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2002, Vol. 13, No. 2, pp. 7182 Swets & Zeitlinger
Abstract 1. Introduction
The article explores the spatial practices of film in As the technical difficulties of delivering filmic
order to better understand the design of digital in- imagery on interactive devices are overcome, the
teractive media. The criteria used in the design and problems raised by combining such imagery
selection of the film image are discussed and a with interaction become more obvious. Though
novel view of film as a pragmatic and highly eco- film, whether conceived in terms of classical
nomical form of picture-making is proposed. The Hollywood or other cinema, has proved a
difficulties are highlighted of simply transferring such remarkably powerful medium of expression,
imagery to an interactive context, but it is argued how helpful is it to adopt filmic practices for
that the same guiding principles can be applied in interactive media? By analysing films methods
the newer medium. It is suggested that the demands we might be able to identify practices which we
of visual interaction are leading to the development can borrow and reapply in the newer medium;
of new pictorial modes, but that much work remains suggestions in this regard have been made by
to be done. In particular it is proposed that the ma- Persson (1998), Boyd Davis and Athoussaki
ture expressivity of traditional film is a goal to which (1999) and Clarke and Mitchell (2000), among
designers of pictorial interactive media should as- others. But more fundamentally, by determining
pire. the criteria which have given us films pictorial
language over the past hundred years, we can
increase our understanding of the guiding
Keywords: computer games, film making, film principles of depictive media and perhaps
space, interactive media reapply those principles to newer forms.
Rather than proposing specifically
cinematic lines of development for interactive
media, the argument presented here tends to
liberate rather than constrain: we cannot easily
foresee those visual practices which subsequently
become defining characteristics of a medium or
genre and we should experiment freely, as film
pioneers have done.
2. Picturing
It is assumed in what follows that there are two
broad approaches to depiction which can be
regarded as extremes of a range. One aspires to
efface itself, to seem transparent to what is
depicted; it has been conceived in terms of the
Boyd Davis
Digital Creativity, Vol. 13, No. 2
Albertian window (Elkins 1994 4562), or as Armes points out, this is a source of their
operating without a code (Barthes 1977 17). aesthetic pleasure (Armes 1994 48). Wollheim
The other thrusts its pictorial nature before the (1987) and Podro (1998) have shown how this
users attention: examples abound from the is the case for painting too, emphasising the
paintings of the Cubists to the films of interplay between awareness of the depiction
Greenaway. It is assumed here that this polarity and the depicted.
will continue in digital media and that an What does it take for a pictorial technol-
important goal of many digital interactive ogy to seem transparent? It is not simply a
artefacts will be to seem transparent to the matter of making the depiction more like the
subject matter they present. There is an old optical stimulus of an actual scene. Film-
controversy over the relationship of depiction to making, even when it aims to evoke a sense of
vision which concerns the artificiality or effortless access to what is depicted, employs
otherwise of perspective (for example Panofsky pictorial strategies which have little basis in
1925/1991, Edgerton 1976, Ivins 1938/1975, natural vision. Often, the viewer mistakes
Crary 1990), but what matters here is not the demonstrable artificiality for naturalness, and it
truth-status of one technique or another, as is important to ask why. Techniques which are
whether the viewer in a particular culture is or is taken to be natural now may have been per-
not strongly aware of the mediation. Bolter and ceived as artificial when they were new. This is
Grusin (1999) seem to regard digital media as clearly relevant to the design of any new media,
outside history in this regard. Though they because if artificial techniques can be used to
accept the dichotomy between transparent and construct an apparently natural sense of seeing
remediating media (those which work princi- in an existing medium, it follows that novel
pally by referencing other media) they seem to techniques can be employed to solve the
believe that digital media will never acquire the problems particular to new technologies, and
transparency of their precursors. There seems that, if they are rightly used, these new tech-
little evidence for this ahistorical view: already niques too will come to seem natural: users will
computer games, virtual environments and come to see through them.
many other forms of computer graphics aspire
to suppress as far as possible any sense of their 3. Depiction in film
own mediation. There is surely more evidence
for the view of Murray (1997 26): If digital art Many writers, conceiving the spatial representa-
reaches the same level of expressiveness as these tions of film in terms of realism (usually without
older media [print and film], we will no longer defining clearly what this might mean), puzzle
concern ourselves with how we are receiving the over what it is that the viewpoint represents. At
information. Nevertheless, while some depic- times Bazin (1967 46) considers realism as
tions aspire to be taken as unencoded represen- having an unproblematic relation to the scene:
tations and others have an overtly presentational we know what scenes look like and film should
quality, it is important not to be simplistic about look the same. The depictive strategies by which
this distinction, and avoid the position taken for film evokes a sense of seamless vision have
example by Allen (1995 82 passim) and others proved so effective that even experienced film
that film spectators forget that they are watching theorists have tended to write as though the
a film. Clearly this is hardly ever the case: film cameras viewpoint were analogous to a situated
viewers are well able to think two apparently eye (Silverman 1983, Aumont 1989), an
incompatible things at once, experiencing both a invisible witness (Bordwell 1985 54). Even
present reality and a constructed artefact, and as Currie, dismissing the various attempts to posit
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Narrative and drama are crucial determinants Gance was ordered by an executive of his film
in Bordwells words (1985 50): Hollywood company in 1913 not to use them (Brownlow
cinema subordinates space to narrative causal- 1968 524). There is a difference between a
ity. Bann notes how viewpoint and organisa- technique being unproblematically realistic and
tion in painting combine together to offer the its coming to seem natural through a process of
optimum visibility of the various elements and acculturation.
the optimum comprehensibility of the situation The information value of a shot is
(Bann 1987 88) and film is organised according contextual: a shot may offer little information
to the same pictorial principles. Whereas in the seen alone, but in a sequence may provide what
space of a single picture this might or might not Hochberg (1987 607) calls the answer to a
imply some kind of realism, in film considered visual question. In a typical classical fiction film
over time it certainly does notat least not in scene, when Vivien Leigh falls down stairs in
any straightforward sense. Gone with the wind (Fleming et al. 1939), six
Film technique is used to achieve both camera positions are used in eleven seconds,
affective and informational expressivity at one each providing the optimal view when seen in
and the same time: a camera-angle can be used context. Quite apart from its affective qualities it
to provide a certain kind of information about can be regarded as the most informationally
the action and at the same time to set up a expressive articulation of the event and the
relation between the viewer and the scene, such reactions of the participants. Patently there is no
as looking up at a dominant character. Affect position which could be adopted by an actual
and information are intimately bound together, observer situated in the staircase scene which
and the informational aspectsuch as what is would yield these views. Editing is here not the
shown whenis as important to the viewers omission of the irrelevant but the provision of
engagement as any overtly affective content. The the psychologically necessary. Again it must be
optimal view is, crudely, that shot which gives in noted that editing too was considered problem-
context the greatest information, and which atic at first (Musser 1991 3934), especially
therefore is the shot which the viewer most when using straight cuts (Bottomore 1990 105)
wants to see. Indeed, following Carroll (1996 or where changes of scale were involved (Tsivian
125138) we could say needs rather than wants, 1990 251).
given our compulsion to discern what others are Making the camera viewpoint behave as
thinking and intend to do. much as possible like an eye does not give the
For a given situation in the narrative, no strongest sense of natural access to the depicted
single viewpoint is likely to fulfil the require- world. In a 30-minute Steadicam1 sequence
ment: hence the close-up, for example. Furnham comprising all of Act Four of La Traviata (Griffi
(1999 55) suggests that the rationale for the 2000) the opening view roams in close-up across
close-up of an individual character is that it is details of the characters hands, medicine bottles
equivalent to a component of live theatre and bedclothesin conventional filmmaking
missing from film, namely stage presence (a this deprecated technique is nicknamed
criterion of affective expressivity), but a more hosepiping (Callaghan 1973 70). One might
prosaic explanation is that close-ups simply have thought it would present a convincing
provide better information about the actors imitation of natural vision, but though it may
expressions. Film history is instructive here: arguably resemble the input to vision, it notably
Brownlow documents the difficulties which fails to seem like looking. Later in the sequence,
early audiences experienced with close-up views Violetta points to a drawer where her money is
of faces (Brownlow 1968 98) and recounts how kept. The conventional approach would be to
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vision allows many possibilities to be exploited. the case that film has liberated itself from that
However, there has not been a simple tyranny while at the same time managing to be
incrementing of techniques: many which have taken as natural, a remarkable double success
been invented have subsequently been ex- (though not in Greenaways terms).
punged. The rationale for this purging is as
important to interactive media as the techniques 6. From film to interactive media
which have survived.
Though space is treated cavalierly by the The interactive digital medium is not a single
film-maker in the interests of authorial narra- genre, but a technology, or set of technologies,
tive, the classical fiction film aspires in general supporting multiple (albeit emergent) genres. In
to seem like natural vision. Part of the evidence this sense it is like television, or like publishing,
for this lies in the historical elimination from more than it is like film, since in film one
the genre of spatial practices which excessively genrethe classical fiction filmdominates.
draw attention to the fact of representation. The spatial practices adopted by multimedia
These include the use of split screen, frontal genres are diverging and will continue to do so:
views, orthogonal camera movements, superim- elsewhere I have categorised seven different
position and symmetry. For example, whereas in spatial usages in interactive media, and no doubt
some genres it is acceptable to solve the problem more could easily be discerned (Boyd Davis and
of showing both detail and context by displaying Jones 2002). For some of these, as in some
more than one image at once, in the fiction film genres of traditional media, the sense of largely
it is not. This is one of the principal spatial unmediated visual access to a world will be
differentiations between genres. Polyptychal essential.
approaches survive, indeed flourish, in some Three themes emerge from the discus-
kinds of factual television, where the agenda is a sion so far. One is that the spatiality of film is
quite different one from that of fictional pragmatic, and this offers inspiration and hope
narrative, and of course in the standard to the designer of new media. It is clear that
windowed graphical user interface. But in the even where the illusion of natural vision is
classical film, only temporal, not spatial, intended, simple mimesis of vision is not
juxtaposition of separate views is generally necessarily (perhaps is never) the answer, since
permitted. Significantly, spatial juxtaposition is even those films which aspire to seem highly
extensively used by Greenaway as part of his naturalistic are really informed by a deeply
project to bring depiction to the fore and avoid pragmatical approach. In the history of cinema,
the naturalism of the classical Hollywood innovations are tried and if they work, they are
tradition. Whereas Ridley Scott (another art- retained. We can say that film imitates vision,
school trained English director of the same but only in the sense that it aspires to evoke
generation) uses his strong sense of pictorial visual experience, real or imagined, not to
space as a means to conventional ends, imitate optics. The designer of interactive media
Greenaway exploits his to objectify the screen is therefore free to experiment, untrammelled by
imagemaking the viewer media-awarein a any requirement to copy some putative model of
way which will always be of only marginal natural vision.
interest to most cinema-goers, precisely because Secondly, in film there is a close fit of
it deliberately prevents the psychological spatial practice to objectives: this is evidence of
immersion which is the essence of mainstream films maturity. What film-making attempts to
film-making. Greenaway has referred (1997 9) convey and the effects that it attempts to
to the tyranny of the camera, but it is already exercise on the audience are well served by its
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2000), could radically affect this spatial charac- geometry and other attributes of this world exist
teristic since users would then be able to address independently of any particular view: a given
elements which they could not see. Though depiction at any moment is the automatic
Grasso, Ebert and Finin (1998) enumerate outcome of the application of generalised
several differences between graphical and viewing parameters to the world-data, so there
multimodal user interfaces, they omit this basic are none of the opportunities to engineer a
fact, that graphical interfaces are bound to make specific pictorial outcome in order to fulfil
all available objects visible. This is a fundamen- particular objectives which are so important in
tal problem, especially since, as already noted, authored picture making. The pictorial charac-
the classical film excludes the use of multi-part teristics are uniform no matter what is viewed
displays, allowing only a single view at a time to and whatever the context. Whereas every aspect
occupy the screen. of a shot in film is designed to offer exactly
Having considered film as essentially pertinent information, not just in terms of the
pictorial, we can evaluate interactive media relationship to adjoining shots but also pictori-
within the same framework. In some approaches ally within the frame, the context-insensitive
every aspect of depiction is under the authors cinematography of virtual worlds is
control, while in another very little isperhaps informationally inexpressive. Work has begun
too little. on these problems, for example to enable the
In Myst (Miller and Miller 1993) not events in virtual environments to prompt their
only is every view decided by the authors, but so own appropriate cinematography (He, Cohen
is the relationship between shots: there are and Salesin 1996)essentially a means of
severe limits on how users may alter their ensuring that the optimal view is presented at all
location. These limits are to a certain extent times. Efforts are also being made by the games
made to seem legitimate by the design of the industry to make viewpoint dependent both on
environment. What compensates for the lack of the action and on some notion of dramatic
freedom is that many effective pictorial devices relevance, for example in the Resident evil series
from film are available to the designers. They (Capcom/Eidos 1999).
can control, if necessary on a shot-by-shot basis Another way of offering interaction with
as a cinematographer does, every aspect of focus, pictorial media is to devise a hybrid display. In a
depth of field, framing, angle of view, and so limited sense ActiveWorlds is an example of this,
forth. This has direct informational benefits: if if one considers the controls and other screen
the user must see a certain item (such as the furniture around the main window to be part of
discarded paper on the ground in the illustra- a single picture. However such programs show a
tion, Figure 1), then as with film, the designer strong demarcation between the diegetic and
can ensure that it will be suitably placed in the extra-diegetic elements. Closer forms of integra-
view. Every option available to the user is tion are exploited by other products which in
similarly embedded in the diegesis. their different ways attempt to solve the prob-
Like film, Myst is pictorial: the user never lem of making visible everything with which the
has access to the world depicted, other than user may interact while at the same time not
through the depictions devised by the authors. compromising too grossly the sense of natural
At the opposite extreme lie various virtual seeing.
environments, such as ActiveWorlds already One approach is simply to aggregate in
mentioned. In these, users can look where they the display the different objects with which the
wish in the space and the resulting view is an user can interact. Standard graphical user
entirely automatic outcome of the virtual interfaces adopt this approach. Generally there is
viewing devices processing of the model. The little articulation of the relationship between the
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Boyd Davis
experience seems to compensate for the evi- is no more than is offered by a word-processor
dently representational qualities of the objects with its fixed tools and menus around scrolling
and scenes encountered. Again there is an documents, or by the virtual worlds browsers
analogy with the acceptability of editing in film already described. However, in games there is an
which though unlike natural vision is neverthe- attempt to disguise the controls as part of the
less accepted as in some deeper sense natural and diegesis. In Railroad tycoon II (PopTop Software
has through custom become almost invisible to 1998) a map-like aerial view of the terrain
the film viewer. Whether such displays could accompanies the main axonometric 3-D scene
ever be taken as realistic is open to doubt, but (Figure 4). In other words, the designers have
it is certain that the close binding between the chosen to offer two optimal views on screen at
pictorial strategy and the interaction makes once, a solution already noted as taboo in
them seem more natural than they otherwise classical film. Not only do the buttons have
would. modelled shading to impart some sense of
Further interesting examples of spatial concreteness but they are attached to the
practice are offered by games. Strategy games surround using structures reminiscent of
employ a pictorial hybrid where visual objects in Victorian engineering in an attempt to justify
the periphery support functions which the their intrusion into the overall display. When a
scrolling world itself cannot. These extra- dialog-box is displayed, the extraneous pressure
diegetic components are anchored to the frame gauges and dials operate and a valve emits steam!
of the view, not to the world. In some sense this Perhaps most interestingly in pictorial terms, the
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Digital Creativity, Vol. 13, No. 2
develop hybrid pictorial modes in which in cinema. Manchester University Press, UK.
informational economy and relevance are the Aumont, J. (1989) The point of view (trans. Denner,
guiding principles. Even when a film is opulent A.). Quarterly Review of Film and Video 11 122.
or poetic, no spatial or pictorial device in the Bailey, F. and Moar, M. (2000) Childrens creation of
fiction film is used gratuitously: designers of shared 3D worlds. Proceedings of Digital content
digital interactive media have a great deal to creation conference. Bradford, April 2000 [no page
numbers].
learn from its informational economy and its
Bann, S. (1987) Art. In Cohn-Sherbok, D. and Irwin,
suppression of every extra-diegetic device.
M. (eds.) Exploring reality. Allen and Unwin,
However, there is no short cut to Boston, pp. 83108.
maturity of spatial expressivity, since this Barthes, R. (1977) Imagemusictext (trans. Heath,
maturity lies in the relationship between S.). Fontana, London.
representations and those who use them, not in Bazin, A. (1967) What is cinema? Volume 1 (trans.
the representation alone. The pragmatic, almost Gray, H.) (Originally published in Editions du
accidental, approach by which spatial innova- Cerf, Paris: Quest-ce que le Cinma? in 4 vols.
tion is achieved means that no precise predic- 19581965.) University of California Press,
tions can usefully be made. The fact that many Berkeley.
innovations in film space were makeshift Bolter, D. J. and Grusin, R. (1999) Remediation:
inventions which have subsequently been understanding new media. MIT Press, Cambridge
adopted into mainstream practiceand that the MA.
success of so many of films spatial techniques Bordwell, D. (1985) Space in the classical film. In
could not possibly have been predictedgives Bordwell, D., Staiger, J. and Thompson, K. (eds.)
The classical Hollywood cinema. Routledge, London,
pause for thought in relation to new media. It
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emphasises the need to rethink inherited
Bottomore, S. (1990) Shots in the dark: the real
pictorial practices to suit the demands made on history of film editing. In Elsaesser, T. and Barker,
the artefact. It suggests that substantial open- A. (ed.) Early cinema: space, frame, narrative. BFI
ended experiment is called for and that the Publishing, London, pp. 104113.
spatialities of new media may be quite other Boyd Davis, S. and Athoussaki, H. (1999) VRML: a
than we currently imagine them. This includes designers view. In Vince, J. and Earnshaw, R. (eds.)
adapting concepts of visual naturalism to suit Virtual worlds on the Internet. Proceedings of Virtual
the technology and its uses. environments conference, Bradford, 1516 April
1997, IEEE Computer Society, pp. 3551.
Boyd Davis, S. and Jones, H. (2002) Screen space:
depiction and the space of interactive media. In
Note Jorge, J.A., Correia, N.M., Jones, H. and Kamegai,
1 M. B. (eds.) Multimedia 2001. Proceedings of
Steadicam is the tradename of a device which helps
Eurographics workshop on multimedia, UMIST,
to stabilise hand-held cameras. The Traviata scene
Manchester, 89 September, 2001. Springer,
was claimed by Channel Four Television as the
Vienna.
longest unedited sequence to date.
Brownlow, K. (1968) The parades gone by. University
of California Press, Berkeley.
Callaghan, B. (1973) The Thames and Hudson manual
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Carroll, N. (1996) Theorising the moving image. CUP,
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