 2013 2015 (1415,483,077) even as 3D US box office revenues in 2016 were down 8% compared to 2015 (MPAA, 20142017).

So, why does Hollywood continue to make 3D movies if domestic revenues and audience attendance are down? The answer is quite simple, the total global box office receipts for 3D films have grown 44 percent since 2012 largely due to growth in the Asian markets; China, Japan and India specifically, but mostly China (MPAA, 2017). In 2015, China’s 3D market was worth over $1 billion more than all of North America’s. When Jurassic World was released in 2015, 3D screenings were responsible for a modest 48% of the film’s U.S. domestic box office gross revenues. Yet, in China, 95 percent of the film’s gross revenues came from 3D screenings. Hollywood studios have now started releasing 3D versions of some big films exclusively in China, knowing there’s an audience that will “eat them up” (Epstein, 2017).

It is not all doom and gloom for U.S. domestic 3D cinema, however. Although it seems to have followed the Gartner Hype Cycle of rapidly reaching the “Peak of Inflated Expectation” after the two-fold “Technology Trigger” of the rising sophistication in CGI and motion capture animation combining with the increasing ubiquity of digital projection, only to plummet into the “Trough of Disillusionment” in 2010 (Gyetvan, n.d.). However, it appears that some filmmakers now see 3D as a serious storytelling tool and not a visual gimmick. Thus, it won’t be too long before the industry is ready to start up the “Slope of Enlightenment” they hope will eventually leads to the “Plateau of Productivity” and sustainable profits. Writing for Wired, Jennifer Wood observed that, after wringing their hands and lamenting whether 3D was even viable any longer in the domestic movie marketplace, a film comes along to silence the naysayers (Wood, 2013). “In 2009 it was James Cameron’s Avatar. With 2011 came Martin Scorsese’s Hugo… The take away should be that 3D must assume the role of supporting element and enabler of an otherwise outstanding story. If this is so, audiences will come and awards will follow—witness the 7 out of 10 Academy Awards given to Gravity—including Best Cinematography—at the 2014 Oscars as validation.

If domestic box office revenues are any indication of 3D’s slow climb up the “Slope of Enlightenment,” then the 3D release of Star Wars: The Force Awakens (2015) set a new benchmark earning a total of $936.66 million (lifetime gross) in North America, eclipsing the previous record holder, Avatar (2009) which slipped to second place (Statista, 2018b). The next three domestic top grossing 3D releases for the U.S. & Canada, as of January 2018, include: Jurassic World (2015) at $652.27 million, The Avengers (2012) with $623.36 million, and 2017’s Star Wars: The Last Jedi coming in with $574.48 million (Statista, 2018b). If the Gartner Hype Cycle is correct, domestic 3D films should reach the “Plateau of Productivity” in another eight years.

Factors to Watch

Of all of the current trends in digital cinema camera designs, perhaps one of the most interesting is the shift toward larger sensors. Full-frame sensors (36mm x 24mm) have been used to shoot video in DSLR cameras since the Canon 5D Mark II was introduced in September 2008. Large format sensors, however, are a completely different matter. As Rich Lackey, writing for Digital Cinema Demystified observed, “It is clear that more is more when it comes to the latest high-end cinema camera technology. More pixels, more dynamic range, larger sensors, and more data. Enough will never be enough… however there are points at which the technology changes so significantly that a very definite generational evolution takes place” (Lackey, 2015b). Since the introduction of the full-frame sensor, the quest for higher resolution, higher dynamic range and better low light performance in digital cinema cameras inevitably resulted in a “devil’s choice” in sensor design trade-offs. “High dynamic range and sensitivity require larger photosites, and simple mathematics dictate that this places limits on overall resolution for a given size sensor… unless, of course, you increase the size of the sensor” (Lackey, 2015a). Answering the call for larger sensors that can provide more pixels as well as greater dynamic range, the Phantom 65 was introduced with a 4K (4096 x 2440) sensor (52.1mm x 30.5mm), while ARRI Alexa 65, used to shoot 2015’s The Revenant had a 54.12mm x 25.59mm sensor yielding 6.5K (6560 x 3100), and 2017’s Guardians of the Galaxy Vol. 2 was the first feature film shot using the 8K (8192 x 4320) RED Weapon using a 40.96mm x 21.6mm sensor. Of course, large frame sensors require optics that can cover the sensor and for this, the lens manufacturers have had to come to the table and join the discussion.

If 4K and 8K-plus image resolutions seems inevitable, then apparently, so are high frame rates (HFR) for digital acquisition and screening. Since the introduction of synchronous sound in movies, the standard frame rate has been 24 frames per second (fps). However, this was primarily a financial decision. In the shift from the variable, and more forgiving, hand-cranked 14- to 24-fps of the silent days, the technical demands of the “talkies” required a constant playback speed to keep the audio synchronized with the visuals. Using more frames meant more costs for film and processing, and studio executives found that 24-fps was the cheapest, minimally acceptable frame rate they could use for showing sound-synchronous movies with relatively smooth motion. Nearly a century later, it is still the standard. However, since the late 1920s, projectors have been using shutter systems that show the same frame two or three times to boost the overall frame rate and reduce the “flicker” an audience would otherwise experience. But even this is not enough to keep up with the fast motion of action movies and sweeping camera movements or fast panning. The visual artifacts and motion-blur that’s become part of conventional filmmaking is visually accentuated in 3D, because our eyes are working particularly hard to focus on moving objects.

For most of the digital 3D movies already running in theaters, the current generation of digital projectors can operate at higher frame rates with just a software update, but theaters are still showing 3D movies at 24-fps. To compensate for any distractions that can result from barely perceivable flashing due to the progression of frames (causing eyestrain for some viewers), each frame image is shown three times per eye. Called “triple flashing,” the actual frame rate is tripled, resulting in viewers receive 72 frames per second per eye for a total frame rate of 144-fps. Audiences watching a 3D film produced at 48-fps would see the same frame flashed twice per second (called, “double flashing”). This frame rate results in each eye seeing 96-fps and 192-fps overall, nearly eliminating all flicker and increasing image clarity. Any 3D films produced and screened at 60-fps, and double-flashed for each eye, would result in movie-goers seeing a 3D film at an ultra-smooth 240-fps.

As a leading proponent of HFR, director Peter Jackson justified the release of his The Hobbit film trilogy (2012, 2013, and 2014) in a 2014 interview, stating, “science tells us that the human eye stops seeing individual pictures at about 55 fps. Therefore, shooting at 48 fps gives you much more of an illusion of real life. The reduced motion blur on each frame increases sharpness and gives the movie the look of having been shot in 65mm or IMAX. One of the biggest advantages is the fact that your eye is seeing twice the number of images each second, giving the movie a wonderful immersive quality. It makes the 3D experience much more gentle and hugely reduces eyestrain. Much of what makes 3D viewing uncomfortable for some people is the fact that each eye is processing a lot of strobing, blur and flicker. This all but disappears in HFR 3D” (Jackson, 2014).

However, HFR film has its detractors who opine that 24-fps films deliver a depth, grain and tone that is unique to the aesthetic experience and not possible to recreate with digital video—this lack of “graininess” is often jarring and uncomfortable to first-time viewers of HFR 3D visual images. Such adjectives as “blurry,” or “Hyper-real,” “plastic-y,” “weirdly sped-up,” or the more derisive “Soap Opera Effect” are thrown around a lot by film critics and purists who perceive the 3D digital images presented at HFRs as “cool” and “sterile.” When confronted with such criticisms leveled at The Hobbit: An Unexpected Journey (2012), Peter Jackson continued to use the 48-fps 3D digital format for his two other Hobbit films, but added lens filters and post-production work to relax and blur the imagery, “hoping it wouldn’t look so painfully precise” (Engber, 2016).

Cinematic futurist like Peter Jackson, James Cameron (who plans to use HFR 3D for his four Avatar sequels), and Ang Lee—whose Billy Lynn’s Long Halftime Walk (2016) broke new ground shooting in 3D with 4K resolution at 120-fps—the rejection of HFR digital technology seems bizarre. As James Cameron himself said, “I think [HFR] is a tool, not a format… I think it’s something you want to weave in and out and use when it soothes the eyes, especially in 3D during panning, movements that [create] artifacts that I find very bothersome. I want to get rid of that stuff, and you can do it through high frame rates” (cited in Giardina, 2016). Perhaps then, Ang Lee’s Billy Lynn’s Long Halftime Walk breaks as much ground in the storytelling front as in the technical. As Daniel Engber, a columnist for Slate Magazine noted in his extensive review of Lee’s film, “Most exciting is the way Lee modulates the frame rate from one scene to the next. At certain points he revs the footage up to 120 fps, while at [other times] the movie slides toward more familiar speeds. the most effective scenes in Billy Lynn… the ones that look the best in… HFR/4K/3D, are those that seem the least movie-like. First, a glimpse of action on the football field, just enough to advertise the format for showing live sports events. (Trust me, high-frame-rate 3-D sports will be extraordinary.) Second, Billy tussling, Call of Duty–style, with a soldier in a broken sewage pipe, hinting at a brighter future for virtual reality…. [Yet] Lee saves the most intense, hyperreal effects for Billy’s wartime flashbacks, where the format works to sharpen the emotion. These are Billy’s post-traumatic visions, the result of too much information stored inside his head, and the movie shows them as they seem to him—overly graphic, drenched in violent clarity, bleeding out minutiae. If there’s any future for HFR in Hollywood, this must be it—not as a hardware upgrade on the endless path to total cinema, but as a tool that can be torqued to fill a need” (Engber, 2016).

A relatively recent innovation that could become a potential game-changer is that of light-field technology—also referred to as computational or plenoptic imaging and better understood as volumetric capture—and is expected to be a “disruptive” technology for cinematic virtual reality (VR) filmmakers. Whereas, ordinary cameras are capable of receiving 3D light and focusing this on an image sensor to create a 2D image, a plenoptic camera samples the 4D light field on its sensor by inserting a microlens array between the sensor and main lens (Ng, et al., 2005). Not only does this effectively yield 3D images with a single lens, but the creative opportunities of light-field technology will enable such typical production tasks as refocusing, virtual view rendering, shifting focal plains, and dolly zoom effects all capable of being accomplished during postproduction. Companies including Raytrix and Lytro are currently at the forefront of light field photography and videography. In late 2015, “Lytro announced… the Lytro Immerge… a futuristic-looking sphere with five rings of light field cameras and sensors to capture the entire light field volume of a scene. The resulting video [was intended to] be compatible with major virtual reality platforms and headsets such as Oculus, and allow viewers to look around anywhere from the Immerge’s fixed position, providing an immersive, 360 degree live-action experience” (Light-Field Forum, 2015). However, by February 2017, having raised an additional $60 million to continue developing the light-field technology—and with feedback from early productions using the spherical approach—the company decided to switch to a flat (planar) capture design (Lang, 2017). With this approach, capturing a 360-degree view requires the camera to be rotated to individually shoot each side of an eventual pentagonal capture volume and then stich the image together in post-production. The advantage of this is that the director and the crew can remain behind the camera and out of the shot throughout the production process.

In 2016, the cinematic world was introduced to the prototype Lytro Cinema Camera at the National Association of Broadcasters Convention in Las Vegas, NV. The Lytro Cinema Camera is large “…and unwieldy enough to remind DPs of the days when cameras and their operators were encased in refrigerator-sized sound blimps. But proponents insist the Lytro has the potential to change cinematography as we know it… It produces vast amounts of data, allowing the generation of thousands of synthetic points of view. With the resulting information, filmmakers can manipulate a range of image characteristics, including frame rate, aperture, focal length, and focus—simplifying what can be a lengthy, laborious process.” (Heuring, 2016). The Lytro Cinema Camera has 755 RAW megapixels of resolution per frame utilizing a high resolution active scanning system, up to 16 stops of dynamic range and can shoot at up to 300-fps and generates a data stream of 300Gb per second while processing takes place in the cloud where Google spools up thousands of CPUs to compute each thing you do, while you work with realtime proxies (Sanyal, 2016). But, independent filmmakers will probably not be using a Lytro Cinema Camera any time soon. Rental packages for the Lytro Cinema Camera are reported to start at $125K. Thus, for now, the camera will probably only be attractive to high-end VFX companies willing to experiment with this technology (Ward, 2016).

Only a few years ago terms such as “immersive”, “experiential”, “volumetric” and “virtual reality” (VR) were on the outer fringe of filmmaking. Today, however, predictions are that VR will change the face of cinema in the next decade—but only if content keeps up with the advances in technology. It is projected that, by 2021, augmented reality (AR) and VR spending will increase from 2017’s $11.4 billion to $215 billion worldwide (International Data Corporation, 2017). VR is already being heavily promoted by the tech giants, with Facebook and Microsoft launching new headsets they hope will ensure the format goes mainstream. As if to emphasize this point, in early 2017, IMAX opened its first VR cinema in Los Angeles (Borruto, 2017), while the leading film festivals—including Sundance, Cannes, Venice, and Tribeca—now have sections dedicated to recognizing ground-breaking work in VR. According to James George, co-founder of Scatter and technical director of Blackout, which the studio showed at Tribeca’s 2017 International Film Festival, calls VR an “experience” rather than a film. “This whole desire to move into immersive is a generational shift. A new generation is demanding participation in their media—which you can call interactivity” (Dowd, 2017). Patric Palm, the CEO and co-founder of Favro, a collaboration application used by VR and AR studios, weighed in on how he sees technology and VR pushing the boundaries of filmmaking, stating that “[when] you’re making a film, as a filmmaker, you are in the driver’s seat of what’s going to happen. You control everything. With a 360 movie, you have a little bit less of that because where the person’s going to look is going to be a little different. More interactive experiences, where the consumer is in the driver’s seat, are the single most interesting thing. Right now, the conversation is all about technology. What will happen when brilliant creative minds start to get interested in this space and they’re trying to explore what kind of story we can do in this medium? There’s a lot of money stepping into the VR and AR space, but a lot of creative talent is moving in this direction, too” (Volpe, 2017). Some believe that AR and VR are about to crest the “Peak of Inflated Expectation” of the Gartner Hype Cycle (if not already) and is destined to plunge into the “Trough of Disillusionment” in the coming year, but for now, it is a virtual cornucopia of possibilities. For more on VR and AR, see Chapter 15

In September 2016, 20th Century Fox announced that it used the artificial intelligence (AI) capabilities of IBM’s Watson to make a trailer for its 2016 sci-fi thriller Morgan. Not surprisingly, everyone was eager to see how well Watson could complete such a creative and specialized task (Bludov, 2017). IBM research scientists “taught” Watson about horror movie trailers by feeding it 100 horror trailers, cut into scenes. Watson analyzed the data and “learned” what makes a horror trailer scary. The scientists then uploaded the entire 90-minute film and Watson “instantly zeroed in on 10 scenes totaling six minutes of footage” (Kaufman, 2017). To everyone’s surprise, Watson did remarkably well. However, it’s important to point out that a real person did the actual trailer editing using the scenes that were selected by Watson, so AI did not actually “cut” the trailer—a human was still needed to do that.

Figure 10.13
Morgan (2016), First Movie Trailer Created by IBM’s Watson AI System
fig10_13

Source: 20th Century FOX, Official Trailer

For the 2016 Sci-Fi London 48 Hour Film Challenge, director Oscar Sharp submitted, Sunspring, a science fiction short written entirely by an AI system that named itself “Benjamin.” Sharp and his longtime collaborator, Ross Goodwin, an AI researcher at New York University, wanted to see if they could get a computer to generate an original script. Benjamin is a Long Short-Term Memory recurrent neural network, a type of AI used for text recognition. “To train Benjamin in screenplay writing, Goodwin fed the AI dozens of sci-fi screenplays he found online… Benjamin learned to imitate the structure of a screenplay, producing stage directions and well-formatted character lines” (Newitz, 2016). Unfortunately, the script had an incoherent plot, quirky and enigmatic dialogue and almost impossible stage directions like “He is standing in the stars and sitting on the floor” (Newitz, 2016). The actors did the best they could and when Sharp and Goodwin submitted Sunspring, they were surprised the film placed in the top ten. “One judge, award-winning sci-fi author Pat Cadigan, said, ‘I’ll give them top marks if they promise never to do this again’” (cited in Newitz, 2016).

Jack Zhang, through his company Greenlight Essentials, has taken a different approach to AI script generation. Using what Zhang calls “augmented intelligence software” to analyze audience response data to help writers craft plot points and twists that connect with viewer demand (Busch, 2016). The patent-pending predictive analytics software helped write, Impossible Things, a feature-length screenplay Zhang describes as “the scariest and creepiest horror film out there” (Nolfi, 2016). Additionally, the AI software suggested a specific type of trailer which included key scenes from the script to increase the likelihood that the target audience would like it. Greenlight Essentials produced the trailer to use in a Kickstarter campaign to fund the film.

Presently, there are more “misses” then there are “hits” with the use of AI or “machine learning.” Machine learning was coined in 1959 by computer game pioneer Author Samuels to describe a computer capable of being “trained” to do any repetitive task. Machine learning already plays an increasingly significant role in VFX and post-production, performing such repetitive tasks as 3D camera-match moves and rotoscoping. “Adobe, for example, is working with the Beckman Institute for Advanced Science and Technology to use a kind of machine learning to teach a software algorithm how to distinguish and eliminate backgrounds…[with] the goal of automating compositing” (Kaufman, 2017). Philip Hodgetts, founder of Intelligent Assistance and Lumberjack System, two integrated machine learning companies, argues that “there’s a big leap from doing a task really well to a generalized intelligence that can do multiple self-directed tasks” (cited in Kaufman, 2017). So, it appears that machine learning is here, and AI is likely to arrive, inevitably, to the entertainment industry as well. Nonetheless, the very human talent of creativity—a specialty in the entertainment industry—appears to be safe for the foreseeable future. (Kaufman, 2017).

There is little doubt that emerging technologies will continue to have a profound impact on cinema’s future. This will also force the industry to look at an entirely new kind of numbers game that has nothing to do with weekend grosses, HFR, 3D, VR, or AI.

As Steven Poster, ASC and President of the International Cinematographers Guild stated, “Frankly I’m getting a little tired of saying we’re in transition. I think we’ve done the transition and we’re arriving at the place we’re going to want to be for a while. We’re finding out that software, hardware and computing power have gotten to the point where it’s no longer necessary to do the things we’ve always traditionally done… [and] as the tools get better, faster and less expensive… [what] it allows for is the image intent of the director and director of photography to be preserved in a way that we’ve never been able to control before” (Kaufman, 2014b). When discussing Avatar, James Cameron stated that his goal is to render the technological presence of cinema invisible. “[Ideally], the technology is advanced enough to make itself go away. That’s how it should work. All of the technology should wave its own wand and make itself disappear” (cited in Isaacs, 2013, P. 246).

Indeed, moviegoers of the future might look back on today’s finest films as quaint, just as silent movies produced a century ago seem laughably imperfect to moviegoers today (Hart, 2012). Cinematographer David Stump, noting the positive changes brought about by the transition from analog to digital, states that “[the] really good thing that I didn’t expect to see… is that the industry has learned how to learn again…. We had the same workflow, the same conditions and the same parameters for making images for 100 years. Then we started getting all these digital cameras and workflows and… [now] we have accepted that learning new cameras and new ways of working are going to be a daily occurrence” (Kaufman, 2014a).

Getting a Job

University film programs can teach you a lot about the art and craft of visual storytelling. But, there is a big difference between an “student” film/video set and a “professional” set. “Until you are on a professional set and experience the daily 12-hour plus grind of making movies… knowing the craft and practicing the craft can seem like the difference between knowing how a camera works and building one from parts in a box” (Ogden, 2014).

Few individuals walk out of a university film program and on to a professional production set—most get their start through an internship. Hollywood production companies like Disney/ABC or LucasFilms, and many others, have active (and competitive!) paid internship programs looking to place eager creative minds in to such areas as technology (e.g., IT operations, engineering, DIT, computer visual effects, etc.), to post-production and editorial, to camera, sound design, art and animation, to production management, as well as research and development or public relations and marketing and even accounting. Film and media interns can find themselves working in all areas of the entertainment industry from films, to video games, television to augmented and virtual reality programming, some even find themselves working on the design of immersive theme park ride experiences.

Once you obtain an internship, you must demonstrate your willingness and ability to work and perform every reasonable task, however menial the task may seem at the beginning of your internship. “…[Being] a production intern is a ‘test’ with only one question; are you willing to become the best intern you can even though you know that you do not want to be an intern for long? If you have chosen your internship well and continue to display enthusiasm for your work, you may be given a bit more responsibility and an opportunity to gain experience with a greater variety of work areas, tasks, and duties as your internship progresses” (Musburger & Ogden, 2014, p. 242). The logic behind this is that those individuals who are above you paid their dues and proved their passion, a and they expect you to do the same.

It isn’t easy to “break in” to the business—even with a successful internship. But the great thing about the film industry is that once you have a good start in it, and have established yourself and built a reliable network, the possibilities for high earnings and success are well within your grasp.

Projecting the Future

It’s 2031. You and your companion settle into your seats in the movie theater for the latest offering from Hollywood’s dream factory. You’re there for the experience, to sit in the dark with a group of intimate strangers and lose yourself in the story. Though the movie is simultaneously available at home, on your mobile device, or projected on your retina by the latest incarnation of Google Glass—it’s not the same. Here, the 4D motion seating engulfs you in comfort and responds according to the projected image (you’ve opted to forgo the X, or extra sensory add-ons like smell, however); the large, curved screen encompasses your full field of view (Hancock, 2015a). The lights dim, the murmur of conversation dies down. Everyone is anticipating the immersive, experiential spectacle that is the “new cinema.” You reflect on how far cinema technology has come. Although film still exists, it’s only a niche market in art-house screening rooms. Today’s cinema experience is fully digital—from acquisition to intermediary, distribution to projection. Funny, what actually “saved film” isn’t its “organic” aesthetic or even hipster nostalgia; it was its longevity as an archive medium.

The first two decades of the 21st Century saw digital cinema camera manufactures push the envelope of image resolution beyond 8K (Frazer, 2014; Lackey, 2015a) while the dynamic range expanded, contrast ratios improved, and color depth increased; all allowing for the creation of images that “popped” off the screen with blacker blacks and richer colors than the human eye could even detect (Koll, 2013).

The early laser-illuminated projectors developed by Barco, Christie and IMAX have also improved substantially since 2015 (Hancock, 2015a). Today’s laser projectors yield images as sharp as sunlight and with more “organic” colors that result in the screen itself seeming to simply vanish (Collin, 2014). Likewise, laser projectors and faster frame-rates (up to 120fps) saved 3D. Film director Christopher Noland commented that, “Until we get rid of the glasses or until we really massively improve the process… I’m a little weary of [3D]” (De Semlyn, 2015). His words mirrored what you also thought at the time. However, today the uncomfortable glasses and post-screening headaches are gone and new generations of technology and cinematic storytellers have really advanced the art of 3D cinema.

The rumble of the immersive audio system snaps you from your reverie. Amazing how much audio influences your cinematic experience. Beginning with the 2011 Barco Auro-3D system and the roll-out of Dolby Atmos in 2015, as well as the DST:X systems soon after; immersive audio spread rapidly as audiences became enveloped in a spatial environment of three-dimensional sound (Boylan, 2015). Real advancements in “3D audio” actually came from virtual reality and gaming industries (now, basically the same) thanks to Facebook’s acquisition of Oculus in 2014 and a desire to expand the technology beyond VR gaming (Basnicki, 2015). You recall a quote you read from Varun Nair, founder of Two Big Ears, “All of a sudden immersive audio stopped being a technology that existed for [its own sake, and became something]… ultimately very crucial: you’ve got great 3D visuals creating a sense of realism, and the audio needs to match up to it” (cited it Basnicki, 2015).

It’s clear that technology has become a fundamental part of both cinematic storytelling and exhibition in a way that was at times fiercely resisted in the early part of the 21st Century. However, innovation in cinema technology has proven necessary and inexorable. For storytelling to maintain its rightful place at the head of pop-culture, it had to embrace the future of “new cinema” and use it to tell stories in new and unique ways.

Bibliography

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_______________

* Professor & Assistant Dean, College of Communication & Media Sciences, Zayed University (Dubai, United Arab Emirates).

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