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SARAH ATKINSON
University of Brighton
Stereoscopic-3D
storytelling Rethinking
the conventions, grammar
and aesthetics of a new
medium
ABSTRACT
KEYWORDS
The film and broadcasting industry is currently at a very exciting and key defining
moment in its evolution: the much heralded third age of Stereoscopic 3D (S3D). This
current resurgence sees a proliferation of S3D film cinema releases, new S3D television
channels, live S3D coverage of sporting events and S3D viewing technologies becoming a viable and affordable option for the home viewing experience. This provides a
timely context in which to re-examine and re-evaluate Stereoscopic 3D in an academic context. Film and cinema studies have evolved significantly in the past century
in their responses to the two-dimensional film-making medium; its production techniques, storytelling capabilities and audio-visual narrative devices. We are now at
the precipice of a pivotal moment in film-making and cinema history, which calls for
new ways of thinking about and articulating this new form of visual storytelling. This
article maps the development of S3D fictional film-making, its technologies, its physiological effects, the discourses that have surrounded it and the division of industrial
opinion that currently concern its future. Interwoven with commentary and reflection
from industry practitioners, the article also investigates some contemporary examples
stereoscopic 3D
film-making
stereoscopic 3D
cinema
stereoscopic 3D
storytelling
stereography
Holographic 3D
depth cues
depth scores
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INTRODUCTION
This latest iteration of S3D content has a long history of cinematic antecedents,
most notably within film in the 1950s and the subsequent resurgence of the
technology in the 1980s. The films from these eras were characterized by
their gratuitous effects and gimmickry, and as such failed to launch or significantly advance the form as a result. But historically, there has always been a
sense that S3D film would prevail in the end. Writing in 1968, Limbacher
proclaimed
The dramatic possibilities of 3D have yet to be genuinely explored by film
artists, who have been limited to throwing things out into the audience,
making them more irritated than involved. When depth can be used to
involve rather than to assault the viewer, it will be a most welcome addition to the art of film. When the viewer can see a situation unfolding in
another room with a complete naturalness of spatial dimension, it will
become difficult for him to disassociate himself from the scene and there
will be little doubt that he will derive more pleasure from the scene on
screen.
(1968: 19192)
As technologies have advanced, viewers have indeed begun to experience the
immersiveness within a fictional scene that Limbacher describes, not just at the
cinema, but also on the smaller screen of the television set. Research into this
area has progressed significantly; IJsselteijn, De Ridder, Hamberg, et al. (1998:
207) investigating the effects of 3DTV states that, the boundaries between
observer space and display space become blurred, supporting an illusion of nonmediation. Up until now, they claim that the concept of presence, or the sense
of being somewhere in space and time, has to date largely been applied to
describe the users experience when interacting with advanced media interfaces
such as virtual environments (IJsselteijn, De Ridder, Hamberg, et al. 1998: 207).
Twelve years on from this research, and in the past year, the first 3DTVs have
been released onto the market alongside specialized 3D BluRay Players and
subsequent 3D BluRay film releases. Most mainstream Cinemas had already
invested in the previous two years in the installation of S3D projection equipment. The medium of S3D film-making, and its associated modes of production
are frantically catching up in order to exploit these new delivery platforms and
their subsequent audience reception
This article aims to map the developments of S3D fictional film-making
to date; the technologies, the cinematic apparatus, the evolution of filmic storytelling and the possibilities afforded by spatialized film-making in the third
dimension. It will explore the emerging aesthetics and new visual grammar,
and investigate the central problem of its reception, which is currently dividing both industry and academic opinion. By drawing on both industry practices
and film theory, the articles aims are twofold: to look towards evolving new
techniques of filmic storytelling whilst developing new critical understandings
and articulations of the form.
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can occur. However, in some cases, where the convergence point requires the
interaxial distance to be much further apart than is humaly possible, that is,
when the action is much further away in the distance, the viewer experiences
effects known as dwarfism and gigantism. This can be experienced in the
case of live football coverage, in which the players are a long distance away from
the camera; they appear miniaturized, or dwarfed, in relation to their environment. This is the result of the cameras (and therefore the eyes) being pushed so
far apart; it is as if they were positioned on the face of a giant. Such effects can
clearly be avoided in fiction film production where there is much tighter control
over the set.
In the reception and viewing of S3D content the two separate outputs from
the cameras are overlaid onto the same screen space. The audience members
need to wear special glasses in order to separate the images out so that each eye
views the different image. This has been achieved by using stereo technologies
such as Anaglyph or Polarising. In the case of anaglyph, one lens of the glasses
is red, and the other blue, (or in some cases the combination has been red and
green or red and cyan). Two projectors are then deployed to project and overlay
the two separate image streams onto a single screen. The anaglyph technology
produced images of substandard quality, and bad colour reproduction, since red
was filtered out of view from the right eye and blue/green or cyan was blocked
from view of the left eye. Moving image technology for S3D projection was
developed in the 1930s and the polarizing technology that is in use today was
invented by the Polaroid company in 1937. Dual film projectors were deployed
with polarizing filters, which filtered out horizontal and vertical beams of light.
The audience members wore glasses with matching polarity. This technology
meant that full colour reproduction could be achieved, but that a viewers head
movements were very limited. If they were to tilt their head at an angle, the
horizontal and vertical beams of light would be misaligned and the stereoscopic
effect would be lost. These technologies financial and economical constraints
added to the production budget since double projection needed to be installed
in the cinema.
The superiority of todays viewing technology is a result of the circular
polarizing technology. Real-D are the current market leaders in this technology,
which requires only a single projector with a specialist filter but also a specialized silver or metallic screen upon which to project. Audience members wear
the specialized glasses with polarizing lenses, and are able to tilt their heads in
any direction without the loss of the 3D effect.
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an increase in ticket prices; and both required a rethinking of creative filmmaking techniques such as production design, cinematography,
production pipeline issues, and acting style.
(2007: 519)
If we are to believe that we are at a comparably significant moment in cinematic
history, just the shift to digital projection itself, then there is a definite need
to document and track these developments as film-makers start to use and
experiment with this technology.
In the 1950s, at the same time that S3D was being developed, every Hollywood studio also had its on widescreen dimension process; these included
CinemaScope, VistaVision, SuperScope and Technorama. As Lipton stated:
CinemaScope prevailed in the 1950s, because its movies could be projected
by adding a new lens to the projector (and a bigger screen), rather than
the multiple machines required for Cinerama or 3D. The introduction of
CinemaScope initially halted motion picture fluidity. Suddenly, cutting
slowed down and film composition became locked to the proscenium
arch. The dynamism of the cinema was lost for a short period of time
until filmmakers adjusted to the wide aspect ratio.
(2007: 521)
This observation can also be paralleled to the current use of S3D in which filmmakers and directors are uncertain of its capabilities, and how to make the best
narrative use of the new dimension. This was echoed by commentators of the
time regarding the dimensions of extreme widescreen. There were claims that,
the extreme edges of the screen are virtually unusable (Chabrol and Rohmer,
in Barr 1963: 9). Although Barr points to a number of examples of horizontal
effects, whereby the full scope of the frame is utilized by the director through
on-screen action and elements of mise-en-scne. He states that the more open
the frame, the greater the impression of depth: the image is more vivid, and
involves us more directly (Barr 1963: 9). It also enhances the effect of lateral
movement (Barr 1963: 10). As Zone noted:
For a brief time, Hollywood filmmakers worked with the expanded narrative palette of 3-D on the luminous canvas of classics Hollywood
(19391951) with greatly varying results just as that era was ending. Cinemascope signaled not only the demise of 3D movies but also the end of
the classic studio era of sound film production in Hollywood.
(2004: 216)
The lack of investment in S3D projection in the 1950s and the complications of
synchronizing two projectors together in order to satisfactorily screen the films
led to a halt in its development and evolution.
When discussing the current wave of high-quality and technically accomplished S3D cinema content, it is perhaps more appropriate to think of IMAX
as its precursor as opposed to the technically and unsatisfactory cinematic 3D
experiences of the 1950s and 1980s. IMAX, a large-format film company was
first introduced in 1970, and since its inception, has tended to have an educational and documentary emphasis in the high-quality content that the company
portrays as being synonymous with its brand. Standard mainstream cinemas
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and IMAX have actually been converging for some time through the IMAX
digital media remastering (DMR) process, which enables 35mm film prints to
be up-converted to the IMAX format.
It has been noted that the cinematic experience of IMAX 3D compared
with that of standard cinematic 3D is markedly different. Rob Engle from Sony
Pictures Imageworks contrasts these experiences and asserts that the IMAX is
much more immersive as you cannot see the edges of the screen as you can
do in a multiplex cinema its literally as if you were looking through a window and experiencing a deep world [. . .] IMAX will feel like youre more in the
world, and multiplex Real-D will feel like youre watching the world (in Westman 2006). The emphasis on the realness of S3D imagery is a key discourse,
which has shaped its development and deployment within the cinematic realm,
as well as informing the key debates that it has provoked. Harpole has stated
that
for Bazin, cinema is best when it closely imitates his vision of what the
real world is like. This realist/idealist stand thus affirms the quality of the
long take since it presents the world in all of its visible continuity, and
of deep focus which allows all of the things to be clearly seen through
this window on the world that is the cinema screen.
(1980: 11)
When discussing S3D, Mendiburu has celebrated its potential in supporting
fictional storytelling. He states that by reducing the effort involved in the
suspension of disbelief, we significantly increase the immersion experience
(Mendiburu 2009: 3). However, the realist standpoint has been countered by
commentators such as Kroeker (2010: 14) who has stated: one of these issues
is how the human brain perceives simulated 3D differently from how it perceives the natural world. The shortcomings of the form will be discussed in
more depth towards the conclusion of the article.
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film, its style, feel and staging was that of a theatrical play (the script was an
adaptation of the successful stage play of the same name written by Frederick
Knott in 1952). There were many instances of objects inhabiting the foreground
dimensions of the screen, the aesthetics of which could be likened to the flats
on the wings of a theatres stage. These objects included a lamp, a flower vase
and a keyhole. All action was framed within the style of a proscenium arch.
This was quite an unconventional use of the form given that all other examples of the time were using the techniques of throwing images out into the
audience. In the case of Dial M for Murder, these foreground effects, which
inhabited the negative parallax area of the screen, were saved to heighten the
effect of dramatic moments in the plot such as the hand of the character played
by Grace Kelly reaching out of the screen as the murderer attacks her, and
the door key being passed out of the screen, which is an object of narrative
significance within the plot.
In the 1980s there was a reoccurrence of S3D films using the anaglyph
technology. The gratuity and gimmickry of protruding imagery in negative parallax persisted in releases such as Jaws 3D (Alves 1983) and Friday the 13th 3D
(Miner 1982). Again, this period of mainstream S3D activity was short lived;
the unsatisfactory quality of the technology and also the content that exploited
it was yet to shake off its cheap reputation as a fad, and a novelty.
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and also deeper into his own psychological self-discovery. Each of these examples relies wholly or heavily upon CGI content, thus limiting the discussion
of their production techniques and principles that are afforded by live action
films. The films also share the fact that the exploration of the new technology
of S3D is intrinsic to the films narrative and is therefore reflected thematically in the film. The stories are all centred upon the exploration of a particular
environment or world by the key protagonists. That is not to reduce these
examples purely to this single denominator; of course there are also further
plots, subplots and character development.
Further experimentation with the medium is apparent in the example of
Street Dance 3D (Giwa and Pasquini 2010), since it is all live action. The film is a
UK production, based on the creation of a theatrical window into a performing
world. In this example, we see a return to the staged approach of film-making
as previously discussed in the case of Dial M for Murder. As Cutting notes:
Other notable recent independent S3D films include The Foundling (Cokeliss
2010), The Mortician (Roberts 2010) and Creeping Zero (Behl 2011), which are
all also live action. If the former, commercial examples were characterized by
their intrinsic focus upon the fictional CGI environment, these examples are all
focussed upon the exploration of character and plot through the creative use of
S3D.
The Foundling is a captivating short film about the abandonment of a human
unicorn. The story is set within a traditional travelling circus where the child
grows up to become a performer in a sideshow. There are a number of striking S3D visual effects that inhabit the negative parallax, for example, a ball is
thrown through the coconut shy and out of the screen, a knife thrower also
throws a knife out into the cinema space. As an adult, the man/unicorn is
momentarily reunited with his mother. This engaging and emotional encounter
is conveyed and communicated through the aesthetics of the S3D. Longer
lenses are used to set depth and to accentuate distances between the characters. Within the example of The Foundling, the S3D is successfully used as a
narrative device, accounting for the fact that there are only six lines of spoken
dialogue within the film.
The Mortician is a feature-length psychological drama, an urban noir, in
which the central protagonist embarks on a cathartic journey. The film is characterized by its mood, and incredible intensity which are both accentuated by
the lighting, sound and S3D. The detailed sequence of the main character stuffing a clients pet dog is depicted through a series of detailed tableaux, with no
dialogue or voice-over. Similarly, in a high-action chase scene, the story is told
through a series of accomplished S3D shots, which use both foreground and
background vistas to great effect.
Creeping Zero is a science fiction narrative, which is currently in the form
of a 10-minute short film pilot, and an adaptation of Jeff Noons novel of the
same name. The final feature film is yet to be completed, but the creative use of
S3D in this example is most notable in its use of special effects. These include
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motion blurs, which inhabit and move dynamically through the z space of the
shots.
These films have key tropes in common; the first most notable observation
is in their use of the sound track, and the fact that there is minimal dialogue.
The directors all rely heavily on the visual aspects as the main mechanism by
which to convey the story, and the characters emotions and relationships. The
shots contain much more foreground and background detail in which we are
immersed in the beauty and detail of their construction and their rich visual
imagery. They also tend to be held on-screen for longer periods of time, encouraging a prolonged indulgence with the image. This in turn could be seen to
inhibit audience engagement with the characters, since we are constantly presented with vistas and tableaux, and the use of the close up (CU) and the
extreme close up (ECU) are limited. In order to counter this potential character
disengagement, Neuman states that we might increase the depth until we get
a nice, round, full character for an emotional beat. A second literal metaphor
we use is equating emotional separation to depth (in Robertson 2008: 16).
An alternative solution to the problem of the distance that the audience
may feel between themselves and the characters is through the placement of
a floating window. That is a black frame created and composited in negative
parallax space around the edge of the cinema screen, thus changing the perceived location of the theatre screen. This allows the image, and therefore the
character to be brought forwards into the space and the minds of the audience.
As Gardner states:
They thought that the window changing so much would be too distracting to the audience [. . .]. The discovery of Dynamic Floating Windows
suddenly opened this whole range of possibilities for 3D storytelling. It
gave us the ability to get rid of all the window violations, and gave us a
tool for dynamically controlling how we use depth in a scene.
(2009: 14)
Similarly, visual issues that are caused by the edge of the frame are known in
the industry as window or edge violations this is an uncomfortable visual
experience caused by an object in negative parallax space being cut in two by
the edge of the frame. All objects in negative parallax have to be framed in their
entirety to avoid this problem.
Such creative solutions exemplify the experimental nature of the medium
and the exciting transitory period that this technology currently inhabits.
Through trial and error, experimentation and risk-taking, the medium is
beginning to take shape, developing its own ways of working, establishing its
taxonomies of terminology and to setting its boundaries and limits.
Currently, so much of the discussion and experimentation centres on the
visual characteristics of the medium. Very little attention has been afforded to
the sonic aspects of the form; and whether and how these will evolve alongside.
The attention afforded to the sound design in the previous three independent
film examples that were discussed were characterized by minimal use of spoken dialogue and the use of voice-over and music. Audio equivalents to visual
depth cues can and have been carried by a complex surround sound track, and
diffused sound fields that are created using the surround sound system within
the cinema. Chion (1994: 150) referred to this sonic arena as the superfield,
that is
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CLOSING COMMENTS
There is clearly much research to be undertaken and many challenges to
overcome, particularly in relation to the convergence point anomaly and its
related undesirable physiological side effects. Some believe that this will only
be resolved through the introduction of full holography, that is, Holographic 3D
(H3D). Paul Forrest, a Director of Photography and steadicam operator, states
One of the most dramatic changes H3D brings about is the functionality,
which allows several users watching the same set to focus on different
scene points concurrently. The easiest way to imagine this is to think of
the difference between viewing a film versus being at the theatre. With
the viewer having total control over what they actually focus on is one
thing but the subtlety of H3D is that when each viewer picks their point
of focus in the scene, the rest of the scene naturally blurs much the same
as it does in the real world.
(High Definition Magazine 2010: 33)
This innovation, which is currently in development, according to industry insiders is eight to nine years away from commercial inception (High Definition
Magazine 2010: 33). Questions are raised regarding the fact that what we gain
in the quality of vision and the amount of visual information that is carried
with these media, we may well be losing in the imagination and the emotional
engagement of the audience. When all visual elements are displayed on-screen,
the characters, the locale, the elements of the set and, for longer periods of
time, the director faces many challenges. The techniques that were previously
deployed to exploit the power of suggestion and implication have been irreversibly altered. Is the gratuitous characteristic of S3D even in its subtlest sense
so intrinsic to the medium, that it becomes unavoidable?
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The huge investment by the film and cinema industries in both S3D acquisition and projection technologies is a clear indication that it is here to stay
(Hancock, Damaschke, Costeira, et al. 2010: 32) for the time being at least,
judging by the major new cinematic releases that are to come this year and
beyond. What is also clear is that the field of S3D film-making, its techniques,
principles and practices are yet to be fully defined and explored. They are in
their infancy; and we face an exciting and pivotal moment in the study of film
and cinema.
The possibilities of 3-D are endless and they will become a permanent
part of all films sometime in the future. Of this there is no doubt. All that
is needed is the man to solve the depth equation.
(Limbacher 1968: 192)
Stereoscopic 3D is the latest addition to the ever-expanding palette of tools at
the film-makers disposal, which also include sound design, surround sound,
colour manipulation, grading and special effects. S3D clearly affords further
creative opportunities in an already sophisticated audio-visual medium though
I would argue that it should remain at the discretion of the director, as to
whether it is an appropriate tool for the story that is to be told.
As the technology is further refined allowing the creative and artistic application to be extended, industry insiders predict that in the not-so-distant
future, all films will be produced in S3D to the point where there will no longer
be a need for the 3D suffix in the films title. Subscribing to this position will
mean that we will soon be looking back nostalgically at two-dimensional flatties, which will take their place in the evolution of cinema as an outdated and
historic mode of production.
REFERENCES
Aja, Alexandre (2010), Piranha 3D, Dimension Films, USA.
Alves, Joe (1983), Jaws 3D, Universal Pictures, USA.
Anderson, J. D. and Anderson, B. F. (2005), Moving Image Theory: Ecological
Considerations, Carbondale: Southern Illinois University Press.
Barr, C. (1963), CinemaScope: Before and after, Film Quarterly, 16: 4, pp. 424.
Behl, Goldie (2011), Creeping Zero, Dan Films, UK. http://www.danfilms.com.
Accessed 10 January 2011.
Cameron, James (2009), Avatar, 20th Century Fox, USA.
Chion, M. (1994), Audio-Vision: Sound on Screen, New York: Columbia University Press.
Cokeliss, Barney (2010), The Foundling, RSA Films, UK. http://www.cinema.
philips.com/gb_en/index.html. Accessed 10 January 2011.
Cutting, J. E. (2005), Perceiving scenes in film and in the world, in J.
D. Anderson and B. F. Anderson (eds), Moving Image Theory: Ecological
Considerations, Carbondale: Southern Illinois University Press.
Docter, Peter (2009), Up, Walt Disney Pictures and Pixar Animation Studios,
USA.
Egbert, R. (2011), Robert Egberts journal: Why 3D doesnt work and never will.
Case Closed, http://blogs.suntimes.com/ebert/2011/01/post_4.html. Published 23 January 2011, Accessed 25 January 2011.
Fleming, Victor (1939), The Wizard of Oz, Metro-Goldwyn-Mayer, USA.
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SUGGESTED CITATION
Atkinson, S. (2011), Stereoscopic-3D storytelling Rethinking the conventions, grammar and aesthetics of a new medium, Journal of Media Practice 12:
2, pp. 139156, doi: 10.1386/jmpr.12.2.139_1
CONTRIBUTOR DETAILS
Dr Sarah Atkinson is principal lecturer in broadcast bedia at the University
of Brighton, UK. She is also an audio-visual arts practitioner, undertaking
practice-based explorations into new forms of fictional and dramatic storytelling in visual and sonic media. She is particularly interested in multi-linear
and multi-channel aesthetics, her own multi-screen interactive cinema installation Crossed Lines has been exhibited internationally, as has her surround
sound and hypersonic installation auditoryum (a collaboration with Marley
Cole).
Contact: Sarah Atkinson, University of Brighton in Hastings, Havelock Road,
Hastings, TN34 1BE, UK.
E-mail: s.a.atkinson@brighton.ac.uk
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