Investment Chart Kondratiev Wave

Investment Chart Kondratiev Wave

Sunday 3 January 2010

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http://www.nytimes.com/2010/01/03/movies/03dargis.html MANOHLA DARGIS
Published: December 30, 2009

HOW much our world of moving-image entertainment has changed in the past decade! We now live in a world of the 24-Hour Movie, one that plays anytime and anywhere you want (and sometimes whether you want it to or not). It’s a movie we can access at home by pressing a few buttons on the remote (and agreeing to pay more for it than you might at the local video store) or with a few clicks of the mouse. The 24-Hour Movie now streams instead of unspools, filling our screens with images that, more and more, have been created algorithmically rather than photographically.

And yet how little our world of moving-image entertainment has changed! On April 14, 1896, The New York Times ran an article with the exciting if cryptic headline “Edison’s Latest Triumph.” The triumph was the Vitascope, a machine that “projects upon a large area of canvas groups that appear to stand forth from the canvas, and move with great facility and agility, as though actuated by separate impulses.” A proprietor of the music hall where the Vitascope was shown off said this machine would reproduce “scenes from various successful plays and operas of the season, and well-known statesmen and celebrities,” adding, “No other manager in this city will have the right to exhibit the Vitascope.”

Today, even when digital, our movies are still filled with celebrities and scenes from successful plays (and books and comics), and the owners of image technologies continue to hold on to their exclusive rights ferociously. Edison didn’t invent the Vitascope, but that’s another story. The story I want to tell here does involve him. But first I want to fast-forward to a recent night when, at a movie theater rigged for 3-D projection, I saw James Cameron’s “Avatar” with an audience that watched the screen with the kind of fixed attention that has become rare at the movies. True, everyone was wearing 3-D glasses, which makes it difficult to check your cellphone obsessively, but they also seemed captivated.

When it was over, people broke into enthusiastic applause and, unusually, many stayed to watch the credits, as if to linger in the movie. Although much has been made of the technologies used in “Avatar,” its beauty and nominal politics, it is the social experience of the movie — as an event that needs to be enjoyed with other people for maximum impact — which is more interesting. That’s particularly true after a decade when watching movies became an increasingly solitary affair, something between you and your laptop. “Avatar” affirms the deep pleasures of the communal, and it does so by exploiting a technology (3-D), which appears to invite you into the movie even as it also forces you to remain attentively in your seat.

“Avatar” serves as a nice jumping-off point to revisit how movies and our experience of them have changed. For starters, when a critic calls a new release “a film” these days, there’s a chance that what she (and you) are looking at wasn’t made with film processes but was created, from pre-visualization to final credits, with digital technologies. Yet, unless a director or distributor calls attention to the technologies used — as do techno-fetishists like Michael Mann and David Fincher, who used bleeding-edge digital cameras to make “Collateral” (2004) and “Zodiac” (2007) — it’s also probable that most reviewers won’t mention if a movie was even shot in digital, because they haven’t noticed or don’t care.

This seems like a strange state of affairs. Film is profoundly changing — or, if you believe some theorists and historians, is already dead — something that most moviegoers don’t know. Yet, because the visible evidence of this changeover has become literally hard to see, and because the implications are difficult to grasp, it is also understandable why the shift to digital has not attracted more intense analysis outside film and media studies. Bluntly put, something is happening before our eyes. We might see an occasional digital artifact (usually, a bit of unintentional data) when a director shoots digital in bright light — look for a pattern of squares or a yellowish tint — but we’re usually too busy with the story to pay much mind.

You can get lost in a movie, or so it seems, and melt into its world. But even when seated third row center and occupying two mental spaces, you understand that you and the movie inhabit separate realms. When I watched “The Dark Knight” in Imax, I felt that I was at the very edge of the screen. “Avatar,” in 3-D, by contrast, blurs that edge, closing the space between you and the screen even more. Like a video game designer, Mr. Cameron seems to want to invite you into the digital world he has created even if, like a film director, he wants to determine your route. Perched between film and digital, “Avatar” shows us a future in which movies will invite us further into them and perhaps even allow us to choose not just the hero’s journey through the story, but also our own.

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