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Wandering Gazes on the Screen: The American Material Environment in James Benning’s Films 徘徊在银幕上的目光:詹姆斯·本宁电影中的美国物质环境
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1ph
Péter Horányi
The experimental filmmaker James Benning has a unique way of approaching American life through a radical film language. My paper addresses the question of how American material culture and design appear in Benning’s early work. A recurring feature is his preference for the depiction of landscapes, buildings, objects, and vehicles over human characters that support viewer identification in mainstream documentaries. In the first half of the paper, I present the main stylistic features of Benning’s body of work within the context of structural film and documentary filmmaking. Then I provide a detailed analysis of three of his early films: 11 × 14 (1977), American Dreams: Lost and Found (1984) and Landscape Suicide (1986). I show how Benning was able to create a film language with structural experimentations, long takes, and wide shots that offers a perceptual experience that goes against mainstream narrative film and documentary traditions. Overall, the aim of this study is to present how Benning’s art provides an epistemological insight into American design and material culture of the 1970s and 1980s.
实验电影导演詹姆斯·本宁通过一种激进的电影语言,以一种独特的方式接近美国生活。我的论文解决了美国物质文化和设计如何出现在本宁早期作品中的问题。一个反复出现的特点是,他更喜欢描绘风景、建筑、物体和交通工具,而不是主流纪录片中支持观众识别的人物角色。在本文的前半部分,我在结构电影和纪录片制作的背景下展示了本宁作品的主要风格特征。然后我详细分析了他的三部早期电影:《11 × 14》(1977)、《美国梦:失物招领》(1984)和《风景自杀》(1986)。我展示了本宁如何能够通过结构实验、长镜头和广角镜头创造出一种电影语言,这种语言提供了一种与主流叙事电影和纪录片传统相反的感知体验。总的来说,本研究的目的是展示本宁的艺术如何为20世纪70年代和80年代的美国设计和物质文化提供认识论的见解。
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引用次数: 0
Remanences and Futurities : Jonathan Rozenkrantz: Videographic Cinema 残留与未来:Jonathan Rozenkrantz:录像电影
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1et
Ervin Török
Jonathan Rozenkrantz’s book, Videographic Cinema analyses the now obsolete medium of video from a refreshing and exciting perspective. The book focuses primarily on the emergence of analogue video images in theatrically released feature films. Rozenkrantz’s approach to the archaeology of video images is carefully balanced between the refusal of ontological idealism on the one hand (exemplified by works of André Bazin and D. N. Rodowick, among others), and on the other, the refusal of the reduction of video images to mere textual signifiers.
Jonathan Rozenkrantz的书《影像电影》从一个令人耳目一新的、令人兴奋的角度分析了现在已经过时的视频媒介。这本书主要集中在模拟视频图像的出现在剧院发行的故事片。罗赞克兰茨对视频图像考古学的研究方法,一方面是对本体论唯心主义的拒绝(以安德烈·巴赞和d·n·罗多维克等人的作品为例),另一方面是拒绝将视频图像简化为纯粹的文本能指。
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引用次数: 0
Total Cinema, Total Theatre, Total World: From Set as Architecture to Set as Virtual Performer 全电影院、全剧院、全世界:从作为建筑的布景到作为虚拟表演者的布景
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1dg
Dave Gottwald
Sets are a construction within André Bazin’s “recreation of the world in its own image.” During the 1920s, advances in film stock (which improved image clarity) and better lenses (which expanded depth of field) meant that the visual fidelity of sets had to increase. Most critical was more sophisticated camera motion. Cranes could now take the camera into sets, which required more complete environments. Sets have mutated and spread ever since. Architects began working in the movie industry and movie people began working as architects. With the introduction of the first Disney theme park, this practice became codified and thematic placemaking has since proliferated globally. Sets later provided the blueprint for digital games, and as embodied in the game engine have reached virtual holism. Today, Industrial Light & Magic’s StageCraft pairs LED display walls with game engine technology on a soundstage called the Volume. StageCraft replaces both CGI and the traditional set with mixed reality, photorealistic digital environments. Filmmakers can also make design changes in real time and move these virtual backgrounds around the players. This article posits a new history of the spatial philosophy of set design in which the experiential mode of themed spaces, video games, and virtual reality each become a unified recombination of Bazin’s rigid theatre/ cinema dichotomy.
布景是安德烈·巴赞“以自己的形象再造世界”的一种建构。在20世纪20年代,胶片的进步(提高了图像清晰度)和更好的镜头(扩大了景深)意味着布景的视觉保真度必须提高。最关键的是更复杂的镜头运动。起重机现在可以把摄像机带到片场,这需要更完整的环境。从那时起,set就开始变异和传播。建筑师开始在电影行业工作,电影从业者开始成为建筑师。随着第一个迪士尼主题公园的引入,这种做法变得规范起来,主题场所的制作也在全球范围内扩散开来。set后来为数字游戏提供了蓝图,并作为游戏引擎的体现达到了虚拟整体主义。今天,Industrial Light & Magic的StageCraft将LED显示屏与游戏引擎技术配对在一个名为Volume的声场上。StageCraft用混合现实、逼真的数字环境取代了CGI和传统的场景。电影制作人还可以实时更改设计,并在玩家周围移动这些虚拟背景。本文提出了一个新的场景设计空间哲学的历史,在这个历史中,主题空间、视频游戏和虚拟现实的体验模式都成为巴赞僵化的戏剧/电影二分法的统一重组。
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引用次数: 0
The Hidden Architecture of CinemaScope Set Design 电影场景设计的隐藏架构
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1md
Marshall Deutelbaum
Almost seventy years after the popular success of the CinemaScope film, The Robe, inaugurated the widescreen era, there remains little critical understanding of the design logic of wide format films. Drawing on the evidence gained from an examination of nearly two hundred CinemaScope films, this essay focuses on the earliest of CinemaScope films, How to Marry a Millionaire (completed before The Robe but released after it), to offer a radical re-thinking of how set design is the key to widescreen aesthetics. The essay illustrates how, from the very beginning of CinemaScope production, a pair of grids were used to determine the composition of the frame and placement of actors within it, jobs that were normally ascribed to the director. Thus, far from being mere background, the grid-defined film sets add to the general sense of heightened interconnectedness that, like narrative and plot, satisfy a viewer’s desire for order and coherence.
在CinemaScope电影《长袍》(the Robe)大获成功、开启宽屏时代近70年后,人们对宽屏电影的设计逻辑仍然缺乏批判性的理解。根据对近200部CinemaScope电影的研究,本文将重点放在最早的CinemaScope电影《如何嫁给百万富翁》(完成于《睡袍》之前,但在《睡袍》之后发行)上,以对场景设计如何成为宽银幕美学的关键进行彻底的重新思考。这篇文章说明了如何从一开始的CinemaScope制作,一对网格被用来确定框架的组成和演员在其中的位置,工作通常归于导演。因此,网格定义的电影场景不仅仅是背景,还增加了总体上的相互联系感,就像叙事和情节一样,满足了观众对秩序和连贯性的渴望。
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引用次数: 0
Kōji Wakamatsu: Alienation and the Womb Kōji若松:异化与子宫
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1pc
Pedro Crispim
This essay intends to analyse four feature films from Japanese filmmaker Kōji Wakamatsu: The Embryo Hunts in Secret (1966), Violated Angels (1967), Go, Go Second Time Virgin (1969) and Violent Virgin (1969). Besides its narrative simplicity bordering on appalling eroticism, this informal tetralogy shares a particular design and spatial trademark: all four films are set in a single, tight, claustrophobic space. By resorting to Wakamatsu’s poetics of cruelty, political criticism and his use of sexuality as social commentary, I intend to inquire into the actual nature of his tetralogy’s use of filmic space in three particular dimensions: firstly, through an understanding of postwar Japan—especially the 1960s—, which contextualises Wakamatsu’s blossoming career in pink films during chaotic times; secondly, through individual analysis of each film, underscoring common denominators like their use of horrific sexual violence, themes of pseudo-revolution that degenerate in alienation, and Brechtian stylistic flourishes: all emerging from these films’ spatial dramatic unity, its chamber-like enclosure which recurrently resonates with metaphorical designs of the “womb;” and thirdly, by the tetralogy’s—and Wakamatsu’s other work from this period—ability to conceptually predict the ultimate paroxysm of its sociopolitical context, when revolution, sexuality, and death came together in Yukio Mishima’s bizarre suicide in 1970. Hence, Wakamatsu’s use of womb-like design of space in his informal tetralogy acts as a nihilistic, feverish cinematic rendering of all those major Japanese aff lictions that, climaxing in Mishima’s attempted coup, ultimately put an end to the social turmoil of 1960s Japan, and paved the way for the social transformation that steered the country in a mostly steady, conservative way from the mid-twentieth century onwards.
本文旨在分析日本导演Kōji若松的四部故事片:胚胎秘密猎取(1966),亵渎天使(1967),Go, Go第二次处女(1969)和暴力处女(1969)。除了叙事简单到近乎骇人听闻的色情,这部非正式的四部曲还有一个特殊的设计和空间标志:所有四部电影都设置在一个单一的、紧凑的、幽闭恐怖的空间里。借由若松对残酷的诗学、政治批判以及他对性作为社会评论的运用,我打算从三个特定的维度来探究他的四部曲对电影空间的使用的实际性质:首先,通过对战后日本的理解,尤其是20世纪60年代,这将若松在混乱时期蓬勃发展的粉红色电影事业置于语境中;其次,通过对每部电影的单独分析,强调它们的共同点,比如它们对可怕的性暴力的使用,在异化中堕落的伪革命主题,以及布莱希特风格的繁荣;所有这些都来自这些电影的空间戏剧统一,它的房间般的外壳反复与“子宫”的隐喻设计产生共鸣;第三,通过四部曲和若松在这一时期的其他作品,能够从概念上预测其社会政治背景的最终爆发,当革命,性和死亡在1970年三岛由纪夫奇怪的自杀中聚集在一起。因此,若松在他的非正式四部曲中使用了子宫般的空间设计,作为对日本所有主要事件的虚无主义,狂热的电影渲染,在三岛的未遂政变中达到高潮,最终结束了20世纪60年代日本的社会动荡,并为社会转型铺平了道路,使这个国家从20世纪中叶开始以一种基本稳定,保守的方式发展。
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引用次数: 0
Space On and Off Screen: The Détournement of Documentary into Video Installation 屏幕上与屏幕外的空间:纪录片向影像装置的转型
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1pn
Patrícia Nogueira
This essay proposes the détournement of the documentary film Displacement (Nogueira 2021) into a video installation, as a process to subvert the sequential documentary account of reality, as well as to interrogate space and movement on and off screen. Instead of editing and presenting the images and sounds in a continuous f low, the setup of the installation fragments the narrative and replaces the sequential format by a projected, sculptural, four-channel experience, composed of a prologue and three acts: (1) the family’s daily activities; (2) disruption of the quotidian routines; (3) the family’s displacement. While the installation projects the prologue onto clear white translucent plastic (like the ones used to cover construction sites) at the entrance to the darkroom, the three acts are projected on the three walls surrounding the audience in the darkroom. The result is an intersection of images and sounds: a juxtaposition and intertextuality of the content to offer an immersive view into family life. It also raises the question of embodiment in video installations, especially the notions of spectatorship, authorship, reality, performance, and, most importantly, what the boundaries of the screen are in the expanded practice of documentary film.
本文提出将纪录片《位移》(Displacement, Nogueira 2021)转化为一个视频装置,作为一个颠覆现实的连续纪录片叙述的过程,以及对屏幕内外空间和运动的质问。装置的设置将叙事片段化,并以一种投射的、雕塑般的、四通道的体验取代了连续的叙事形式,而不是以连续的流来编辑和呈现图像和声音,这种体验由序幕和三幕组成:(1)家庭的日常活动;(2)扰乱日常生活;(3)家庭流离失所。当装置将开场白投射到暗室入口处的透明白色半透明塑料上(就像用于覆盖建筑工地的塑料一样)时,三个行为被投射到暗室中围绕观众的三面墙上。其结果是图像和声音的交集:内容的并置和互文性提供了一个身临其境的家庭生活视图。它也提出了影像装置的体现问题,特别是观众、作者、现实、表演的概念,以及最重要的是,在纪录片的扩展实践中,屏幕的边界是什么。
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引用次数: 0
From Screenwriting to Space-Writing 从剧本写作到太空写作
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1mcr
María Cecilia Reyes
In the past ten years, audiovisual creators have been working on the development of narrative experiences for extended reality (XR) technologies, especially virtual reality (VR). The evolution of this practice has led to the creation of a technical language and processes. The transfer of knowledge from cinematography and videography has been the basis for the creative practice of “immersive narratives,” very often carrying with it jargon and practices that do not fit entirely with XR’s spatial nature. In this essay, I ref lect on whether we are still writing for a screen or writing for space from a practitioner’s perspective. Such a change of perspective starts with the recognition of the perceptual sphere and how to compose scenes in it. In this regard, a review of storyboarding for VR, followed by my own experience in creating an interactive VR movie, allowed me to ref lect on the concept of framing, camera positions, and authorial intentions. Finally, I argue that we can move from screenwriting to space-writing in relation to the technologies and immersive power of XR.
在过去的十年里,视听创作者一直致力于为扩展现实(XR)技术,特别是虚拟现实(VR)开发叙事体验。这种实践的演变导致了技术语言和流程的创建。从电影摄影和录像摄影中转移知识已经成为“沉浸式叙事”的创造性实践的基础,它经常带有与XR的空间性质不完全相符的术语和实践。在这篇文章中,我从实践者的角度思考我们是否仍然在为屏幕写作或为空间写作。这种视角的转变始于对感知领域的认识,以及如何在感知领域中构图。在这方面,回顾VR的故事板,然后是我自己创作交互式VR电影的经验,让我反思框架的概念,摄像机的位置,和作者的意图。最后,我认为我们可以从剧本写作转向空间写作,这与XR的技术和沉浸式力量有关。
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引用次数: 0
Introduction : Total Cinema: Film and Design 简介:总影院:电影与设计
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1eds
Á. Bakk, Zsolt Gyenge, Olivér Horváth
The movie screen is up in flames and the audience flees in panic, thinking an atomic bomb has just been dropped. The director rubs his hands: film and the outside world have blended into one—at least in Joe Dante’s Matinee (1993), set in the 1962 Cuban Missile Crisis. May this be the “myth of total cinema” described by André Bazin in 1946, according to which the art of film was never really driven by its accidental technological history but by a desire to grasp reality in its entirety, to reconstruct “a perfect illusion of the outside world in sound, color, and relief”? Dante’s larger than life director pays homage to B-movie showman William Castle, who shied away from little when it came to engagement, be it narrative, visual, or somatic. Castle appeared on screen offering the audience a (faux) choice between alternative endings, used 3D illusionism, and installed “buzzers” in the seats and skeletons flying over the auditorium—not unlike Eisenstein’s Proletkult theatre which included tightrope-walkers over the viewers’ heads and firecrackers under their bottoms. Is it possible to unite the effects of agitprop theatre, the illusion of agency in American trash films and the immersive formats of our time into a single conceptual framework? And if it is, would that be cinema? Film theorist Andrew Dudley already claimed in 1997 that “[t]he century of cinema offered a fragile period of détente during which the logosphere of the nineteenth century with its grand novels and histories has slowly given way—under the pressure of technology, of the ascendance of the image, and of unfathomable world crises—to the videosphere we are now entering.”
电影屏幕上一片火海,观众们惊慌失措地四散而逃,以为刚刚投下了一颗原子弹。导演揉了揉手:电影和外部世界已经融为一体——至少在乔·但丁(Joe Dante)以1962年古巴导弹危机为背景的《日场》(Matinee)中是这样。这可能就是安德烈·巴赞(andr Bazin)在1946年所描述的“全面电影的神话”吗?根据这个神话,电影艺术从来没有真正受到偶然的技术历史的驱动,而是受到一种全面把握现实的愿望的驱动,重构“外部世界在声音、色彩和浮雕上的完美幻觉”。但丁的这部比生活更宏大的导演向b级电影导演威廉·卡斯尔致敬,他在涉及到参与时,无论是叙事、视觉还是身体,都不避讳。《城堡》出现在银幕上,让观众在不同的结局之间做出(虚假的)选择,使用了3D幻觉,在座位上安装了“蜂鸣器”,在观众席上空安装了骷髅——这与爱森斯坦的《无产阶级剧院》(Proletkult theatre)没有什么不同,后者在观众的头上放着走钢丝的人,在观众的屁股下面放着鞭炮。有可能将煽动式戏剧的效果、美国垃圾电影中的代理幻觉和我们这个时代的沉浸式形式统一到一个单一的概念框架中吗?如果是,那是电影吗?电影理论家安德鲁·达德利在1997年就已经宣称:“电影的世纪提供了一个脆弱的过渡时期,在此期间,19世纪的语界及其宏大的小说和历史,在技术的压力下,在图像的优势下,在深不可测的世界危机下,慢慢地让位于我们现在正在进入的视频领域。”
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引用次数: 0
A New Account of the Relation between Art, Science, and Design : Noam Andrews: The Polyhedrists 艺术、科学与设计关系的新阐释:诺姆·安德鲁斯:多面体主义者
Q2 Arts and Humanities Pub Date : 2022-01-01 DOI: 10.21096/disegno_2022_1ak
Alexandra Karakas
In general, the intertwining of drawing, perspective, instruments, design, and science is still far from being fully understood. In particular, the way mathematical knowledge of solids relates to art is a multidisciplinary endeavour that is hard to grasp without simplifying matters in some way. In his new book titled The Polyhedrists: Art and Geometry in the Long Sixteenth Century, Noam Andrews aims to detail the history of Platonic solids in different domains.
总的来说,绘画、透视、仪器、设计和科学之间的关系还远没有被完全理解。特别是,固体的数学知识与艺术的关系是一种多学科的努力,如果不以某种方式简化问题,很难掌握。在他的新书《多面体:漫长的16世纪的艺术和几何》中,诺姆·安德鲁斯(Noam Andrews)旨在详细介绍柏拉图立体在不同领域的历史。
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引用次数: 0
Raw Material-Centric Didactics : Multi-Sensory Material Knowledge in Design Education 以原材料为中心的教学:设计教育中的多感官材料知识
Q2 Arts and Humanities Pub Date : 2021-01-01 DOI: 10.21096/disegno_2021_1-2at
Apol Temesi
The raw material-centric and holistic designer attitude has become a subject of design education in recent years. This approach is expanding and has adapted itself to the full scope of advanced capitalism, including consideration of the use of raw materials, market reception, and the environmental aspects. The pedagogic roots of the new perspective, such as the DIY approach and the origins of the expressive sensory atlas, can be traced back to the Bauhaus foundation courses. Tactility is today the starting point for examining consumer behavior related to the market success of raw material developments. The pilot courses, launched in collaboration with Italian and Dutch technical and art universities, are based on the methodologies of Itten and Moholy-Nagy and examine our relationship with raw materials and their unexplored possibilities. Moholy-Nagy’s approach of seeking solutions to life’s problems not in isolation but bearing the community’s interests in mind was revived by Victor Papanek in the 1970s and has recently been renewed in Alice Rawsthorn’s expression “attitudinal design.” The raw material-centric pilot courses of the previous years have now become permanent at European art universities. This article introduces the methodological approaches to raw material-centric design, that are built on my own experiences and innovative solutions. The holistic view of these approaches combines Moholy-Nagy’s “material-form-function” unity with the motivations behind consumption and the sensory properties of materials.
近年来,以原材料为中心的整体设计师态度成为设计教育的主题。这种方法正在扩大,并已适应先进资本主义的全部范围,包括考虑原材料的使用、市场接受和环境方面。新视角的教学根源,如DIY方法和表达感官图谱的起源,可以追溯到包豪斯的基础课程。今天,触感是研究消费者行为与原材料开发的市场成功相关的起点。与意大利和荷兰的技术和艺术大学合作推出的试点课程基于Itten和Moholy-Nagy的方法,并研究我们与原材料的关系及其未开发的可能性。莫霍利-纳吉寻求解决生活问题的方法,不是孤立地,而是考虑到社区的利益,这种方法在20世纪70年代由维克多·帕帕内克(Victor Papanek)复兴,最近又在爱丽丝·罗斯顿(Alice Rawsthorn)的“态度设计”(attitude design)中得到了更新。前几年以原材料为中心的试点课程现在已经成为欧洲艺术大学的固定课程。本文介绍了以原材料为中心的设计方法,这是基于我自己的经验和创新的解决方案。这些方法的整体观点将Moholy-Nagy的“材料-形式-功能”统一与消费背后的动机和材料的感官特性相结合。
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