Friday, January 29, 2010

Writing, Reading, & Alliteration

With fresh ideas and charm, Kalamazoo College’s English Department offered a well-rounded reading in the Olmstead Room Wednesday night. All speakers have obtained an MA, MS, MSW, or PhD within the field of English. Between pieces of creative non-fiction, memoirs, and poetry, as well as works of history and stream-of-consciousness, it made for a very intellectually stimulating and entertaining experience. No matter the subject, all the authors’ compositions were intriguing, as they are clearly experts of diction in their field.

The reading was bookended with the only two male writers in the department: Andy Mozina and Bruce Mills. Mozina began with his piece, My Nonsexual Affair, which used compelling imagery through a narrative structure to portray the innocence of “hot fudge sundaes” in contrast to sexually implied descriptions of “thick”, “dribbling” and “sticky” sauce on the front of his shirt that pegs him guilty of indulgence.

As strongly as Mozina opened the reading Wednesday night, Mills closed it. His excerpt from An Archeology of Yearning described his personal battle in coping with an autistic son. Compassion and hope interjected and stole the story with his delicate use of adjectives (“crescent moon of fingernails”) and sensory imagery (“the taste of compressed air”).

Glenn Deutsch’s piece was one of wonderment and humor. Beth Marzonie’s colorful perspective of The Tate Modern in London was vibrantly captured through her concise language and use of alliteration. Babli Sinha’s piece stretched backward to her heritage on a “new woman” in India. Amelia Katanski’s Noble Truth was one of suffering with “sticky patches of puss”. Amy Rodger’s personality shined through in her very descriptive stream-of-consciousness piece of self-exploration. Marin Heinritz’s use of clear, short sentences and childhood thoughts in her autobiographical piece about her mother proved very emotional and affecting, allowing that connection to be mutual among her audiences.

Diane Seuss also strived to reach out to her audience with her un-failing confidence and poetic voice that can’t help but inspire. Her engaging line breaks and sexual undertone make audiences gripping for more of her dark and violent imagination.

In a similar way, Gail Griffin is sure to influence. If Griffin ever wished to pursue a job as a motivational speaker, she would be extremely successful. She fully understands the meaning of emphasizing the most important words at the most important times. Griffin’s memoir piece revisits the shooting of a Kalamazoo College student many years back. It was gloomy yet spiritual. Her precise imagery of a sky “gathering dark” and of the “earth darkening black” brought her piece alive. Her emphasized words, such as “he was marked”, can’t help but stick with audience members.

Words truly do fill the gap in experience and these writers took the risk of detailing those gaps in attempt to bring forth more meaning. As all of these writers clearly had their own individual interests and strengths, it offered a wide-range of literature that could be appreciated by all types of audiences. Though there were naturally stronger speakers than others, all the works recited were extremely vivid and overall brilliant.

Sunday, January 24, 2010

Haynes's Personal Goldmine

As celebrity icons have always had a major influence on society, the characters of “Velvet Goldmine” play a vital role in changing the world’s view of homosexuality and do so energetically with the help of openly gay director and co-writer Todd Haynes. Haynes is most well known for his productions of “Superstar: The Karen Carpenter Story” and “Poison”.

Given his history, it is no surprise that Haynes created such a disorienting yet self-indulging film. Released in 1998, this British glam rock film takes place in England in the early 1970’s. It portrays Brian Slade, played by Jonathan Rhys Meyers, a bisexual rock star icon who falls in love with Curt Wild, played by Ewan McGregor a rebellious homosexual rock star. Reporter Arthur Stuart, played by Christian Bale, is assigned to revisit Slade’s death 10 years later to uncover the truth.

“Velvet Goldmine” similarly parallels the lives of David Bowie (Brian Slade) and Kurt Cobain (Curt Wild). There is also an evident tie to Oscar Wilde as well as many quotes cited from his work throughout the film. This film is set up in a storytelling, classic mystery structure that makes viewers work backwards to find answers. This type of structure as seen in many detective films such as “Citizen Kane”, effectively keeps the attention of numerous audiences. “Velvet Goldmine” ’s spirit and canning visual pictures are empowering, however the performance doesn’t tie together at the end causing frustration and confusion.

Music alone could carry this movie. The soulful yet lively soundtrack of this film sets a very eccentric and intensified pace with electric guitars and hard drums. The music adds so much depth to the plot and the overall mood of the film. It also tends to move with the actions and emotions of the characters, making the musical aesthetic extremely meaningful. The music not only smoothly transitions from one scene to another, but it also productively builds up these scenes as well. In effect, this film creatively appears to be one on-going music video; a music video about love, hope, dreams, relationships, and heartbreak.

Images of striped knee socks, blue eye shadow, thick mascara, pig tails, lipstick, sparkles, stilettos, long bangs, brightly colored scarves, camera flashes, dyed hair, and metallic body suits make the visuals very appealing and stunning throughout the film. Such dramatized costumes and over-done makeup not only emphasize the theme of unending possibilities during this hippie era, but also a theme of self-discovery alongside a vibe of loud-and-proud erotically aggressive statements about sexual identity. Nudity and pelvic poses also produce an intentionally seductive and sexually rebellious theme throughout this particular film. In fact Brian Slade even goes as far as to say that “rock and roll is prostitute”. After seeing “Velvet Goldmine” it is obvious why Haynes received the Artistic Achievement Award for this film.

However, the acting was a bit overshadowed by the musical energy and ravishing visuals. More emotional acting would have made the characters seem much more realistic and compelling. The close camera angles provided the perfect opportunity for intimacy and relation between the characters and the audience, but the actors seemed a bit guarded and blank-faced. Nonetheless, the characters themselves accurately personified their real-life icons in both their attitudes and appearance.

All in all, this is an exhilarating and entertaining film that is well worth seeing for all adult audiences.

Sources:
http://movies.nytimes.com/person/93836/Todd-Haynes/biography
http://en.wikipedia.org/wiki/Velvet_Goldmine
http://www.moviemartyr.com/1998/velvetgoldmine.htm
http://www.nyrock.com/movies/1998/velvet_g.asp

Saturday, January 23, 2010

NYT Defense: Why Honesty is Well Appreciated

Defense written on Anthony Tommasini’s “Moon as Setting for Earthly Foibles"

(Thursday, January 22, 2010)

No wonder Anthony Tommasini remains the chief music critic of the New York Times today. He grabs attention and posses authority right from the very first few sentences in his review. His introduction is not only unique and bold; it is also informative offering context and perspective of director Goren’s initial idea for the show. Tommasini jumps immediately into his personal opinion in the second paragraph with unimpressed descriptions of the performance: “bizarre sci-fi costumes” and “lame overacting”. This is also where his “but” statement really begins to shine.


His tone is very disinterested as well as passive aggressive and sarcastic. Tommasini uses words such as “eager-to-please” “makeshift platform” and “straining for laughs”. This tone is even clearer when he wittingly dedicates the last paragraph to the planetarium, giving it credit for putting up with the performance. It is obvious in all his negativity that Tommasini felt bad for the audience as well as the actors.


The structure of this article makes Tommasini’s argument even stronger as it offers his personal opinion prior to the summary of the performance. This almost naturally causes readers to look down on the storyline because he tears down so much of its legitimacy in the beginning. This is a particularly clever trick.

Tommasini writes this well-rounded review by including a great amount of evidence on many aspects of the show. He touches on the acting, the singing, the band, the script, the special effects, the costumes, and even the musical score all in a matter of a few concise words. Tommasini is an extremely credible source for doing so, as he has a very strong background in music and theater, graduating from both Yale and Boston University. He has been working for the New York Times since 1997.


Source: http://www.nytimes.com/2009/02/09/business/media/09askthetimes.html?pagewanted=all

Monday, January 18, 2010

A for "Avatar"

At the age of 22, after watching George Lucas’s “Star Wars”, director James Cameron was inspired to rise above Lucas’s special effects. Cameron had always been an avid science-fiction fan and began working his way up the Hollywood ladder building miniature spaceships for “Battle Beyond the Stars”. Within a matter of a few short years, Cameron earned a position as a director. While directing some of his earlier films such as “The Terminator” and “Titanic”, he became known for always pursuing “risky ideas” in cinema. This characteristic became true in his filming of “Avatar” as it took over 300 million dollars to make. However, “Avatar” was an idea Cameron had been brainstorming for over 12 years. Thus, to Cameron, “Avatar” was fully worth the risk.

Australian actor Sam Worthington plays Jake Sully, an ex-marine outsider who finds himself searching for a new identity throughout the film. He meets the Na’vi tribe on the moon of Pandora and falls in love with Neytiri, played by actress Zoe Saldana, while learning their way of life. There is not only a struggle within Jake’s personal identity, but also between worlds: the competitively hostile “real world” and Pandora’s incandescent “dream world” as both have contrasting end goals in the film. The valued relationships and strong bonds among the Na’vi tribe creates a loyal community atmosphere, while in contrast, the characters of the “real world” have power-hungry and machinegun-happy resolutions to any problems or obstacles they face in overtaking Pandora. Overall, the breathtaking scenery created by up-scale special effects makes this film excitingly unique, however, the storyline proves very much like a predictable fairy-tale.

“Avatar” exceedingly offers audiences heart pounding excitement and dazzling pictures. The cinematography is extraordinary. The glowing and illuminating aesthetics in this film bring forth a warm and serene mood throughout the dream world of Pandora. In addition, the 3-dimensional enhancements not only effectively place the audience in both worlds, but also bring each of the worlds’ surroundings alive: water looks like glitter and flies stick to the back of your neck. The close camera angles create an intimate relationship between the audience and the movie characters. The music of flutes, drumbeats, and whistles seems to move simultaneously with the feelings and movements of the characters, allowing audience members to feel empowered alongside the characters.

All of this combined makes this film even more realistic and compelling. Audiences step into the beautifully unknown yet highly imaginative world of Pandora involving brilliant colors and creativity, which makes audiences resistant to waking up from the “dream world”. Dr. Grace Augustine says it best when she advises Jake to “just relax and let your mind go blank”.

Aside from the beautiful lights and sounds this film portrays, the dialogue and computer-generated characters seem to touch merely on a surface level rather than a deeper level. The script was unoriginal following a similar storyline to Disney’s Pocahontas and the Avatars’ tight face expressions proved very inexpressionate and more creepy, making it hard to connect with both the character as well as the actor.

However, “Avatar” is still a “must see” in theaters for the full experience. By the end it comes down to machines versus nature and a cutthroat battle is fought between both worlds. Although the storyline was a bit of a disappointment, this film’s fast-paced, spiritual journey and magnificent luminosity is sure to capture the attention and compassion of audiences of all age groups. As Colonel Quaritch puts it: “You’re not in Kansas anymore. You’re on Pandora, ladies and gentlemen.”


Saturday, January 16, 2010

Usefulness of Avatar Articles

I found both of my articles extremely useful. Not only did they give extended background sketches of director James Cameron, but they also spoke a lot about his personal motivations for making “Avatar”. It was interesting to see where this all started in comparison to where it ended up. Prior to reading the articles, I had no idea that Cameron put so much work into this particular film. Davis’s article talked about how Cameron even inspired Sony to create an advanced lens in order to make this movie possible. These articles not only helped put “Avatar” into perspective for me but they also helped me appreciate Cameron’s hard work regardless of the final public consensus of the film. These articles also went into detail about some specifics and subtleties in the film that I wouldn’t have otherwise noticed, which I was then able to incorporate into my review. Additionally, both articles offered different kinds of information, which is important to a well-rounded review. All in all, these articles helped me add much more depth to my film review and made me sound much more assertive in my writing.

Avatar Article #2

James Cameron’s New 3-D Epic Could Change Film Forever

By Joshua Davis November 17, 2009 | 11:32 pm | Wired Dec 2009

In 1977, a 22-year-old truck driver named James Cameron went to see Star Wars with a pal. His friend enjoyed the movie; Cameron walked out of the theater ready to punch something. He was a college dropout and spent his days delivering school lunches in Southern California’s Orange County. But in his free time, he painted tiny models and wrote science fiction — stories set in galaxies far, far away. Now he was facing a deflating reality: He had been daydreaming about the kind of world that Lucas had just brought to life. Star Wars was the film he should have made.

It got him so angry he bought himself some cheap movie equipment and started trying to figure out how Lucas had done it. He infuriated his wife by setting up blindingly bright lights in the living room and rolling a camera along a track to practice dolly shots. He spent days scouring the USC library, reading everything he could about special effects. He became, in his own words, “completely obsessed.”

He quickly realized that he was going to need some money, so he persuaded a group of local dentists to invest $20,000 in what he billed as his version of Star Wars. He and a friend wrote a script called Xenogenesis and used the money to shoot a 12-minute segment that featured a stop-motion fight scene between an alien robot and a woman operating a massive exoskeleton. (The combatants were models that Cameron had meticulously assembled.)

The plan was to use the clip to get a studio to back a full-length feature film. But after peddling it around Hollywood for months, Cameron came up empty and temporarily shelved his ambition to trump Lucas.

The effort did yield something worthwhile: a job with B-movie king Roger Corman. Hired to build miniature spaceships for the film Battle Beyond the Stars, Cameron worked his way up to become one of Corman’s visual effects specialists. In 1981, he made it to the director’s chair, overseeing a schlocky horror picture, Piranha II: The Spawning.

One night, after a Piranha editing session, Cameron went to sleep with a fever and dreamed that he saw a robot clawing its way toward a cowering woman. The image stuck. Within a year, Cameron used it as the basis for a script about a cyborg assassin sent back in time to kill the mother of a future rebel leader.

This time, he wouldn’t need any dentists. The story was so compelling, he was able to persuade a small film financing company to let him direct the picture. When it was released in 1984, The Terminator established Arnold Schwarzenegger as a huge star, and James Cameron, onetime truck driver, suddenly became a top-tier director.

Over the next 10 years, Cameron helmed a series of daring films, including Aliens, The Abyss, Terminator 2: Judgment Day, and True Lies. Generating $1.1 billion in worldwide box office revenue, they gave Cameron the kind of clout he needed to revisit his dream of making an interstellar epic. So in 1995, he wrote an 82-page treatment about a paralyzed soldier’s virtual quest on a faraway planet after Earth becomes a bleak wasteland. The alien world, called Pandora, is populated by the Na’vi, fierce 10-foot-tall blue humanoids with catlike faces and reptilian tails. Pandora’s atmosphere is so toxic to humans that scientists grow genetically engineered versions of the Na’vi, so-called avatars that can be linked to a human’s consciousness, allowing complete remote control of the creature’s body. Cameron thought that this project — titled Avatar — could be his next blockbuster. That is, the one after he finished a little adventure-romance about a ship that hits an iceberg.

Titanic, of course, went on to become the highest-grossing movie of all time. It won 11 Oscars, including best picture and best director. Cameron could now make any film he wanted. So what did he do?

He disappeared.

Cameron would not release another Hollywood film for 12 years. He made a few underwater documentaries and did some producing, but he was largely out of the public eye. For most of that time, he rarely mentioned Avatar and said little about his directing plans.

But now, finally, he’s back. On December 18, Avatar arrives in theaters. This time, Cameron, who turned 55 this year, didn’t need to build half an ocean liner on the Mexican coast as he did with Titanic, so why did it take one of the most powerful men in Hollywood so long to come out with a single film? In part, the answer is that it’s not easy to out-Lucas George Lucas. Cameron needed to invent a suite of moviemaking technologies, push theaters nationwide to retool, and imagine every detail of an alien world. But there’s more to it than that. To really understand why Avatar took so long to reach the screen, we need to look back at the making of Titanic.

“People may not remember, but it was an absolutely vicious time,” Cameron tells me in the private movie theater at his sprawling home in Malibu, California. He looks softer than he did at the Oscars in 1998 — his hair is longer and grayer and his face clean-shaven. But his famous impatience is still close to the surface. Early in our conversation about what he’s been doing for the past decade, he informs me that I “don’t know fuck,” so I try to let him explain how things unfolded.

“When we were filming Titanic,” he says, “we were just trying to figure out how much money we were going to lose.” Indeed, in the mythic afterglow of box office success, it’s easy to forget that Titanic was expected to be a disaster. The project went more than $100 million over its initial $100 million budget, making it the most expensive movie ever made. The main financier, 20th Century Fox, pressured Cameron to contain the overruns.

As a sign of his commitment, Cameron agreed to give up his entire directing fee and any profit participation in the movie. When Titanic missed its July 4 release date, it appeared that the project was in big trouble. Cameron kept a razor blade on his editing desk with a note: Use only if film sucks. “I just realized I made a $200 million chick flick where everyone dies. What the hell was I thinking?” he confided to a friend at the time. “I’m going to have to rebuild my career from scratch.”

The Hollywood trade journal Variety called it “the biggest roll of the dice in film history” and questioned whether Fox would come anywhere near breakeven. “Everybody was predicting catastrophic failure,” says Rae Sanchini, the former president of Cameron’s production company.

And then, miraculously, this Titanic dodged the iceberg and sailed into the record books, grossing $1.8 billion worldwide. “We went from the lowest lows to the highest high,” Sanchini says. “It was a disorienting experience for all of us, but most of all for Jim. He was emotionally and physically exhausted.”

Still, Sanchini expected the director to bounce back. Before Titanic, Cameron was excited about Avatar — it was, after all, the space epic he had been dreaming about since 1977. But now he didn’t seem very interested.

Part of this ambivalence stemmed from a meeting at Digital Domain, the visual effects company Cameron cofounded in 1993. He presented his concept for Avatar and explained that the main characters were 10-foot-tall blue aliens with narrow waists and powerful legs and torsos. They had to look utterly real, and the effect couldn’t be achieved with prosthetics. The aliens would have to be computer-generated. But given the state of the art, his team told him, that was impossible. It would take too much time and money and an unthinkable amount of computing power.

“If we make this, we’re doomed,” one of the artists told him. “It can’t be done. The technology doesn’t exist.”

Cameron was actually relieved. He didn’t feel like dealing with actors and agents and “all that Hollywood bullshit.” He needed a break. Luckily, a huge windfall was headed his way. Fox executives knew it was in their best interest to keep the self-anointed king of the world happy. They decided to overlook the fact that he had given up his financial stake in Titanic and, in the wake of its historic Oscar run, wrote him a check for tens of millions of dollars. (Reportedly, Cameron eventually earned more than $75 million from the film.) He wouldn’t have to work another day in his life.

“I had my fuck-you money,” Cameron says. “It was time to go play.”

Here’s James Cameron’s idea of play: scuba diving near unexploded, World War II-era depth charges in Micronesia. In the summer of 2000, he chartered an 80-foot boat and invited a group of people to dive down to a fleet of sunken Japanese battleships. He brought along Vincent Pace, an underwater camera specialist who had worked on Titanic and The Abyss. Pace, expecting to experiment with hi-def video, packed all of his gear but soon began to suspect that Cameron had something else on his mind.

They were looking over footage from a day’s dive when Cameron asked Pace a question: What would it take to build “the holy grail of cameras,” a high-definition rig that could deliver feature-film quality in both 2-D and 3-D? Pace wasn’t sure — he was no expert but knew about the cheap red-and-blue paper glasses of conventional 3-D filmmaking. They were notoriously uncomfortable, and the images could cause headaches if the projectors weren’t calibrated perfectly. Cameron believed there must be a way to do it better. What he really wanted to talk about was his vision for the next generation of cameras: maneuverable, digital, high-resolution, 3-D.

Inventing such a camera wouldn’t be easy, but Cameron said he was ready to break new ground. He mentioned a mysterious, long-gestating film project that would bring viewers to an alien planet. Cameron didn’t want to make the movie unless viewers could experience the planet viscerally, in 3-D. Since no satisfactory 3-D cameras existed, he’d have to build one. He’d brought Pace on the Pacific adventure to ask if the underwater cameraman wanted to help. His goal seemed kind of extreme, but Pace thought it sounded interesting and signed on. “Jim had a clear ambition on the dive trip,” Pace says. “It was fun, but I didn’t really know what I was getting into.”

Two months later, Cameron sent Pace a $17,000 first-class ticket from Los Angeles to Tokyo, and soon they were sitting in front of the engineers at Sony’s hi-def-camera division. Pace was there to help persuade Sony to separate the lens and image sensor from the processor on the company’s professional-grade HD camera. The bulky CPU could then be kept a cable-length away from the lens — rather than struggling with a conventional 450-pound 3-D system, a camera operator would just have to handle a 50-pound, dual-lens unit.

Sony agreed to establish a new line of cameras, and, using the prototype, Pace set to work. After three months, he had fitted the lenses into a rig that allowed an operator to precisely control the 3-D imaging. He figured they’d start with a simple test using an actor or two, but Cameron had other ideas. He asked Pace to install the gear in a rented World War II-era P-51 fighter and then sent him up in a B-17 Flying Fortress. Cameron jumped in behind the pilot of the P-51 and once airborne started filming while the pilot fired .50-caliber machine gun blanks at Pace’s B-17. “It was my first taste of what Jim considers ‘testing,’” Pace says.

The camera performed well, delivering accurate 3-D images that wouldn’t cause headaches over the course of a long movie. Pace thought Cameron would launch right into Avatar. Instead, the director took his new camera 2.3 miles under the sea to film the wreck of the Titanic in 3-D. The way Cameron tells it, he wasn’t done having “manly adventures.”

His partner on these adventures was the deep-sea explorer Andrew Wight. An intrepid Australian, Wight had explored a collapsing underwater cave, swum with great white sharks, and stared saltwater crocodiles in the eye. But even he had trouble matching Cameron’s intensity. When a hurricane headed up the Eastern seaboard toward their position over the Titanic, Wight assumed they would turn and outrun the weather. Cameron argued that it was a perfect opportunity to “tweak the tail” of the hurricane and get some great storm footage. The Russian captain of the ship overruled Cameron, and to the director’s chagrin, they ran.

“He’s a tough bugger,” Wight says. “But it’s not a death wish — it’s just his idea of fun.”

Sanchini, the former head of Cameron’s production company, wasn’t quite sure what to make of it. “I knew he was tired of the film business,” she says, “but I didn’t expect him to keep taking detours.”

Cameron wasn’t just goofing off. He wanted to make Avatar, and he wanted to do it in digital 3-D. Unfortunately, theater chains were not adopting the technology. It would cost approximately $100,000 per theater, and exhibitors had to be convinced it would pay off. They needed some high-profile 3-D films that could generate enough revenue to justify the conversion.

So Cameron decided to let other directors test his system. The first was Robert Rodriguez, who shot Spy Kids 3-D using the new camera. The picture would still have to be viewed wearing old-fashioned red-and-blue glasses, but Cameron hoped it would demonstrate demand for more 3-D movies and goad theater owners into investing in next-gen projection systems. Released in the summer of 2003, Spy Kids 3-D made $200 million worldwide, but exhibitors remained reluctant to invest in the technology.

Cameron decided to talk to theater owners directly and showed up at their annual convention in March 2005. ShoWest, at the Paris Las Vegas Hotel and Casino, was in full swing, and Cameron was ready to proselytize. He laid it on thick, telling exhibitors that the world was “entering a new age of cinema.” And in case the inspirational approach didn’t work, he tried something more ominous, telling them that those who didn’t switch would regret it. By the end of the year only 79 theaters in the entire country could show digital 3-D movies. But exhibitors had gotten the message: Between 2005 and 2009, they added some 3,000 screens capable of showing digital 3-D.

However, the lack of 3-D theaters wasn’t the only thing holding Cameron back. Special-effects companies were still struggling to create fully photo-realistic animated characters. That had begun to change in 2002, when Peter Jackson’s Weta Digital in New Zealand debuted Gollum, a stunningly believable computer-generated character who held his own against the hobbits in the Lord of the Rings trilogy. Cameron finally felt the time had come to try to build a CG world that would be indistinguishable from reality.

So in the spring of 2005, he met with Fox and asked for a few million dollars to prove he could create just such a world. The executives had some initial concerns, not all of which were technical. For instance: The tails — were the tails on the aliens absolutely necessary?

“Yes,” Cameron said flatly. “They have to have tails.”

He didn’t say anything else. He didn’t have to. The Fox executives stopped asking questions and agreed to pay for the test. Cameron’s Hollywood clout was intact.

The director spent five weeks putting together the 30-second test scene. It depicted an alien and an Avatar running through a forest and talking. Lucas’ own Industrial Light & Magic did the effects work, and it was enough to persuade Fox that the project was feasible. The studio agreed to a budget of $195 million, and Cameron was finally back in the director’s chair.

The first time Cameron set out to out-Lucas Lucas, he had to make do with $20,000 and a special effects studio set up in the back bedroom of his house in Orange County. This time around, money was not an issue, and his special effects were handled by hundreds of artists at Weta and ILM. But it wasn’t all about f/x. Lucas has had 30 years to expand the Star Wars universe. The franchise has gotten so big that he has developed a sophisticated system for cataloging and tracking all its far-flung characters, planets, societies, and conflicts. To conjure something even more elaborate for Avatar, Cameron went looking for expert help.

He started by hiring USC linguistic expert Paul Frommer to invent an entirely new language for the Na’vi, the blue-skinned natives of Pandora. Frommer came on board in August 2005 and began by asking Cameron what he wanted the language to sound like? Did he want clicks and guttural sounds or something involving varying tones? To narrow the options, Frommer turned on a microphone and recorded a handful of samples for Cameron.

The director liked ejective consonants, a popping utterance that vaguely resembles choking. Frommer locked down a “sound palette” and started developing the language’s basic grammatical structure. Cameron had opinions on whether the modifier in a compound word should come first or last (first) and helped establish a rule regarding the nature of nouns. It took months to create the grammar alone. “He’s a very intense guy,” Frommer says. “He didn’t just tell me to build a language from scratch. He actually wanted to discuss points of grammar.”

Thirteen months after he began work on Avatar, Frommer wrote a pamphlet titled Speak Na’vi and started teaching the actors how to pronounce the language. He held Na’vi boot camps and then went over lines one by one with each actor. “Cameron wanted them to be emotional, but they had to do it in a language that never existed,” Frommer says. If an actor flubbed a Na’vi word, Frommer would often step in with a correction. “There were times when the actors didn’t want me to tell them that they had mispronounced a word that had never been pronounced before,” he says.

With the language established, Cameron set about naming everything on his alien planet. Every animal and plant received Na’vi, Latin, and common names. As if that weren’t enough, Cameron hired Jodie Holt, chair of UC Riverside’s botany and plant sciences department, to write detailed scientific descriptions of dozens of plants he had created. She spent five weeks explaining how the flora of Pandora could glow with bioluminescence and have magnetic properties. When she was done, Cameron helped arrange the entries into a formal taxonomy.

This was work that would never appear onscreen, but Cameron loved it. He brought in more people, hiring an expert in astrophysics, a music professor, and an archaeologist. They calculated Pandora’s atmospheric density and established a tripartite scale structure for the alien music. When one of the experts brought in the Star Wars Encyclopedia, Cameron glanced at it and said, “We’ll do better.”

Eventually, a team of writers and editors compiled all this information into a 350-page manual dubbed Pandorapedia. It documents the science and culture of the imaginary planet, and, as much as anything, it represents the fully realized world Cameron has created. For fans who want to delve deeper, parts of Pandorapedia will be available online this winter.

Cameron is trying to show me something with a laser pointer. He queues up a scene toward the end of Avatar and freezes the frame on an image of a large crowd of Na’vi. He uses the pointer to draw attention to an ornate headdress composed of hundreds of tiny beads. The onscreen image is amazingly crisp, and the headdress appears utterly real. Each bead was designed by a digital artist, Cameron says, so it would look handmade. “Every leaf, every blade of grass in this world was created,” he says, and his laser pointer streaks across the screen, alighting on so many things I can’t follow its path.

Back in 1997, when Cameron was struggling to complete Titanic, disaster seemed right around the corner. “We were pegged the biggest idiots in film history,” he says. Now he has the opposite problem: Expectations couldn’t be higher. “It’s making me work harder,” he says.

This time, though, Cameron seems to be enjoying the work. At least there’s no razor blade next to the editing controls. “For Jim, this project was in some ways the antidote to Titanic,” Sanchini says. “He didn’t have to deal with weather, wardrobe problems, historical accuracy, or huge sets. If the leading lady had a pimple, it wasn’t a disaster. Avatar gave Jim total control.”

Thirty-two years after realizing that he desperately wanted to make a space epic to rival Star Wars, Cameron has put the finishing touches on his picture. Now he has to wait to see what the public and critics make of the result. The days of total control are over.

Article found at:

http://www.wired.com/magazine/tag/camera/

Avatar Article #1

How James Cameron's Innovative New 3D Tech Created Avatar

Director James Cameron is known for his innovations in movie technology and ambitions to make CG look and feel real. His next film, Avatar, will put his reputation to the test. Can Cameron make blue, alien creature look real on the big screen? With all the attention focused on the film, anything short of perfection may not be good enough. Here is how Cameron plans to make movie history with a host of new technologies and years of development.


By Anne Thompson

Published in the January 2010 issue.

The 280,000-square-foot studio in Playa Vista, Calif., has a curious history as a launching pad for big, risky ideas. In the 1940s, Howard Hughes used the huge wooden airplane hangar to construct the massive plywood H-4 Hercules seaplane—famously known as the Spruce Goose. Two years ago, movie director James Cameron was in the Playa Vista studio at a crucial stage in his own big, risky project. He was viewing early footage from Avatar, the sci-fi epic he had been dreaming about since his early 20s. Cameron’s studio partner, Twentieth Century Fox, had already committed to a budget of $200 million (the final cost is reportedly closer to $300 million) on what promised to be the most technologically advanced work of cinema ever undertaken. But as Cameron looked into his computer monitor, he knew something had gone terribly wrong.

The film—although “film” seems to be an anachronistic term for such a digitally intense production—takes place on a moon called Pandora, which circles a distant planet. Jake Sully, a former Marine paralyzed from the waist down during battle on Earth, has traveled to this lush, green world teeming with exotic, bioluminescent life to take part in the military’s Avatar program. The human settlers are interested in mining Pandora’s resources but can’t breathe its toxic atmosphere, so to help explore the moon and meet with the native Na’vi who live there, Sully has his consciousness linked with a genetically engineered 9-foot-tall human–alien hybrid.

Cameron wrote his first treatment for the movie in 1995 with the intention of pushing the boundaries of what was possible with cinematic digital effects. In his view, making Avatar would require blending live-action sequences and digitally captured performances in a three-dimensional, computer-generated world. Part action–adventure, part interstellar love story, the project was so ambitious that it took 10 more years before Cameron felt cinema technology had advanced to the point where Avatar was even possible.

The scene on Cameron’s screen at Playa Vista—an important turning point in the movie’s plot—showed Na’vi princess Neytiri, played by ZoĆ« Saldana, as she first encounters Sully’s Avatar in the jungles of Pandora. Everything in the forest is luminous. Glowing sprites float through Pandora’s atmosphere, landing on Sully as Neytiri determines if he can be trusted. Playing Sully is Sam Worthington, an Australian actor whom Cameron had plucked from obscurity to play the movie’s hero. Cameron was staring directly into Worthington’s face—or, rather, he was looking into the face of a digitally rendered Worthington as a creature with blue skin and large yellow eyes—but he might as well have been staring into a Kabuki mask.

The onscreen rendering of Worthington was supposed to be a sort of digital sleight of hand—a human character inhabiting an alien body so that he could blend into an alien world, played by a human actor inhabiting a digital body in a digital world. To make the whole thing work, Worthington’s performance, those subtle expressions that sell a character to the audience, had to come through the face of his Avatar. But after millions of dollars of research and development, the Avatar’s face was not only lifeless, it was downright creepy. It “scared the crap out of me,” Cameron recalls. “Horrible! It was dead, it was awful, it wasn’t Sam. God, I thought. We’ve done everything right and this is what it looks like?”

The reaction Cameron was feeling has a name. It’s called the uncanny valley, and it’s a problem for roboticists and animators alike. Audiences are especially sensitive to renderings of the human face, and the closer a digital creation gets to a photorealistic human, the higher expectations get. If you map human movements and expression to cute furry creatures that dance and sing like people, then audiences willingly suspend disbelief and go along with it. (Think of the penguins in Happy Feet.) But if you try to give a digital character a humanoid face, anything short of perfection can be uncanny—thus the term. Sometimes audience unease is to a character’s advantage; in The Lord of the Rings the creature Gollum was supposed to be unsettling. But Cameron was looking for empathy, and in the first footage, that’s not what he got.

Why is the computer-generated face of a blue, cat-eyed human–alien hybrid so important? Well, for one thing, lots of money is riding on it. But so, to an extent, is James Cameron’s stature as an unstoppable force in Hollywood. Cameron has built up enormous fame and power based on his reputation as a technical innovator—pushing the science and technology of modelmaking, digital animation and camera engineering. But Cameron is perhaps even more famous as the industry’s biggest risk-taker, which might have made him a lot of enemies if his risks hadn’t been so spectacularly rewarded in the past. In 1997, the film Titanic taught Hollywood a powerful lesson in Cameronomics: The director’s unquenchable thirst for authenticity and technological perfection required deep-sea exploratory filming, expensive scale models and pioneering computer graphics that ballooned the film’s budget to $200 million. This upped the ante for everyone involved and frightened the heck out of the studio bean counters, but the bet paid off—Titanic went on to make $1.8 billion and win 11 Academy Awards.

A unique hybrid of scientist, explorer, inventor and artist, Cameron has made testing the limits of what is possible part of his standard operating procedure. He dreams almost impossibly big, and then invents ways to bring those dreams into reality. The technology of moviemaking is a personal mission to him, inextricably linked with the art. Each new film is an opportunity to advance the science of cinema, and if Avatar succeeds, it will change the way movies are captured, edited and even acted.

Filmmakers, especially those with a technical bent, admire Cameron for “his willingness to incorporate new technologies in his films without waiting for them to be perfected,” says Bruce Davis, the executive director of the Academy of Motion Picture Arts and Sciences. It adds to the risky nature of Cameron’s projects, but his storytelling has reaped enormous benefits. There’s a term in Hollywood for Cameron’s style of directing, Davis says: “They call this ‘building the parachute on the way down.’”

But repeatedly pulling off these feats of derring-do requires both the drive of an ambitious egomaniac and an engineer’s plodding patience. “You have to eat pressure for breakfast if you are going to do this job,” Cameron says. “On the one hand, pressure is a good thing. It makes you think about what you’re doing, your audience. You’re not making a personal statement, like a novel. But you can’t make a movie for everybody—that’s the kiss of death. You have to make it for yourself.”

Gonzo Effects

Cameron’s dual-sided personality has roots in his upbringing—the brainy sci-fi geek from Chippewa, Ontario, was raised by a painter mother and an engineer father. “It was always a parallel push between art and technology,” he says. “My approach to filmmaking was always very technical. I started off imagining not that I would be a director, but a special-effects practitioner.”

Unable to afford to go to film school in Los Angeles, Cameron supported himself as a truck driver and studied visual effects on weekends at the University of Southern California library, photocopying dissertations on optical printing and the sensitometry of film stocks. “This is not bull,” he says. “I gave myself a great course on film FX for the cost of the copying.”

Cameron eventually landed a job on the effects crew of Roger Corman’s low-budget 1980 film Battle Beyond the Stars, but he didn’t tell anyone that he was an autodidact with no practical experience. When he was exposed to the reality of film production, it was very different from what he had imagined, he recalls: “It was totally gonzo problem solving. What do you do when Plans A, B and C have all crashed and burned by 9 am? That was my start. It wasn’t as a creative filmmaker—it was as a tech dude.”

Over the years, Cameron’s budgets have increased to become the biggest in the business, and digital technology has changed the realm of the possible in Hollywood, but Cameron is still very much the gonzo engineer. He helped found the special-effects company Digital Domain in the early 1990s, and he surrounds himself with Hollywood inventors such as Vince Pace, who developed special underwater lighting for Cameron’s 1989 undersea sci-fi thriller, The Abyss. Pace also worked with Cameron on Ghosts of the Abyss, a 2003 undersea 3D documentary that explored the wreck of the Titanic. For that movie, Pace and Cameron designed a unique hi-def 3D camera system that fused two Sony HDC-F950 HD cameras 2½ inches apart to mimic the stereoscopic separation of human eyes. The Fusion Camera System has since been used for 3D movies such as Journey to the Center of the Earth and the upcoming Tron Legacy, and at sporting events such as the 2007 NBA finals.

The 3D experience is at the heart of Avatar. (In fact, some suspect that Cameron cannily delayed the movie’s release to wait for more theaters to install 3D screens—there will be more than 3000 for the launch.) Stereoscopic moviemaking has historically been the novelty act of cinema. But Cameron sees 3D as a subtler experience. To film the live-action sequences of Avatar, he used a modified version of the Fusion camera. The new 3D camera creates an augmented-reality view for Cameron as he shoots, sensing its position on a motion-capture stage, then integrating the live actors into CG environments on the viewfinder. “It’s a unique way of shooting stereo movies,” says visual-effects supervisor Stephen Rosenbaum. “Cameron uses it to look into the environment; it’s not about beating people over the head with visual spectacle.” This immersive 3D brings a heightened believability to Avatar’s live-action sequences—gradually bringing viewers deeper into the exotic world of Pandora. In an early scene, Sully looks out the window as he flies over the giant trees and waterfalls of the jungle moon, and the depth afforded by the 3D perspective gives the planet mass and scale, making it as dizzyingly real for viewers as it is for him.

Shooting the Virtual World

Yet live-action 3D was hardly the biggest technical challenge. Only about 25 percent of the movie was created using traditional live performances on sets. The rest takes place in an entirely computer-generated world—combining performance capture with virtual environments that have never before been realized on film. Conjuring up this exotic world allowed Cameron to engage in “big-time design,” he says, with six-legged hammerhead thanators, armored direhorses, pterodactyl-like banshees, hundreds of trees and plants, floating mountains and incredible landscapes, all created from scratch. He drew upon his experience with deep-sea biology and plant life for inspiration. Sigourney Weaver, who plays botanist Grace Augustine, calls it “the most ambitious movie I’ve ever been in. Every single plant and creature has come out of this crazy person’s head. This is what Cameron’s inner 14-year-old wanted to see.”

To bring his actors into this world, Cameron collaborated with Weta Digital, an effects house founded by The Lord of the Rings director Peter Jackson. Weta has created some of the most groundbreaking characters in recent years, using human performances to animate digital creatures such as Gollum in the Rings series and the great ape in Jackson’s 2005 version of King Kong. By now, the process of basic motion capture is well-established. Actors are dressed in “mocap” suits studded with reflective reference markers and stripes, then cameras capture the basic movements of a performance, which are later mapped to digital characters in a computer.

For actors, the process of performing within an imaginary world, squeezed into a leotard while pretending to inhabit an alien body, is a challenge. Motion-capture technology is capable of recording a 360-degree view of performances, so actors must play scenes with no idea where the “camera” will eventually be. Weaver found the experience liberating. “It’s simpler,” she says. “You just act. There’s no hair or makeup, nothing. It’s just you and the material. You forget everything but the story you’re telling.” Directing within a virtual set is more difficult. Most directors choose their angles and shots on a computer screen in postproduction. But by then, most of the immediacy of the performance is lost. Cameron wanted to be able to see his actors moving within the virtual environments while still on the motion-capture stage (called the volume). So he challenged his virtual-production supervisor Glenn Derry to come up with a virtual camera that could show him a low-resolution view of Pandora as he shot the performances.

The resulting swing camera (so called because its screen could swing to any angle to give Cameron greater freedom of movement) is another of Avatar’s breakthrough technologies. The swing camera has no lens at all, only an LCD screen and markers that record its position and orientation within the volume relative to the actors. That position information is then run through an effects switcher, which feeds back low-resolution CG versions of both the actors and the environment of Pandora to the swing cam’s screen in real time.

This virtual camera allowed Cameron to shoot a scene simply by moving through the volume. Cameron could pick up the camera and shoot his actors photographically, as the performance occurred, or he could reshoot any scene by walking through the empty soundstage with the device after the actors were gone, capturing different camera angles as the scene replayed.

But all of this technology can lead right back into the uncanny valley, because capturing an actor’s movements is only a small step toward creating a believable digital character. Without the subtle expressions of the face, Cameron might as well be playing with marionettes. Getting this crucial element right required him to push Weta’s technology far beyond anything the company had done before.

In fact, Cameron doesn’t even like the term “motion capture” for the process used on Avatar. He prefers to call it “performance capture.” This may seem like semantics, but to Cameron, the subtle facial expressions that define an actor’s performance had been lost for many of the digital characters that have come before. In those films, the process of motion capture served only as a starting point for animators, who would finish the job with digital brush strokes. “Gollum’s face was entirely animated by hand,” says Weta Digital effects master Joe Letteri. “King Kong was a third or so straight performance capture. It was never automatic.” This time, Cameron wanted to keep the embellishment by animators to a minimum and let the actors drive their own performances.

In order to pull more data from the actors’ faces, Cameron reworked an old idea he had sketched on a napkin back in 1995: fasten a tiny camera to the front of a helmet to track every facial movement, from darting eyes and twitching noses to furrowing eyebrows and the tricky interaction of jaw, lips, teeth and tongue. “I knew I could not fail if I had a 100 percent closeup of the actor 100 percent of the time that traveled with them wherever they went,” he says. “That really makes a closeup come alive.”

The information from the cameras produced a digital framework, or rig, of an actor’s face. The rig was then given a set of rules that applied the muscle movements of each actor’s face to that of the Avatar or the Na’vi that he or she was playing. To make a CG character express the same emotion as a human actor, the rig had to translate every arch of a human eyebrow directly to the digital character’s face.

But it turns out there is no magic formula that can supplant hard work and lots of trial and error. After Cameron complained about the uncanny-valley effect, Weta spent another year perfecting the rig on Worthington’s Avatar by tweaking the algorithms that guided its movements and expressions until he came alive enough to meet Cameron’s sky-high standards. “It was torturous,” Letteri admits. But when Weta was finished, you could pour the motion-capture data into the rig and it would come out the other side right.

With all the attention focused on Avatar, anything short of perfection may not be good enough. Cameron is asking moviegoers to believe in a deep new universe of his own design and to buy the concept that 9-foot-tall blue aliens can communicate human emotions. If Cameron is wrong, then Avatar may be remembered as the moment when the battle for the uncanny valley was lost. If he is right, the technology will disappear behind the story line, and audiences will lose themselves in Avatar’s world.

Article found at:

http://www.popularmechanics.com/technology/industry/4339455.html

Sunday, January 10, 2010

Movie Review of Avatar

James Cameron’s, Avatar, offers audiences heart-pounding excitement and breathtaking scenery with its extraordinary cinematography and up-scale special effects. However, the storyline seems very much like a fairytale, which unfortunately seemed fairly familiar, unoriginal, and reasonably predictable. Jake Sully, an ex-marine outsider finds himself searching for a new identity throughout the film. He meets the Na’vi tribe on the land of Pandora and falls in love while learning their way of life. There is not only a struggle within Jake’s personal identity, but also between worlds: the competitively hostile “real world” and Pandora’s incandescent “dream world” as both have differing desires. The growing relationships between characters and their strong bonds within their community creates a mutual respect and fellowship among the honest Na’vi tribe characters. Conversely, the characters of the “real world” seem to have power-hungry and machinegun-happy resolutions to any problems or obstacles they face in overtaking Pandora.

In contrast to the conventional storyline, the film’s effects are dazzling. The glowing and illuminating aesthetics in this film bring forth a warm and serene mood. In addition, the 3-dimensional aspect not only places the audience in both worlds, but also brings the each of the worlds’ surroundings alive where water looks like glitter and flies are sticking to the back of your neck. Even these tiniest details stand out making their appearance almost effortless yet utterly important. Camera angles place viewers at the characters’ perspective placing audiences in their shoes at their level. The audience’s inability to be a typical authority figure while watching a movie makes this film even more realistic and compelling. The lack of control makes viewers feel for and connect with the characters at a deeper level where we resist wanting to wake up from the “dream world” alongside Jake. Audiences step into the beautifully unknown yet highly imaginative world of Pandora where brilliant color and creativity appeal to almost every age group, as well as both men and women.

This inspiring film is sure to soar many audiences over the realm of unending possibilities in Pandora’s fantastical world. The music of flutes, drumbeats, and whistles seems to move simultaneously with the feelings and movements of the characters creating a very effective sentimental attachment between film and viewers. The characters’ trust, courage, and willpower cant help but capture audience’s hearts and tap at their emotions through Avatar’s spiritual journey. All of this combined makes Avatar a “must see” in theaters for the full experience. By the end when it appears to be machines versus nature, nobody is willing to give up. When the cutthroat battle is fought between both worlds where hope seems to be shattered, courage, faith, fearlessness, and determination emerge from dark destruction and surprise us all of what could happen next. This film’s fast-pace and motivating acceleration towards it’s conclusion is sure to have audiences gripping at their seats and still begging for more at the end.