Molotov Alva and Waltz with Bashir As New Study Cases in The

Molotov Alva and Waltz with Bashir As New Study Cases in The

BEYOND HUMAN AND SCIENCE DOCUMENTARIES: MOLOTOV ALVA AND WALTZ WITH BASHIR AS NEW STUDY CASES IN THE REPRESENTATION OF REALITY by Monica Pinzon A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Science and Natural History Filmmaking MONTANA STATE UNIVERSITY Bozeman, Montana April 2009 ©COPYRIGHT by Monica Pinzon 2009 All Rights Reserved ii APPROVAL of a thesis submitted by Monica Pinzon This thesis has been read by each member of the thesis committee and has been found to be satisfactory regarding content, English usage, format, citation, bibliographic style, and consistency, and is ready for submission to the Division of Graduate Education. Theo Lipfert Approved for the Department of Film and Photography Walter Metz Approved for the Division of Graduate Education Dr. Carl A. Fox iii STATEMENT OF PERMISSION TO USE In presenting this thesis in partial fulfillment of the requirements for a master’s degree at Montana State University, I agree that the Library shall make it available to borrowers under rules of the Library. If I have indicated my intention to copyright this thesis by including a copyright notice page, copying is allowable only for scholarly purposes, consistent with “fair use” as prescribed in the U.S. Copyright Law. Requests for permission for extended quotation from or reproduction of this thesis in whole or in parts may be granted only by the copyright holder. Monica Pinzon April 2009 iv DEDICATION This thesis is dedicated to my parents Enrique and Luz Helena Pinzon. I would have never made it without their unconditional love and support. I would also like to very specially thank Jefferson Beck for all his love and dedication to see me graduate, for always being there to listen to my ideas, and for giving me the strength to finish. Finally, I would like to thank my advisors for all their hard work, and Carolyn Schlemmer and Jen Shoemaker for their revisions and invaluable input in my paper. v TABLE OF CONTENTS 1. INTRODUCTION.......................................................................................................1 2. ANIMATION AND THE PROBLEM WITH DOCUMENTARY...............................4 3. WALTZ WITH BASHIR ............................................................................................8 4. MOLOTOV ALVA AND ITS PLACE IN DOCUMENTARY.................................. 15 5. CONCLUSION......................................................................................................... 21 vi GLOSSARY 1. Second Life: (Abbreviated as SL) is a virtual world developed by Linden Lab which launched on June 23, 2003 and accessible via the Internet. A free client program called the Second Life Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world, which residents refer to as the grid. In 2008, Second Life was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content. Philip Rosedale, President of Linden Lab, accepted the award. 2. Machinima: a Portmanteau of machine cinema, is a collection of associated production techniques whereby computer-generated imagery (CGI) is rendered using real-time, interactive 3-D engines instead of professional 3D animation software. Engines from first-person shooter and role-playing simulation video games are typically used. Consequently, the rendering can be done in real-time using PCs (either using the computer of the creator or the viewer), rather than with complex 3D engines using huge render farms. Usually, machinima productions are produced using the tools (demo recording, camera angle, level editor, script editor, etc.) and resources (backgrounds, levels, characters, skins, etc.) available in a game. Machinima is an example of emergent gameplay, a vii process of putting game tools to unexpected ends, and of artistic computer game modification. The real-time nature of machinima means that established techniques from traditional film-making can be reapplied in a virtual environment. As a result, production tends to be cheaper and more rapid than in keyframed CGI animation. It can also produce more professional appearing production than is possible with traditional at-home techniques of live video tape, or stop action using live actors, hand drawn animation or toy props. viii ABSTRACT Although the use of animation to support science documentaries has been well studied, and is easily accepted by viewers, the public has little familiarity with animations or virtual realities as being appropriate tools for other kinds of documentary storytelling. This paper contrasts previous studies of the use of animation and CGI in documentary filmmaking with issues generated by some of the more recent evolutions in the field. I find that although the public may have more difficulty understanding the link between an animated image on the screen and its real world referent, when used effectively animations and virtual realities can offer a new, though potentially problematic, range of storytelling tools. 1 INTRODUCTION Despite widespread public trust in documentaries, there has been extensive literature written questioning their veracity. The idea that documentaries are merely a representation of reality is not new. Authors like Bill Nichols in Representing Reality1, and Michael Renov in Theorizing Documentary2 – among others – add important arguments about how closely documentaries mirror reality to the critical theory of a film genre that has for years been naively read by its consumers. Dereck Bousé, author of the book Wildlife Films3, does his part in criticizing the subgenre of nature documentaries when he points out how they are perhaps the most important, and in many cases misleading, source of information about the natural world, “especially to viewers who may have had little or no direct experience with wild animals and nature and whose expectations have been shaped more by media images than by real experience.”4 However, when the documentary is in the form of an animation or is built up of images of virtual environments, the idea of a documentary as a construction seems more evident than when composed of photographic or video images. The indexicality of the images appears to become more questionable than ever before. In the terms of Saussure5 and other semioticians, signs have two parts, the signifier and the signified. The “signified” is the concept being indicated. The signifier can be symbolic, iconic, or indexical. Symbolic signifiers are arbitrary symbols: letters or numerals, a national flag or heraldry shield, or modern traffic symbols. The connection must simply be memorized. Iconic signifiers give perceivers clues to meaning in that they resemble the signified. They include cartoons, as well as scale 2 models, ‘realistic’ sound effects, and gestures that imitate the signified. Finally, in the indexical mode, the signifier is in some way directly connected to the signified: the viewer rarely needs to process clues in order to comprehend the signified. Thus photographs, films, and video and audio recordings are indexical in that they are closer to direct perception than the symbolic and iconic modes. Up until now, the study of the use of ‘unreal’ (animation, computer generated images or cartoon) footage in documentary films, has focused on the instances where this footage has been used as a means for describing what can not be recorded. However, I will focus on films that choose to use animation mostly for aesthetic reasons, as well as those that have used virtual footage (different from cartoons, animations, or CGI) to depict virtual worlds. These techniques therefore provide an indexical representation of reality rather than an iconic one. In this paper I will contrast previous studies of the use of animation and CGI in documentary filmmaking, with issues generated by some of the more recent evolutions in the field. I will argue that people’s experience with the real world and people’s familiarity with different kinds of media may shape the way each individual understands and identifies the degree of construction in documentary filmmaking, and how they relate to documentaries made up of animated or virtual footage. Specifically I will argue that viewers perceive animated documentaries as having a looser indexical bond with reality than computer simulations or CGI driven documentaries (and based on scientific data), therefore making the animated documentaries harder to be perceived as a close representation to reality. (However, I will also explore how animated documentaries in 3 some situations can conversely provide the audience with a closer connection to a subject matter than live action films can.) In order to do so, I will compare two films that correspond to what I believe could be new emerging kind of documentary, one of which takes place in virtual environments, and in what I will call an un-necessary animation. The films I will discuss in this paper are new, exciting hybrids of existing forms of documentary filmmaking. But even though they have significantly expanded the field of filmmaking, they are not entirely new inventions. They have evolved over time as products born of a certain culture and from filmmakers who understand the experimentation we have already seen in

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