Phantom Perceptions

C. Harris
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Abstract

As digital cinema becomes increasingly dematerialized, in the vein of milestones such as Avatar (2009) and Gravity (2013), the role of CGI and other digital film technologies shift from a complement/corrective of filmed images to a means of creating images proper. In these films created without celluloid, without physical decors, and, increasingly, even without a camera, the insistence on retaining artifactual film formal techniques, codes, and devices from analog cinema is nonetheless striking: camera movements are simulated, lens flares are rendered digitally in the absence of lenses, editing proceeds according to classical codes of continuity, etc. This paper investigates the simulation of analog film forms and ‘dispositifs’ in digital cinema through the question of perception: what does it mean to perceive a camera that is not actually there? Or more generally, when are these simulated devices meant to be apparent, and when are they meant to be imperceptible? In order to approach these questions, this paper will look at cases in which perceptual objects may go unregistered, cases in which perceptual objects are rendered more perceptible by virtue of their digital simulation, and cases in which perceptual objects are meant to be perceived otherwise, in order to posit a skeuomorphic sensibility that links analog and digital cinema through experience.
幽灵的看法
随着数字电影变得越来越非物质化,就像《阿凡达》(2009)和《地心引力》(2013)这样的里程碑一样,CGI和其他数字电影技术的作用从对电影图像的补充/校正转变为创造图像的一种手段。在这些没有赛璐珞,没有物理装饰,甚至越来越多地没有相机的电影中,对保留模拟电影的人工电影形式技术,代码和设备的坚持仍然是惊人的:相机运动是模拟的,镜头闪光在没有镜头的情况下是数字渲染的,编辑过程是根据经典的连续性代码进行的,等等。本文通过感知的问题研究了数字电影中模拟电影形式的模拟和“配置”:感知一个实际上不存在的相机意味着什么?或者更一般地说,这些模拟设备什么时候应该是明显的,什么时候应该是不可察觉的?为了解决这些问题,本文将研究感知对象可能未注册的情况,通过数字模拟使感知对象更容易被感知的情况,以及感知对象本来应该被感知的情况,以便通过体验将模拟和数字电影联系起来的拟物化敏感性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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