The Presentation of Scopophilia in Rear Window (1954)

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by Hasnat Ahmad

Rear Window is a 1954 film by Alfred Hitchcock which follows a globe-trekking photojournalist named Jefferies who’s been confined to his home due to a leg injury. While Jefferies is sitting in his wheelchair, he decides he has nothing better to do but spy in on the going-abouts of his neighbors, leading him to suspect a certain Mr. Thorwald of murdering his wife. But the film is not so much a murder mystery as it is a film about voyeurism and the pleasures of viewing other’s lives without their express knowledge or consent. Hitchcock uses multiple cinematic techniques, including camera movement, set design, editing, and zoom to create an effective presentation of the role of scopophilia in an increasingly modernized and urban society.

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The Interaction Of Spider-Verse’s Animation and Plot

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by Tomi Kolapo

Spider-Man: Into the Spider-Verse is a landmark in the evolution of mainstream superhero releases. It is both a superhero movie and an animated movie. It exists in the era of live-action superhero films. It proved to be a success by grossing over $375 million worldwide. The unique animation style that mimics comic book drawings resulted in widespread critical acclaim for its visual originality along with its box office success. 

The film is centered around the main character of Miles Morales. He is infected by a radioactive spider. However, unlike other iterations of Spider-Man, Miles is not the only Spider-Man that exists. Instead, he is another one of the multiple dimensions in the world. Miles is the main protagonist of the multiple spider-man. In Miles’s situation, he is given a flash drive by an older Spider-Man as he witnesses the previous Spider-Man get murdered by Green Goblin. The flash drive has the function of deactivating an accelerator that could destroy the city. Green Goblin works for Kingpin. As a result, the rest of the film serves as an adventure to defeat Kingpin and his intentions with the use of the flash drive. This adventure reveals itself to be interdenominational as a result of encounters with different versions of the hero.

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When Splitting Up a Narrative Gets Dicey

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by Eric Chang

Now that we have transitioned to studying Hollywood’s narrative tradition from the perspective of screenwriting guides, it is important that we understand that our analyses focus on just that: tradition. In the paradigms advanced by Syd Field and Kristin Thompson, both models of Hollywood-style narration are based on the then-historical body of work produced by Hollywood cinema. Thus, I view the following discussion as a matter of discerning which model is a more faithful representation of a fixed set of cinematic work rather than a matter of discussing the merits of non-tangible theories regarding ideal narration structure.

Syd Field’s book Screenplay, published in 1979, proposed the “three-act structure,” where the majority of Hollywood’s films could be divided into three distinct acts: the setup, confrontation, and resolution (see below). These acts are divided by major plot points and would take up 1/4, 1/2, and 1/4 of both the script and the film’s run time respectively. Since its publication in Screenplay, this model of the prototypical Hollywood narrative has become a staple in both film production and analysis.

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Classical Hollywood Narration and its Limits

By Kelly Mu 😀

In his essay Classical Hollywood Cinema: Narrational Principles and Procedurals, Bordwell seeks to highlight how classical Hollywood narration constitutes a specific and normalised way of representing and presenting a particular story, through manipulation of compositional style and techniques. According to Bordwell, there are three components, or purposes of a narrative: representation, structure and act. Bordwell focuses on the former two to show how classical Hollywood narration (prevalent in American films in the 1960s and 1970s) is able to differentiate itself from other narrative modes.

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A Brief Visual History of Virtual Reality

by Charlie Gallagher

I began trying to understand virtual reality (VR) by looking at its early history. This clarified how VR came to be; however, it left me with more questions than when I started. Chief among them was how to define VR. For this, I turned to the Crerar library and eventually to reading a large portion of the textbook Understanding Virtual Reality, by William Sherman and Alan Craig. While it was an excellent text, it was very vague in defining virtual reality. This led me to investigate how VR works. I began to understand virtual reality as a give and take between the many types of inputs fed to a VR system and their corresponding outputs. While my understanding increased, I was not much closer to a working definition. My goal with this blog is to trace out a brief history of VR to supplement my power-point (link at the end).

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Immersion: How Punchdrunk Moves You

by Ben Ratchford

Punchdrunk is best described as an immersive theatrical experience. It is structured as follows: spectators enter an abandoned warehouse or office space or other such nondescript building, dressed all alike and wearing masks which obscure their whole faces – they are instructed not to speak. After the opening, spectators may find a number of different “scenes” throughout the building, where unmasked actors play out different moments in the story, which move, change, and interact with one another at all times throughout the show, and in which the audience members are, at times, encouraged to participate, either by interacting with the environment, or directly with characters themselves. Thus the audience members, although they must wear masks and cannot speak, have the opportunity to (or, more often, have no choice but to) get close up to developing scenes and engage with the world in front of them.

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Spirited Away: A Masterclass on Color, Sound, and Silence

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By Paul Chang

Hayao Miyazaki’s masterpiece Spirited Away (2001) tells the story of a ten-year old girl, Chihiro, and her trials through the world of spirits.  Chihiro first appears to be a normal, if a bit sullen and introspective, child.  However, she encounters a series of shocks: her parents are turned into pigs; she cannot leave because the river has flooded; she starts turning into a spirit herself before Haku helps her, and so forth.  Despite these unexpected changes, Chihiro handles the challenges with aplomb.  She persists and earns a job from Yubaaba, the bathhouse witch, then earns the respect and trust of many bathhouse guests by cleaning the river spirit and by taming the No-Face spirit.  Chihiro thus grows through her triumphs and setbacks and emerges with a mature, intelligent demeanor when she finally leaves the mystical land with her (human) parents.

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Photography in Cel Animation

by Niky Charouzová

Though used rarely today, celluloid animation has brought us many cartoons and animated movie classics, such as the Looney Tunes series by Warner Bros, Snow White and the Seven Dwarfs by Walt Disney Productions, or the first 13 seasons of The Simpsons by 20th Century Fox. The production method of celluloid animation consists of drawings that are made on plastic sheets called cels, which are photographed in sequence in order to provide the illusion of movement. On rare occasions, errors do occur in the photographing of cels; this occurs namely in accidentally taking a photograph of the cel with the camera operator’s fingers in it, reflecting the camera apparatus in the cel so that it is seen in the frame, or improperly placing the cels on top of each other, resulting in colour changes in the frame. Dust and dirt particles can also accumulate on the film, as can the fingerprints of the cameraman. Hannah Frank’s Traces of the World challenges a theory of cinema where it is believed that “the animation camera is only incidental to the cartoon’s production”, rather than being a key part in it (Frank 23). Be it with mistakes or without, celluloid animation is arguably a phenomenon that, per Andrew Wilson’s claim, “reveal[s] traces of the humans and technology that produced them” (Frank 23).

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Cel Animation and Novelty

by Emil Sohlberg

As studios ramped up the production of live-action features, hand-drawn animation underwent a similar revolution with the invention of cel animation. Cel animation was defined by the division of an animated shot onto different transparent celluloids, which could then be overlaid. With this technique, a background, which previously would have been redrawn for every frame, could be reused for a scene, while just the cels that contained the movements of characters would be updated. Even moving characters could be split into different cels; after all, if the only moving part of a character was their face, then their body could be reused if on a separate sheet of celluloid. While inherently cost- and labor-saving, cel animation also allowed for a natural specialization in the animation process, where different animators could work on the same scene simultaneously by splitting that scene’s cels, with some working on backgrounds, or on character poses, and so on.

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Michel Chion’s Soundscapes

by Charlie Donnelly

The majority of meaning in film is derived from association. Whether this association is present in the form of the eyeline effect or the Kuleshov effect, no larger message can exist without relying on the audience’s ability to join elements in their minds. To Michel Chion, the associations made between visuals and sound seem equally important as any visual association.

In his discussion of the association between sound and visuals, Michel Chion, a prominent film theorist and the author of Film, A Sound Art claims there are three categories of sound that can be coupled, blended, and traversed in a multitude of different ways as opposed to the simplistic categories of only “offscreen” and “onscreen” audio.

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