I won't be asking for much if I said he should make it with recycled paper, no? *that's called putting magic on and under the microscope* *don't beat me*.
FilmmakerIQ.com is a great channel for both filmmakers and buffs to understand behind-the-scenes aspects of cinema. See if this aspect ratio one makes you want to tuck into other nuggets.
A few years ago, Aardman Studios, the guys who made the Wallace and Gromit films, made a film called Dot, with a tiny 9mm character playing the lead. The character, Dot, was created using a 3D printer, and the film was shot using a Nokia smart phone and a CellScope that is used by doctors to take blood samples of patients in remote places using a cell phone. This Making of video explains the process.
More recently, scientists at IBM made a film called A Boy And His Atom by moving and rearranging individual atoms on a magnetized copper plate viewed through a two-ton scanning tunnelling microscope that can magnify atoms a 100 million times. The boy in this film is 1/25,000,000 of an inch big and cannot be seen with a regular microscope. The film project is an aside of IBM's larger research to create the smallest and fastest possible memory chip for data storage. It demonstrates that one bit of information can be stored using 12 atoms, as opposed to 100 million atoms that our current magnets use in existing technologies. This Making of video explains the process.
From the time of the pinhole camera in the early 5th century, to our era of 3D and microscopic films, Film and Technology have crossed paths several times in their evolution and changed each other forever, while pretending to be orbiting different stars. The evolution of technology is as organic as that of life on earth, and our bond with them is irrevocable and one of mutual dependence; The fictional stories of films have enabled us to assimilate this fact into our real life, as naturally as possible. For instance, when we see a video of bots slipping into our world, it's less unnatural because we have been acclimatized to it by years of consuming science-fiction. It is as if we are experiencing fiction seeping into our reality! Now, I'd be just as unsurprised but excited (or terrified) if I inadvertently came upon a real tiger or a robot in the wild, or found myself flying to Neverland with Peter Pan one night to fight Pirates.
That's about the size of it!
IBM's Official page about the movie.
Writeup about about the movie by the filmmaker, Nico Casavecchia
Wired's article "The Star Trek Fan Art That IBM Scientists Created Out of Atoms"
NPR's article "Don't Miss The Premiere Of The World's Smallest Movie"
The Wiki page about the movie
Nokia also made the world's largest stop-motion animation called Gulp, using the same Nokia Smart Phone that they used to create Dot!
Wired has a three-part interview with William Gibson where he talks about a whole lot of things, from how sci-fi speculations about reality are almost always wrong (and how that's a good thing); to the pointless pleasure of learning how to fix antique watches; and the global spread of punk rock in the pre-internet era. Every time I read his interviews (here's another), he kindles my enthusiasm to pursue a hobby, and know a lot about one thing (anything), and at least something about everything. His conversations are always fascinating and can sustain in many living rooms.
In some ways, he shapes some of what I appreciate in popular and counter culture. Like him, I see science-fiction as being rooted in reality; and even when it is not, I like working out at what point it veers off from reality and takes an imaginary, somewhat realistic alternate path; and then I wonder what our lives might have been like if we had taken that path. Sometimes, we correctly speculate a future phenomenon (example 1, example 2), but may not be able to accurately predict the means we used to arrive at that phenomenon, because they don't always follow a linear path or happen by intention. It's like we choose a different right, from many possible rights! And then, even if some of the rights ultimately lead to the same end, the manner in which they do it becomes important and critical to determining the course of the future. It's like how Acetaminophen (paracetamol) and Ibuprofen both relieve pain, but they have two very different mechanisms of action, where in one sends a message to our hypothalamus and increases our threshold to pain, and the other inhibits the release of hormones (prostaglandins) that trigger pain, and encourages endorphins to flow freely and relieve pain. They therefore come with different side effects, which you want to keep in mind when you decide which one might suit your physical makeup. Likewise, the means to arriving at a phenomenon comes with its set of contingent properties, and they in turn trigger other actions, thereby unfolding many new paths that the future can possibly take off in.
Science fiction writers don't usually look to be accurate in their speculation, as much as imagine another reality, with a willingness to entertain the possibility of the impossible (eg: time travel, parallel universes, gene therapy, advanced AI, etc). However, nine times out of ten, my quest to figure out what is real, what will be real, what is speculative, and what is completely made up, ends up revealing how much more outlandish our reality is in comparison with some of the most outlandish science fiction there is! Few authors manage to break away from what has already been done and create new imaginary worlds. On the flip side, few outlandish things in reality seldom reveal themselves to us immediately, and when they do, they don't seem far out anymore. One such example in our real life is virtual reality, our more intangible counterpart-reality, which has allowed us to experience many realistic interactions and other benefits, and sometimes more realistic than in our physical world, but, it still ceases to be considered palpably real. It has a non-real, fictional component to it that is dependent on our imagination, and is therefore cheated of legitimacy. At the same time, it is so useful that we just can't wish it away.
I think of the virtual world's palpability as being analogous to Aerogel, or frozen smoke; the ultralight solid that is 96% air, and so light that if you hold it in your hand, you can barely see it or feel it. When you put a flower on top of the aerogel, the flower appears to have levitated; and if you suspend the aerogel over burner, with the flower on top of it, the flower won't go up in smoke and appears to defy nature! It supports 4000 times its weight, can withstand a direct blast from two pounds of dynamite;
There were online communities, and virtual worlds forty years before people began to reckon with Facebook and Second Life, and speculate how virtual worlds are affecting our lives. Even in the 1970s, people interacted with each other in fictitious worlds, each with their own subculture driven by both players' imaginations and evolving conventions that became solidified as more worlds evolved and more people became invested in them. But, before the mass of millions caught on to it and it was only limited to a mass of thousands, it became more popular in science fiction, so much that many believed it to be a speculation of the future. Even today, we think of virtual worlds as a present-day phenomenon that's still in its early stages, and are trying to understand how it might impact our life. And now this is reality because we don't know any other reality, and because it is a multiple-reality that we don't fully understand, we have extended our existentialist philosophies and world views to it.
In real life, there is a line between work and play that is clearly defined. Unless you are a sportsperson or an entertainer, and in fact, even if you are a sportsperson or an entertainer, a game is not the centre of your existence. However, in the virtual world the line between work and play is imaginary. Notwithstanding our biological needs, we can do almost everything in the virtual world that we can in the physical world, except here all real life implications happen under the pretext of a game, but can impact our lives just as they do in the physical world! We can run businesses that can make or break our economy, enroll in school, join a religious cult, socialize and play. The metaphorical game of life in the physical world is literally the game of life in the virtual world.
Summer Wars depicts how seamlessly integrated the virtual and real worlds have become. It is a visually explosive fictional drama based on reality. Every frame is like a spectacular painting, and it is only in that that it differs from reality; Such eye-candy is unfortunately in short supply in both our real and virtual worlds, but I can speculate that this caliber of aesthetic will soon take over at least our virtual world, for real.
A nitrate film burns at 17,000 feet per second. It produces its own oxygen and can't be put out with water. You can strongroom it to keep it safe, but, what is the point of keeping films locked up?
I think of cinema as a mandala, a visual scripture of time, that is evanescent and finite. The old melts away, often literally, like ninety percent of old films that are now lost forever. The few left too will buckle with age, or will never see an audience because they are being preserved in a temperature-controlled bubble.
Even if films are everlasting, our minds move on. Beautiful art forms within the medium are ritualistically destroyed every decade to give way to new forms. Vaudeville gave way to silent film, silent film to talkies; black and white to color, films to digital, and 2D to 3D. This transitory nature of cinematic mediums symbolizes the fleeting nature of art and life itself;
Luckily, there is no end to man's imagination. It knows no age or era! One may stop transforming cardboard boxes into forts, spaceships and playthings, but one never ceases to transport himself to different worlds. As he grows older, and acquires new abilities, he realizes those worlds in other ways. For a filmmaker, the camera is his cardboard box, a portal to any world that he only has to imagine to bring into existence!
In the early 1900s, cinema was a game with no rules. There was no one to say what was possible or not possible to do. Filmmakers seemed always to want to make the impossible possible. The silent era was not the era when sound synchronization was not possible, or when cinema did not mean itself to ever be sound-synchronized (several silent filmmakers were happy to upgrade or readapt their silent films to sound eventually). It was the era when filmmakers chose to entertain even without synchronized sound, and oftentimes with a live symphonic orchestra accompanying the visuals. “The mighty wurlitzers” could produce every imaginable sound effect, and musicians were as much film celebrities as the filmmakers and actors; And anyone who makes silent films today will tell you that the genre is far from primitive, and requires tremendous imagination to conjure up new and exciting ways to tell stories that are captivating. Silence was a new language, with a vast visual and expressive vocabulary that was evolving as filmmakers began to explore it through their works! Moreover, silent films offer a wide range of storytelling possibilities that can be deep and meaningful, or silly and ridiculous. And when the audiences took that leap of imagination with the filmmakers and accepted the filmic world, cinema became an obsessive new art form!
There was a lot that was being tried in the early 1900s. In fact, 3D films were pioneered and patented by William Friese-Greene in the late1890s, where in two films were projected at the same time to create a 3D illusion when watched through a stereoscope. Harry Fairall made the first commercially successful 3D film in the 1920s; The Lumière brothers used 3D processes to shoot several scenes in their films, including one as early as 1903. Georges Méliès created a camera so that he could shoot on both European and American film reels at the same time, and when used together, both films created a 3D effect. Of course, production costs meant bigger experiments in 3D cinema would have to wait till the 1950s, when it made impressive headway, and several 3D films entertained a sizeable audience!
Even in the early 1900s, filmmakers began to dream of color cinema. In the 1910s, D.W. Griffith used a number of colors to tint each scene in his movies to complement the moods in his scenes, and he later invented a lighting system in which colored lights flashed on different areas of the screen to achieve the desired effect.
And almost simultaneously as the beginnings of cinema, came the use of visual effects and animation. In the 1890s just as cinema was born, Georges Méliès used stop tricks, made time-lapse videos, used dissolves and creative transitions, multiple exposures, and handpainted color. Several others used moving painted backgrounds and miniatures to depict worlds that didn’t exist! In the 1920s, Dziga Vertov was already making visual poetries full of animation and special effects, by manipulating film and transforming reality.
Even as cinema was being born, no one thought it would remain forever silent! So when I see The Artist, I see a charming film that I absolutely love and will watch over and over again. But, while it pays homage to the silent era, like the "simplicity" of good old cinema, and the charming romantic stories, the tragedy that befell silent artists, it does not fully represent the rich realities of that era from a historic point of view; There was nothing simple and innocent, or silent about 1920s cinema!
In fact, when one looks at the way The Artist is shot, one sees that it candidly pays homage to films made over four decades; which is what I enjoyed about it! You see it inspired by Hollywood as a whole, and by everything wonderful that each era has to offer. For instance, it uses the old square-screen format; is shot at 22-frames-per-second to quicken action (which is somewhat accurate of the 1920s, although typically they used a quicker frame rate, until the advent of sound); it has gorgeous art deco sets (which came to Hollywood only in the 1930s and 40s); and the acting, title cards, and music capture the spirit of the 20s era (even though the music used in the film was composed in the late 1930s).
And, if you have seen the old 1920s films, you can tell that this one is not dredged up from that era. The quality of the visuals is implausibly pristine, since it is not shot using black-and-white film but high quality color film from our era; the camera angles, editing and lighting styles are evidently inspired from films in the 30s through 60s. And yet, it all comes together and makes a movie that ultimately pays homage to the late 1920s silent films in a way that both neophytes and buffs can fall in love with! And in not being accurate, it (albeit unintentionally) captures the experimental spirit of the 1920s; which was an era forgiving of deception! When you think of it as a 21st century filmmaker's love letter to the silent era, The Artist is by far the most beautiful love letter a man of the future has written to the past!
This is an issue close to my heart. Visual effects artists literalize the magic of cinema. The demand for them is overwhelming in the industry, and yet, VFX shops are struggling to keep afloat and artists are barely making ends meet. Realism is the life of the artists making fantasies.
I urge you to type "VFX Protests" in your favorite search engine and read about the struggles of my favorite people. Here's a start: A Wired Article.