In 1896, Auguste and Louis Lumiere screened a 50-second film of a train pulling into a station.
Popular legend holds that the Paris audience leapt to their feet in fear
that the locomotive would rip through the screen and into the theatre. The story is funny and poignant to us in the
21st century; how could those silly people be so naïve? Bolter and Grusin explain that “[t]he
audience members knew at one level that the film of a train was not really a
train, and yet they marveled at the discrepancy between what they knew and what
their eyes told them” (30-31). The
Parisians were connecting with an image in a way they never had. This is an example of what the authors call
transparent immediacy, the desire to remove the barrier between images and
reality. Our digital world of
computer-generated images and virtual reality has continued the trend of the
Lumiere brothers a century earlier.
Masaccio's Holy Trinity, an early
use of perspective. See this video for
an exploration of the work.
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Bolter and Grusin contend that the quest for transparent
immediacy began with earnest in the Renaissance, with the invention of linear
perspective. Before perspective, art
appeared relatively flat. People and
objects seemed to sit on a single plane.
Some artists experimented with varying the sizes of objects in the
background of a picture, but the effect was uneven. Innovation came in considering a single
vantage point for the artist. Bolter and
Grusin quote the 15th century architect Alberti, who explained that
“[o]n the surface on which I am going to paint, I draw a rectangle of whatever
size I want, which I regard as an open window through which the subject to be
painted is seen” (24). Alberti’s
“window” onto his work became the viewer’s window into another world: their
perspective.
To Bolter and Grusin, perspective represents the beginning
of the mathematizing of art. Alberti’s
window was squeaky clean compared to what came before. Art was more transparent, and its subjects
more immediate to its viewers. The
photograph removed even more of the smudges from the window, and film put it in
motion. What’s the state of the windows
through which we view the digital world?
As the authors state, although Renaissance artists used
geometry, they distorted perspectives to suit their tastes. A programmer who uses physics equations to
make a digital model reflect natural laws is applying mathematics much more
rigorously. Contrasting these two
extremes, I can see the appeal of abstract art, and why it emerged in the late
19th century, after the invention of photography. Just because an image is natural, it may not
be appealing. Reflecting the natural
world as perfectly as possible is the goal of what the authors call the “naïve”
view of transparent immediacy (31).
Strangely enough, the closer media moves toward replicating nature, the
less natural the methods become. Whereas
a photograph or film can at least claim that the photons entering the lens are
direct remnants of the natural world, it would be difficult to claim the
electrons flowing through a computer chip represent the hand of nature
(27). The authors state that computer
graphics’ claim to reflect reality “seems to be appealing to the…proposition that
mathematics is appropriate for describing nature” (26). I think they come off as a little
condescending of this notion, but I do take their point: the path toward
bringing images closer to reality relies on progressively rigid and complex
methods.
Bolter and Grusin repeatedly refer to virtual reality as a
kind of holy grail of immediacy. A truly
immersive virtual experience would mean that a viewer “has jumped through
Alberti's window and is now inside the depicted space” (29). The window is smashed, and the image
supplants reality. While seamless
virtual reality hasn’t arrived yet, even the art of making two-dimensional
images seemingly pop out of a screen can trigger a novel reaction in
viewers. There are digital maestros who
are not only aware of how to perform these tricks, but actively strive to push their audience through the window. At
what point does art for its own sake get replaced with ideology? I think this is what the authors mean when
they talk about transparent immediacy being a naïve goal.
3D video and virtual reality are simply the next steps in
the legacy of transparent immediacy. The
trend has been to gradually remove the presence of the artist or even a medium. It’s easy to speak of Masaccio’s Holy Trinity; a single work by an artist
whose methods we can dissect and whose inspirations we can debate. The creation of digital art can seem so much
more remote and sterile, the work of hundreds of programmers and animators
pushing electrons around screens. But
this is what it takes to make the subject immediate. I doubt many in 1896 thought a train was
really going to roll over their seats. I
think they just marveled at what technology could show them.
Bolter, Jay David,
and Richard Grusin. Remediation:
Understanding New Media. MIT, 1999.
Yes, to all you said and said so well. Your examples work well to instruct us about the concepts in the Remediation reading. I think transparency is what I try to do in my technical communication classes. I use a novel as a context for assignments. So, the student has to enter the novel imaginatively in order to complete the assignment. They still write a technical document but they write out of the context of the novel, sometimes changing facts, which is just fine. I have a hard time sometimes getting some students to understand that they are not doing creative writing but are engaging in creative thinking. The skill to write a technical document is the same if I had used a case study or a hypothetical scenario. Sometimes it's difficult to see writing as construction of a perspective.
ReplyDeleteDr. Bridgeford, I think I know what you mean. I've always had a strong proclivity to write documents that exist within a fictional world, and bring it alive. For me, it's more natural than trying to write a straight-up narrative. It's kind of a weird habit, but maybe it explains my attraction to technical communication.
DeleteNeil, wow, this was an insightful post. I have heard the same thing about the viewers in the theater jumping out of the seats when the train came at them. It was a little difficult for me to think hard about the way technology has changed how we see the world. My uncle has a 3D television and it really is amazing how well it makes things look like they are in the room when they are not. I am excited to see how much we can make transparent immediacy work for us. But in my own mind I think the real world that we can touch and feel and exist in is the best. If people are going to build computer generated worlds based on the real ones, why not use the real one and work with it.
ReplyDeleteIn retrospect, when they filmed the train, they used a real one(as I have been told) and not a animated one mimicking a real one, not a computer generated(not available, but still..) copy that just doesn't compare to the real thing. The effect it had on the audience would not have been the same.
Okay, this response has taken me a long time to write and it's not even that good. I'm gonna try reading some other posts and responding to this subject.
Regarding transparency as Bridgeford has, trying to immerse yourself into a world such as a novel should only become easier the more you read it and work with it and more so(I feel) when they make it into a movie where you can see and feel it is more real.
What seems more real? A grainy black and white film of a train that really existed in 1896, or a computer-generated train that is theoretically indistinguishable from a real one? (I don't know the answer. Sorry!)
DeleteNeil, I really enjoyed your post, especially the videos and how you used them to serve as examples of what you are explaining. (This is a great example of how technology has changed the way we learn and communicate and how useful hypermediacy/multimedia can be. It engages the reader/viewer. It also helped me to better understand the concepts.) As far as transparency and the feeling or experience of immediacy, I think of the difference in effect seeing a movie in the theater has on me versus when I watch it on my portable DVD player. It is much easier to sort of "transport myself into the story" when there is a big screen and booming sound. Is that stating the obvious? I guess my point is that I have never really been able to put a term with that feeling (immediacy). As someone who is rather naive when it comes to "gaming," I wonder if this sense of experience is part of the popularity or attraction that goes along with that type of competition?
ReplyDeleteIt's interesting you use the word competition regarding the immersion of video games. In the latest generation of games, what stands out to me is not the "gaming" itself, but the sharpness of the image and the sheer level of detail put in by hundreds of programmers and animators to replicate not just a world, but a world which you can explore. I don't play video games often, but it can be a surreal--immediate, even--experience.
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