MachineMachine /stream - tagged with cinema en-us LifePress <![CDATA[Probably the Only List of Artist Films You’ll Ever Need - ELEPHANT]]>

We’ll be honest. The initial plan was to write a critical gaze over art docs. Not the schlocky biopics, or dewy-eyed reminisces of certain “scenes”, eras or places, but more straightforward (if beautiful) documentaries.

Thu, 23 Apr 2020 09:34:34 -0700
<![CDATA[Probably the Only List of Artist Films You’ll Ever Need - ELEPHANT]]>

We’ll be honest. The initial plan was to write a critical gaze over art docs. Not the schlocky biopics, or dewy-eyed reminisces of certain “scenes”, eras or places, but more straightforward (if beautiful) documentaries.

Thu, 23 Apr 2020 02:34:34 -0700
<![CDATA[samueldelany:Samuel Delany reviews the first Star Wars movie,...]]>

samueldelany:Samuel Delany reviews the first Star Wars movie, 1977, in Cosmos Science Fiction and Fantasy.

Wed, 16 Dec 2015 22:52:56 -0800
<![CDATA[Before and After Comparisons of the Visual Effects in Mad Max: Fury Road]]>

One of the big Hollywood blockbusters to hit the silver screen this year has been Mad Max: Fury Road, which has gotten rave reviews, with many praising the insane and complex visual design of the film.

Sun, 31 May 2015 05:38:41 -0700
<![CDATA[Why don’t our brains explode at movie cuts? – Jeff Zacks – Aeon]]>

Suppose you were sitting at home, relaxing on a sofa with your dog, when suddenly your visual image of the dog gave way to that of a steaming bowl of noodles. You might find that odd, no? Now suppose that not just the dog changed, but the sofa too.

Tue, 21 Apr 2015 15:07:35 -0700
<![CDATA[John Carpenter’s ‘The Thing’: Storyboard vs. finished film | Dangerous Minds]]>

As the film writer Anne Billson has pointed out most critics were wrong about John Carpenter’s The Thing when it was first released in 1982. In general they hated it and damned the film as “too phony looking to be disgusting. It qualifies only as instant junk.

Tue, 09 Dec 2014 13:54:12 -0800
<![CDATA[Post-Human Nightmares – The World of Japanese Cyberpunk Cinema]]>

A man wakes up one morning to find himself slowly transforming into a living hybrid of meat and scrap metal; he dreams of being sodomised by a woman with a snakelike, strap-on phallus.

Tue, 07 Oct 2014 01:53:06 -0700
<![CDATA[Linklater: On Cinema and Time – a short film – Aeon Film]]>

A tour through the history of time in cinema, guided by the master Richard Linklater :: kogonada 8 minutes

Mon, 15 Sep 2014 16:23:36 -0700
<![CDATA[How Movies Synchronize the Brains of an Audience | Science | WIRED]]>

HOLLYWOOD, California—Picture a movie theater, packed for the opening night of a blockbuster film. Hundreds of strangers sit next to each other, transfixed. They tend to blink at the same time. Even their brain activity is, to a remarkable degree, synchronized. It’s a slightly creepy thought.

Sat, 30 Aug 2014 06:04:05 -0700
<![CDATA[Deleuzian Film Analysis: The Skin of the Film]]>

There are film theories, and then there is Deleuze.

Mon, 14 Jul 2014 00:44:32 -0700
<![CDATA[Cinephilia and Beyond: The Incredible Effects of The Thing]]>

The Incredible Effects of The Thing, Cinefantastique issue detailing the design and implementation of many of The Thing’s effects sequences.

The visuals of both the desolate Antarctic and the ever-morphing alien creatures in The Thing were envisioned long before the movie was shot. Extensive storyboards were drawn by artist Michael Ploog so that all the departments of the production were on the same page in their preparation for the shoot. This is nothing new… but the similarity between the storyboards and the final imagery shot by legendary DP Dean Cundey is staggering. Storyboards are often only a guide, but in this film they were so specifically rendered that they became gospel. The detail and artistry of Ploog’s work up front, allowed the crew to have clear and defined goals on those frigid shooting days in both Alaska and Canada.

To demonstrate this point… I’ve taken two scenes from The Thing and laid down the storyboards next to the shots in the final edit of the film. The video below examines the discovery of the alien spaceship and the transformation of Norris in the shocking scene that still haunts me today. Just like Hitchcock worked with Saul Bass to create the famous shower scene in Psycho, Ploog crafted beautiful storyboards for Carpenter so that the time on set was best utilized to tell the story. Be it pencil to paper or an iPad app filmmakers can share the envisionment of the worlds they are creating by using storyboards. —Vashi Nedomansky, The Thing: Storyboards to Film Comparison

For more film related items throughout the day, follow Cinephilia & Beyond on Twitter. Get Cinephilia & Beyond in your inbox by signing in. You can also follow our RSS feed. Please use our Google Custom Search for better results. If you enjoy Cinephilia & Beyond, please consider making a small donation to keep it going:

Mon, 14 Jul 2014 00:43:40 -0700
<![CDATA[Legit Re-presentation by Nick Briz / @nbriz - based on his...]]>

Legit Re-presentation by Nick Briz / @nbriz - based on his series of Martin Arnold inspired GIFs Part of the #GIFbites Project for Bitrates Exhibition  L↺↻p it!  

Fri, 30 May 2014 10:15:25 -0700
<![CDATA[Last Tango Inception (head blob) by Annabel Frearson /...]]>

Last Tango Inception (head blob) by Annabel Frearson / @frankensteintoo Part of the #GIFbites Project for Bitrates Exhibition L↺↻p it!

Fri, 30 May 2014 07:30:32 -0700
<![CDATA[Visual Effects Master Douglas Trumbull on Film Technology|Filmmakers,Film Industry, Film Festivals,Awards & Movie Reviews | Indiewire]]>

Douglas Trumbull, the Academy-Award winning visual master behind such films as "2001: A Space Odyssey," "Close Encounters of the Third Kind," "Blade Runner," "Star Trek: The Motion Picture" and "The Tree of Life," is about to debut his latest innovation in cinematic spectacle tomorrow at the Seatt

Wed, 21 May 2014 13:29:36 -0700
<![CDATA[Martin Arnold Animated Gifs]]>

by Nick Briz

2009 - 2011(redux)

Wed, 14 May 2014 15:46:47 -0700
<![CDATA[According to neuroscientists, the future of cinema will eliminate the use of cuts]]>

Since the beginning of cinema, filmmakers have relied on cutting from one image to another in order to tell a visual story. The human brain naturally fills in the gaps between images, and the narrative proceeds smoothly despite the choppy visuals. Now one neuroscientist’s research may change all that. Sergei Gepshtein wants to eliminate the need for cuts—not with long-takes, but by using his research into human perception to create a brand new cinematic language. If Gepshtein’s work sounds confusing, that’s because we don’t really have the vocabulary to discuss it yet. Jennifer Ouellette, however, has done her best to detail his complex ideas in articles for Scientific American and Pacific Standard. As she explains, the best point of comparison may be optical illusions that allow viewers to see an image in two different ways depending on where they put their focus. Gepshtein hopes to harness the brain’s natural tendency to organize visual information so that directors can seamlessly blend scenes together without the use of cuts. “In effect, one scene may emerge in the middle of the other without cuts, and without the artificial tools of image morphing or dissolves,” he says. Essentially, Gepshtein is arguing that filmmakers have yet to unlock the potential of digital technology, because they are still using old-fashioned cinematic tools (like cuts). He argues that the quick-cutting style that is so popular with today’s blockbusters keeps the audience at a distance, rather than drawing them into the world of the film. He wants to take a ground-up approach and build a whole new cinematic method from “first principles,” not just evolve existing technology through trial and error. That technology wouldn’t just be limited to film; it could be used in all sorts of practical ways. For instance, information boards at airports could be constructed to reveal urgent information to viewers standing far away and more detailed information to those up close. Given that we at The A.V. Club are fans of weird technology, long-tak

Wed, 07 May 2014 13:35:38 -0700
<![CDATA[How the Movies of Tomorrow Will Play With Your Mind - Pacific Standard: The Science of Society]]>

Since the dawn of cinema, the cut has been one of the most powerful tools in a director’s kit. If we see a man walk through a door and turn his head to the right, and the scene immediately cuts to an image of an apple on a side table, our brain fills in the gap, and we understand that this man is looking at the apple. That’s because the brain has a natural propensity for smoothing over interruptions of stimuli. Whenever we blink, our eyes close for up to half a second, but we don’t notice the breaks. We also make rapid eye movements called saccades several times a second as we adjust to a constantly shifting environment, and we lose access to visual information until the eye movement settles down. This may why we generally don’t notice cuts in movies—they work like saccades. But neuroscientist Sergei Gepshtein dreams of a new visual vocabulary for cinema—one that relies much less on the cut, or perhaps even eliminates the cut altogether. “The film industry rests on a narrow selection of possibilities that got discovered early on and then got canonized by the force of inertia and entrenched by filmmaking technology and habit,” he says. Gepshtein sees some of the most disagreeable traits of entrenched movie technology in today’s blockbuster action movies. In these films, shots last only seconds, and there are regular barrages of rapid-fire cuts. Think Transformers, Battleship, the Bourne trilogy, or Pacific Rim. As Scott Derrickson, director of recent thrillers like Sinister and The Day the Earth Stood Still, laments, “The story is happening to you, but you are not interacting with the story.” But Gepshtein thinks he can offer an alternative to this trend—and it doesn’t necessarily involve long takes in the style of directors like Alfonso Cuarón, who recently snagged a directing Oscar for Gravity. Instead, it involves harnessing the modern science of vision. In December, I paid a visit to Gepshtein at his workplace, the Systems Neurobiology Laboratories of the Salk Institute in La Jolla, California, its sleek whi

Wed, 07 May 2014 13:33:58 -0700
<![CDATA[Seen and Unseen: Could There Ever Be a “Cinema Without Cuts”? | Cocktail Party Physics, Scientific American Blog Network]]>

Astronauts on a routine repair mission for the Hubble Space Telescope find themselves coping with more than they bargained for in the pulse-pounding opening sequence of Alfonso Cuaron’s Oscar-winning film, Gravity. Debris from the destruction of a defunct Russian satellite kills one colleague and detaches Dr. Ryan Stone (Sandra Bullock) from the repair shuttle, sending her tumbling in a freefall through space as veteran astronaut Matt Kowalski (George Clooney) frantically shouts instructions over the comlink. Most astonishing is that Cuaron shot the scene as a seamless whole. The camera zooms in and around the screen, focusing first on one character, and then another, pulling back occasionally to capture the full jaw-dropping panoramic vista of near-earth orbit. “It is visual poetry,” marveled director Scott Derrickson (The Day the Earth Stood Still, Sinister) when we chatted back in December, all the more noteworthy because Cuaron’s technique is in such sharp contrast to the visual style that dominates most blockbuster action movies these days, in which the average shot length is typically less than five seconds. Think Transformers, Battleship, the Bourne trilogy, or Pacific Rim, all of which feature long action sequences comprised of a series of short, rapid cuts – pure sensory stimulus. Yet Gravity’s action sequences run as long as 17 minutes without a single cut, giving the film a very different feel for audiences accustomed to a more frenetic visual pace. Small wonder the Director’s Guild of America awarded Cuaron its top prize for a feature film, and he just snagged the Oscar for Best Director this year. For instance, here’s the opening sequence from Quantum of Solace: Now compare the look and feel of that scene with this extended three-minute sequence from Gravity, without a single cut: Cuaron has flirted with this approach before: he used a method called stitching to create the illusion of seamless shots in key battle scenes in his 2006 film Children of Men; Gravity takes it to the next level, thanks to

Wed, 07 May 2014 13:28:34 -0700
<![CDATA[Lucasfilm shows off the future of filmmaking? Scenes get rendered out in real time, removing the need for post-production]]>

OVER THE NEXT DECADE video game engines will be used in film-making, with the two disciplines combining to eliminate the movie post-production process. That rather ambitious claim comes from Lucasfilm, the California production company responsible for the Star Wars franchise. Speaking at the Technology Strategy Board event at BAFTA in London this week, the company's chief technology strategy officer Kim Libreri announced that the developments in computer graphics have meant Lucasfilm has been able to transfer its techniques to film-making, shifting video game assets into movie production. Real-time motion capture and the graphics of video game engines, Libreri claimed, will increasingly be used in movie creation, allowing post-production effects to be overlayed in real time. Real-time motion capture refers to the use of a special suit covered in reflective markers along with specialised cameras so computers can calculate the motion of the underlying skeleton in a way that can be used to drive a computer generated character. Extracting and visualising these performances in real-time enables interactive virtual production and allows lens shots on virtual scenes. Apparently this technology will provide means for the removal of the post-production process. "Everyone has seen what we can do in movies, and I think most people will agree the video game industry is catching up quite quickly, especially in the next generation of console titles. I'm pretty sure within the next decade, we're going to see a convergence in terms of traditional visual effects capabilities - [such as] making realistic fire, creatures, and environments - but working completely interactively," Libreri said. "We think that computer graphics are going to be so realistic in real time computer graphics that, over the next decade, we'll start to be able to take the post out of post-production; where you'll leave a movie set and the shot is pretty much complete," Libreri said. Lucasfilm is confident in this concept as it has been testing it in the development of a series of prototypes created with the team at Lucasfilm's motion picture visual effects company Industrial Light & Magic (ILM). The first was a short film created in eight weeks, with Lucasfilm and ILM working together to heavily modify the Lucasarts' gaming engine. They changed the rendering techniques to produce a video that wasn't rendered in the traditional visual effects way at 10 hours a frame, but generated at 24 frames a second. That's 41 milliseconds per frame, generated on a games engine with a lot of games hardware." "The prototype was a film created on a games engine and a vision statement for where ILM would like to go in the future, and at the same time how Lucasfilm is getting into the same generation of console hardware," Libreri said. After the prototype movie, Lucasfilm and ILM worked on a Lucasarts Star Wars video game project called 1313, which was shown off at the E3 gaming conference in 2012. The game was in development for around two years using Nvidia gaming hardware, before it was cancelled when Lucasarts was shut down by Disney in April this year. However, 1313 has been used by Lucasfilm to demonstrate real-time motion capture, giving it the confidence to believe that video games engines could be used in movies and could one day replace the post-production process. "I think that the current way that we make movies is very pipeline stage process, takes away a little bit of the organic nature of a movie set or real environment. I'm hoping real time graphics technology brings back the creative possibilities that we have in the real world," Libreri said. "Let's not dismiss the artistry you put into a final shot, we do spend a lot of time steadily tweaking blooms and lens flares or the lighting in a shot, but we'll be able to get a lot closer so that more run of the mill windows replacements will be created interactively on stage." Lucasfilm believes that over the next ten years, this concept of exchanging assets between movies and video games will also pave the way for capabilities for viewers to customise movies in real time. Libreri used the future example of an animated Disney film that could be streamed live on an iPad from the cloud, allowing anyone that watches it to customise it; changing the costumes of the princesses, or putting their own friend in the background. "There's so many things that you can do with the fact that video graphics is going to be real-time and not this post-process that we've had traditionally," he added. "If you combine video games with film-making techniques, you can start to have these real deep, multi-user experiences. Being able to animate, edit and compose live is going to change the way we work and it's really going to bring back the creative experience in digital effects. To wrap up Libreri showed off a video demonstrating Lucasfilm's "performance capture stage" driving the game engine for 1313. The video shows the possibilities of this converging world of video games and movies and can be viewed below.


Tue, 22 Apr 2014 15:25:08 -0700
<![CDATA[candarian-demon: 50’s Horror Originals vs Remakes  ➥ The Fly...]]>


50’s Horror Originals vs Remakes  ➥ The Fly (1958 vs 1986), Invasion of the Body Snatchers (1956 vs 1978), House of Wax (1953 vs 2005), The Thing and The Thing from Another World (1958 vs 1982), The Blob (1958 vs 1988)

Mon, 21 Apr 2014 11:01:29 -0700