Tag: entertainment

Out-of-Body Workspaces: Andy Serkis and Motion Capture Technologies

Over the last two decades, the entertainment industry has experienced a turn to what Lucy Suchman termed virtualization technologies in film and videogame production (Suchman 2016). In addition, production studies scholars have described authorship as linked to control and ownership, sharpening distinctions between “creative” and “technical” work, a divide with significant economic repercussions (Caldwell 2008).  These ideas are useful in understanding film studio workspaces, where visual effects (VFX) workers and actors collaborate in creating believable virtual characters, using three-dimensional (3D) modeling software and motion-capture (mo-cap) systems to capture the attributes and movements of human bodies and transfer them to digital models.  Once captured, digital performances become data, to be manipulated and merged seamlessly with those of live actors and environments in the final film. The introduction of virtualization technologies and computer graphics tools have surfaced tensions over creative control, authorship, and labor. British actor Andy Serkis has been a high-profile apologist for the human actor’s central role in bringing virtual characters to life for film.  Serkis, who Rolling Stone called “the king of post-human acting,” is known for using motion capture (mo-cap) to breathe life into digitally-created, non-human characters. His notable performances include the creature Gollum in the Lord of the Rings trilogy (2001-2003), the ape Cesar in Rise of the Planet of the Apes (2011), as well as  Supreme Leader Snoke in Star Wars: The Force Awakens (2015), and work on several characters in the 2018 Mowgli: Legend of the Jungle, which he also directed. While Serkis’ performances have made him highly visible to audiences, digital labor historians have begun documenting the often-invisible film workers creating 3D models and VFX (Curtin and Sanson, 2017). The tensions between mo-cap performers and VFX workers reveal the contours of an emerging hybrid workspace that combines actors’ physical bodies and movements with VFX workers’ manipulations of digital geometry and data. (read more...)

Entertaining Science: A report from a colloquy at the intersection of science and entertainment

As you read this post, members of a community of like-minded scholars are unwinding after a weekend symposium at the UK’s University of Manchester. The symposium Stories About Science—Exploring Science Communication and Entertainment Media explored the intersections of science with entertainment from various disciplinary perspectives and as experienced by a diverse range of publics. Organized through the University of Manchester’s Centre for the History of Science, Technology and Medicine (CHSTM), the SAS symposium was the brainchild of the Playing God Project of CHSTM’s Science and Entertainment Laboratory research group. So what, you may ask, does any of this have to do with CASTAC? Well, as an anthropologist invested in exploring ethnographically the cultural qualities of humanity’s intersections with science, I was interested in efforts by the symposium’s presenters, not unlike CASTAC’s own, to understand significant cultural aspects of science in contemporary society. Perhaps more intriguingly, I saw it as a potential opportunity to further our goal of fostering discussions between anthropologists and other STS scholars. To that end, I contacted several SAS symposiasts to get a sense of what they presented at SAS. Colloquy topics ran from explorations of gender for fictional television scientists to the ways legitimate scientists are presented in the media to the power of comics in science communication. (read more...)