The Politics of Simulation
Visual Spectacles, Digital I agi g Tech ologies
a d the U derlyi g Social Relatio s
i Popular Wester E tertai e ts
Candidate number:
Supervisor: Giulia Battaglia
Dissertation MC
submitted to the Department of
Media and Communications, London School of Economics,
August
, in partial fulfilment of the requirements for
the MSc in Global Media and Communications LSE & USC .
1
Contents
Abstract ............................................................................................................................................................................. 3
Introduction..................................................................................................................................................................... 3
Theorising Simulation ................................................................................................................................................. 5
Methodology ................................................................................................................................................................. 14
Interpreting Simulation ........................................................................................................................................... 20
Conclusion ..................................................................................................................................................................... 35
Reference ....................................................................................................................................................................... 37
Appendices .................................................................................................................................................................... 41
Figures and Charts
Chart : The Triangular Conceptual Framework............................................................................................
Chart : The pre-sampling and final-sampling of films...............................................................................
Chart : the crosstab for summarising sampled data...................................................................................
Chart : Nominees of Academy Awards: Best Visual Effects from
–
...............................
Figure : Pi, Meerkats, and the Algae )sland Film Poster of Life of Pi ...............................................
Figure : Meerkats in Algae )sland Still from Life of Pi ...........................................................................
Figure : Joey caught by Barbed Wires Still from War (orse ............................................................
Figure : The digitally simulated Azadi Tower Still from Argo .............................................................
Figure : A Still from the Lord of the Rings: the Return of the King.........................................................
Figure : A Poster of the Crysis Frachise...........................................................................................................
Figure : A still from the video recording of touring the Test Track......................................................
Figure : Another still from the video recording of touring the Test Track ......................................
Figure : Stills from four other films which use the MASS)VE simulator............................................
2
Abstract
This paper focuses on computer-simulated image-making by studying its three major fields,
which includes contemporary visual culture, the digital production technologies, and their
underlying social relations. By grounding the theorisation of simulation on these three aspects,
this paper raises a research question concerning the relation between the act of simulated
image-making and social domination. It develops a bi-modal visual/discourse analysis to
inspect simultaneously the simulated imageries and their productions. After having selected
samples from some popular entertainment platforms including films, video games and special
venue attractions, it critically interprets them by studying the ideological and hegemonic
discourses embedded in simulated-imageries and their image-making processes. It concludes by
stating that simulation and its images are intimately connected to hegemonic groups and
institutions as they not only covertly mediate but also overtly manifest social dominances and
ideological controls.
Introduction
This paper is a study of simulated imageries and its digital production process. Contemporary
western entertainment industry is selected to be the field of observation, as it is currently the
most dramatic site of computer-simulated image-making, where numerous fantastic illusions
are increasingly assuming convincing and realistic imageries thanks to a proliferation of digital
imaging technologies in recent decades, namely computer-generated imagery CG) , motion
capture, digital matte-painting, interactive simulation, etc. )n special effects films, video games
and special venue attractions, computer simulation dominants the vision of the spectators and
players, impacts them with technological novelty and sensational spectacles through images or
interactions. This paper is partially inspired by this unprecedented level of simulation in the
entertainment industry. Also it finds simulated imageries an ideal field of carrying out critical
cultural diagnosis, as they are situated in a unique intersecting area of culture, technology and
society, a place where ideological penetration and social control are amplified to the extreme
through the three s channels.
This paper thus regards simulation in image-making as simultaneously a cultural practice, a
technological means, and a social manifestation: it adopts a post-modernist tradition by arguing
that simulation is a unique strand of cultural practice which uses signs not to reflect reality but
to construct verisimilar unreality or hyperreality as Baudrillard [
] coins it ; meanwhile it
also studies the technological aspects of simulation, as the practice of transcribing the unreal
into something that looks real is always connected with various means and techniques of
imaging, which in turn have determining power to effect the messages of the final visual
3
products; thirdly and more critically, it inspects the social relations behind simulation through a
critical perspective, carrying out a cultural critique which argues that simulation mediates
dominant ideologies and social control through both its technological act and its cultural
product.
This paper is also a response to the issues spotted in existed academic works on digital
images. As several researchers e.g. Rose,
: ; Willis,
:
have pointed out, a major
insufficiency of the current literatures is that many scholars still treat digital image-making as
traditional representations and thereby the concepts and methods they deploy largely focus on
interpreting the image itself while neglecting the specificity of the medium and its production.
Whereas among those who do notice the uniqueness of digital image-making and highlight it as
a different cultural practice e.g. Baudrillard [
]; Gane & Beer [
]; (ayles [
have engaged with the underlying social relations with enough criticality Rose,
:
.
] , few
Therefore this paper aims at grounding its theorisations of computer-simulated image-
making not only on the level of image but also on its technological production and social
implications, which, as will be shown in the chapter follows, results in a triangular conceptual
framework of analysing simulated imagery. The method of carrying out the research is
correspondingly designed to match this framework, as it abandons traditional approaches of
critical visual analysis
which primarily focus on the image
by using a bi-modal
visual/discourse analysis to investigate the social relations which are not only mediated by the
visual but also its technological production.
The last point to make here is that this paper acknowledges its insufficiency of claiming the
social effects of entertainment without conducting any audience studies. (owever ) would note
here that as a two-year double-degree master student, ) have the opportunity to complement my
thesis in a second dissertation, in which to study the reception end of simulated imageries
becomes the central aim. This paper, on the other hand, has limited its scope within production
in order to maintain a methodological framework which is not too complex to be tackled.
)n general, the goal of this paper is trifold. Firstly it tries to characterise and theorise digital
imagery as a unique practice articulated culturally, technologically and socially. Secondly it tries
to develop a sufficient analytical tool to conduct empirical studies on this emergent field. Thirdly
it aims at providing critiques of the currently digitalised entertainment industry. )t is under this
guidance that the following chapters are conceived and presented.
4
Theorising Simulation
) Simulation as Culture
The pleasure of imitation, as the ancient know, is one of the most innate in the human spirit; but
here we not only enjoy a perfect imitation, we also enjoy the conviction that imitation has reached
its apex and afterwards reality will always be inferior to it.
Contemporary culture has become simulation Baudrillard,
- Umberto Eco
:
. Whereas the word simulation
here refers to a concept much larger than what it usually signifies as a technical term, it has
important implications for theorising digital image-making as it highlights simulation not as a
mere technological approach but a cultural phenomenon.
Baudrillard himself ascribe simulation to the implosion of meaning in the cultural systems,
where signs interact with signs, creating meaning of their own without touching the layer of
reality, forming a layer of the hyperreal which supplants reality in constructing our everyday
experience ibid.:
-
. Some other postmodern theorists have developed similar concepts,
although they use different terms such as pastiche Jameson,
intertextuality Kristeva,
, repetition Eco,
or
. (owever all have conveyed the idea that contemporary image
production is detached from the reality, as the visual signs no longer signifies reality but stays
within a world of pre-existed signs.
From this postmodernist perspective, simulation, as a means of image-making, clearly
differentiates from the traditional sense of representation. For representation, it is the bourgeois
realism - the dominant form of signification in bourgeois society that guides its cultural
production. As John Tagg argues, realism offers a fixity in which the signifier is treated as if it
were bonded with a pre-existent signified
:
. This indicates a solid connection between
the sign and reality, which makes representation a typical signifying practice (all,
. )n
contrast simulation operates differently by presenting a realistic sign while the underlying
signification chain does not exist, because in simulation the referent can be regarded as
substituted by the sign, as Eco reveals, absolute unreality is offered as real presence. […] the sign
aims to be the thing, to abolish the distinction of the reference
[
]:
.
Therefore, unlike representation, the mechanism behind simulation is driven by a goal not to
reflect but always to create. The reason behind this is that the act of simulation happens in a
context where the profound reality is absent, while in contrast representation can only take
place when there exists such a reality which can be either reflected or denatured Baudrillard
:
. This is to categorise the spectacular images offered by contemporary entertainments
5
as simulations rather than as representations, because the illusory images they present on
display denote nothing real but increasingly fantastic and fictional hyperrealities.
(owever, unique as simulation may be as a cultural phenomenon, it is not necessarily to be
characterised as something new. As Andrew Darley
has pointed out, one shall remain
cautious about essentialising all the traits of simulation as postmodern. Rather, as he
demonstrates in his study of the genealogy and tradition of digital visual culture, simulation is in
fact extremely pre-modern. From the illusionist paintings in renaissance, to the magic theatres
and phantasmagoria in the eighteenth century, to the nineteenth century amusement parks, we
see constant endeavours of transcribing the unreal, the fantastic and the fictional into realistic
visual forms Darley,
:
-
.
This indicates that simulation as a cultural practice does not emerge after representation but
simultaneously with it. Yet theorists like Baudrillard may still claim that the contemporary
situation is indeed postmodern as the unprecedented popularity of simulation in today s visual
culture is a phenomenon unmatched by any historic periods. (e claims that whereas simulation
was incorporated by representation, as a false representation or illusion , now it increasingly
takes the dominant position by assimilating representation into its own simulacra
:
.
This is to stress a remarkable shift in our visual culture, as we are experiencing the dawn of the
represented real and the rising of the simulated illusory. Under such context, the predominant
strand of image-making in the entertainment sector changes from classical realist meaning-
making through signifying, to the digital generation of illusory yet spectacular images see
(ayward,
:
and Darley,
:
,
.
-
The transformation is further reflected by the relation between visual pleasure and images.
Rather than traditional entertainments methods of eliciting a scopophilic pleasure of viewing by
involving the audience in a fictional yet realist narrative space, the simulated digital visual
spectacles, designed to stimulate and capture the eye and, often, the gut viscera , pursuits
visual astonishment and pleasure through the contradiction of its convincing imagery and its
nature of being purely illusory, providing the spectator thrill and excitement at a physicalsensual level Darley,
:
,
. Thus many postmodernists have characterised the current
culture of simulation based on digitality as extremely superficial , or depthless see Baudrillard,
; Jameson,
. Darley
:
, on the other hand, argues that our culture today is a
digital visual culture , characterised by its sheer visual impact and craftsmanship of the image:
[T]he forms of digital visual culture […] manifest a distinctive preoccupation with the image as
image: images are the material or ground for new modes of combination, new levels of illusion,
new kinds of surprise and delight. […] a mode of reception that is fascinated not so much by what
6
images signify as with their power to induce direct stimulation, visceral thrill and formal and
spectacular excitations. […] They are 'into' the image' at a more corporeal and tactile level.
Darley s stress on the image itself as a source of pleasure indicates the postmodern
fascination with the medium rather than the message. This propels this theoretical enquiry
to go further into the technological aspect of simulation, to focus closely on its display
apparatuses and production techniques, which are discussed in the following section.
) Simulation as Technology
As the corpus of films attached to this rejuvenation of special effects has developed and
expanded […] so has the narrative element of such films distinctly receded in favour of the
stimulation, impact and astonishment that can be produced by new and revamped techniques of
image capture and fabrication. […] Part of the wonder is caused by the distinctive capacities of
the apparatus itself: digital imaging is directly analogous in this respect to the cinematography.
The technology itself is the message.
- Darley, A.
:
-
What contributes contemporary simulation s uniqueness, or postmodernity , on the other hand,
is the digital imaging technology. This is also to reiterate the disjuncture between representation
and simulation through a technological perspective. Modern representation establishes itself
largely on bourgeois photography which emphasises truth value for the medium Tagg,
,.
Photography serves the ideal of bourgeois realism by claiming to have least human interference
and a direct indexicality with its referent, therefore inevitably confines its scope of image
making within realist themes Willis,
:
. Meanwhile, the new level of figuring the image
by digital imaging technology - termed by some as hyperplastic or post-filmic see Fisher,
:
- maintains a photo-realistic image while erases the indexicality between the
-
image and the imaged, so that the cultural producer gains more freedom and control in
visualising unrealistic objects.
Many recent literatures e.g. Rose,
: , Deacon et al,
:
, and Willis,
have
stressed the digital image s manipulability down to each pixel . To briefly explain the mechanism
behind digital imaging is necessary here, otherwise the term becomes abstract and hard to
grasp. Take the prevailing strand of digital imaging – the computer-generated imagery CG) for
example, it can be generalised into three steps – modelling, texture mapping and rendering 1. As
Darley
:
demonstrates, objects that need to be imaged are at first sculptured into
three-dimensional digital models, then textured with surface details, and finally rendered with
light settings into convincing images – all in a virtual space architected by computer
Here I am mainly introducing CGI of still objects. I have not included the animation part in this short
generalisation, which involves key-framing animating and motion capturing.
1
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programmes. The resurrection of traditional art forms sculpturing, painting and stage lighting
in CG) production gives the producers an option of constructing highly artificial image without
being bothered by realist concern. Judging by this, simulation as a technology clearly abandons
photography s utopian ideal of minimum human interference by penetrating deeply into the
image, through a sophisticated amalgamation of various traditional and novel imaging
techniques.
As claimed previously, the change in the pattern in which audience obtain pleasure from the
entertainment media is not only cultural but also technological. Unlike photography which
greatly conceals its trace of production to stress its visual product Tagg,
:
, the
simulated spectacular image goes beyond it by impressing its audience not only as an image but
also as a technological artefact – the craftsmanship, the technique and the apparatus behind the
image are all part of its spectacularity Darley,
:
by claiming that:
,
. Baudrillard puts it more radically
[W]e don't look for definition or richness of imagination in these images: we look for the
giddiness of their superficiality, for the artifice of the detail, the intimacy of their technique. What
we truly desire is their technical artificiality, and nothing more.
:
-
Despite the slight arbitrariness in his words, Baudrillard acutely reveals the predominant
goal of achieving novelty in the aspect of technical reproducibility rather than other aspects in
simulated image production. Similarly, Umberto Eco contends that it is not the invention of ideas
but their technical execution that dominates contemporary image production, as he illustrates
his argument by comparing the cinematic special effects of two sci-fi films: the spaceships of
Star Wars, shamelessly descended from Kubrick's, are more complex and plausible than their
ancestors, and now the ancestor seems to be their imitator
:
- .
The focus on simulation technology instead of the simulated image, on reproducibility instead
of creativity, on execution instead of invention, reflects the dominant logic which underlies
contemporary cultural industry: aesthetic practices have been increasingly incorporated by
industrial commodity production Jameson,
: - , where the work of art has become the
work designed for its technological reproducibility Benjamin,
:
- . Moreover, the
universal criterion of merit of a media product disconnects itself from the meaning of the
products and become reconnected to the amount of conspicuous production, of blatant cash
investment on its productive apparatus (orkerheimer & Adorno,
:
.
This explains why the most popular films of our time are the digital special effects films, and
the top-selling video games are these which adopt the most cutting-edge computer graphics.
Simulation as a technology is selected to become the spectacle of the media product not only
because they are advanced, sophisticated and novel, but also because they cost spectacularly to
8
be produced – digital imaging is a scarce means of production which requires high investment in
the development of its technologies Cubitt,
:
.
When Walter Benjamin contended long ago that art was transforming into its technical
reproducibility, he also revealed that the underlying social function had displaced its ritualistic
basis to another one – the politics
:
- . (is words have profound implication for
inspecting today s entertainment production, in which digital simulated imageries are
increasingly being characterised as dazzling technological artefacts rather than meaningful
cultural texts. The following section thus illustrates this point in detail by studying the dominant
control and the social mechanism behind simulation.
) Simulation as Society
)t is no coincidence that computers – the currently predominant productive machinery for the
post-industrial man, has provided the most popular productive vehicle for simulation – the very
thing which now amuses them most. (orkheimer and Adorno
argued long before the
birth of semi-conducts that amusement in capitalism was an extension of the mechanised work
process. Decades have past and the situation remains the same, computerisation has substituted
mechanisation by dominating the post-industrial man s leisure and happiness through
determining the production of entertainments.
As was shown earlier in this theoretical chapter, simulation can be regarded both as a culture
and a technology. Culture, as Adorno and (orkheimer have argued, is a cataloguing and
classification system which brings us under social administration
technological rationality is the vehicle of domination itself ibid.:
:
. Meanwhile, a
. Therefore the politics
behind simulation is always to maintain the current social hierarchy and hegemony through its
both channels. Adorno and (orkheimer's major contention, as Shaw
generalised in her Technoculture, is that:
:
-
has
What seems like benign entertainment, made possible and affordable by technology, which, itself,
promises a future replete with the better, cheaper, even more spectacular versions of the same, is
nothing more than well-disguised propaganda […]. [)t is] a powerful vehicle for mobilising
disaffection and alienation while masking the reality of an exploitative economy.
Simulation, as it currently prevails in our visual cultural practices, abolishes realism by
delivering ever spectacular yet superficial illusions to its audience. )t increasingly immerses us
in one after another dazzling unrealities that are disconnected from various social realities. And
it is not only to distract but to control as well. As Guy Debord turns to the spectacular image, he
claims that because the spectacle is the place where all attention, all consciousness, converges
:
, it inevitably becomes the most ideal channel of mediating domination by the ruling
9
class. (e argues that: the spectacle […] is not something added to the real world - not a
decorative element, so to speak. On the contrary, it is the very heart of society s real unreality.
DeBord,
:
; my own emphasis .
The phrase real unreality has a double entendre for simulated imagery. On the level of
aesthetics, it refers to the paradoxical merging of realistic visual forms and their illusory nature,
as was explained earlier in this chapter. While on a social level, it stresses that although
simulated imagery is connected with unreality, it is still produced out of real social wants and
needs. Judging from this perspective, the spectacles generated by simulation shall not be merely
treated as a collection of stunning images but visually articulated social relations, a set of
ideologies translated into material forms ibid:
,
,
.
Meanwhile, in the technological sphere of simulation, not only is the hegemony of western
traditions and ideologies clearly visible Pryor & Scott,
:
, but more specifically, it has
for long been occupied by a group of white middle-class American males in their thirties and
forties (ayward,
interests Darley,
:
:
, while being constantly interfered by military and corporate
. These social factors are embedded into simulation technologies,
encoded into the simulated image, and finally mediated to the mass audience. For example,
Douglas Kellner has argued that most video games, based on simulation technologies developed
under strong male and military dominance, are mostly spectacles for predatory capitalism and
macho militarilism
:
.
Baudrillard, setting off in a McLuhanian perspective, argues that digitality is the message.
Looking from this lens, the very productive technique of simulation determines the reception of
the simulated image, a process which may result in an extended control of the capitalists over
image consumption Baudrillard
:
. Similarly, Willis contends that imagination
becomes reduced to imaging because simulation technology has made the signification process
more totalising as it does the imagining for the spectator
has argued in the same way that:
:
. Baudrillard
:
[N]o contemplation is possible. The role of the messenger is no longer information, but testing and
polling, and finally control […] the receiver construe and decode by observing the same procedure
whereby the work was assembled. The reading of the message is then only a perpetual examination
of the code.
Various theorists have characterised mass media products as pre-coded information
packages, turning the behaviour of the audience into submission and uniformity
(orkheimer & Adorno,
; Debord,
e.g.
. Meanwhile Darley, drawing from a Mcluhanian
tradition, goes beyond this by claiming that this controlled reception is now tightened to the
extreme, because the simulated visual spectacles now communicate with the audience by bodily
10
impact rather than signification
:
. This stresses the link between the increasingly
passive status of the spectator and his new pattern of pleasure-obtaining from the simulated
illusions. As Darley contends, spectating simulation is an experience not confined within the
field of vision but related to all the senses – the sensations of sheer delight, visceral thrill and
near-vertigo, of tactility
:
. And as he has addressed, the tactility of simulated imageries
is what makes the audience more submissive to the pre-coded entertainment products.
Thus the politics behind simulation is doubly articulated through its both channels of culture
and technology. )n summary, the social control and manipulation in our digitally technologized
visual culture manifest themselves through the hyper-real, superficial, spectacular and tactile
visuality and interactivity of simulation, yet they are also the very traits which elicit infinite
sensual pleasure and excitement for the audience. The current situation, looked through this
postmodern cultural critique perspective, is indeed pessimistic. (owever, ) would offer a brief
critique of these contentions by suggesting their insufficiency of being too much self-evident
Willis,
:
, as it is observed that audience have the ability to read the media product in
a counter-hegemonic way (all,
. But since this paper does not put audience study under
its scope, it will temporarily assume the position that simulation results in a unified pattern of
reception, until further research has been conducted.
11
Conceptual Framework
As the structure of my theoretical chapter suggests, the conceptual framework for my later
analysis of the visual material can be summarised as a triangular relationship among culture,
technology and society. )t can be further detailed and illustrated as below:
Capitalist Society
Social Relation
Simulation
Image
Technology
Digital Production
Visual Culture
Manipulability
Illusionism
Chart : The Triangular Conceptual Framework.
As is shown in the illustration, the three elements under examination here are the
spectacular image, its technological vehicle and the social relations which underly both. They
further reflect the contemporary visual culture, the digital production process, and the
dominations within the capitalist society. The three interacts and communicates with each other
through various ways. For example, in the channel between culture and society, the image s
specularity is transcribed into ideology, thus the existed social relation is maintained. The other
channels can be read similarly. This visualised framework serves as a general summary of the
theoretical chapter, while some of the points made previously are not presented for the sake of
simplicity.
This framework indicates that the research field is consisted of three areas. The starting
point of the research is the image, as it is a direct source of visual materials that can be studied.
Meanwhile to study the image is at once to study the technologized visual culture, as Shaw
:
reflects:
Visual culture is currently an important field of academic study, not only because cinema and
television are ubiquitous but because we recognise that any diagnosis of contemporary
conditions must take into account the wide spread influence of these technologies and their
effects on all other aspects of culture.
(er words indicate that the image and its technology shall be examined as an integral whole.
Meawhile, although the relations between the mass-mediated image and its social influences
12
have been sufficiently studied by many recent scholars, as an act of representation e.g. (all,
, their work has put too much emphasis on what the image signifies and fails to recognise
the transformation of the era from representations to simulations in postmodern digital
entertainment industry, a place where the image itself increasingly bears nothing but superficial
hypereality. And as was argued in its theoretical chapter, with a goal to critically engage with
image production in current show businesses, one has to consciously differentiate simulation
from representation, as the former incorporates both the image and its technical production into
its message. Anne Willis s contention is regarded as an important guidance for the construction
of this conceptual frame work, in which she argues: the naturalistic image … is taken as a given.
)magining technologies themselves have not been subject to anywhere near the same level of
theoretical enquiry
:
. Also, she points out the urgent need of investingating the
technological in order to study the simulated imagery. As she suggests:
Current developments in computer simulated image-making make this absence and these
knowledge divisions less operable. They also make it all the more necessary to ground
theorisations of the visual culture of late modernity in an analysis of the technological.
:
The triangular theoretical framework is a response to this claim, as it investigates
simultaneously the image and its imaging process, emphasising specifically the technological
aspects of the production. Therefore this conceptual framework distinguishing itself from those
provided by former critical cultural theorists, as it is a more technologically grounded
theorisation of the social relations behind images.
Research questions
The following research is conducted to answer the how question: (ow are hegemonic ideologies
and dominant social control articulated through simulated imageries? This question requires the
research to centre on both the production and the image itself, while inspecting the intimate
interactions among culture, technology and society. Also, by asking how it simultaneously asks
the what questions. For example, what are these ideologies and who are the dominant people?
What is exactly the relation between culture, technology anf society? )t is these questions that
guides the construction of the following methodology section.
13
Methodology 2
Chosen Methods and Justifications
As this paper focuses on the production of computer simulated imagery, it adopts a bi-modal
analytical method combining discourse analysis of texts and visual analysis of images to study
the visual culture and the underlying social relations. While visual analysis provides a way of
engaging with the image itself, discourse analysis is regarded as the major critical method of
tackling simulation as a medium and a technical act, by examining various discourses (e.g.
media reportages, interviews and other textual/verbal resources) relevant to the image-making,
revealing the techniques and procedures of imagery, its producers and its social-political
contexts (Rose, 2012: 192-7).
Meanwhile, this paper does not classify its methodology as any existing strand of analytical
approaches and methods of the visual, as it claims to have a specifically conceived and
constructed method for analysing the production of simulated imageries that are covered by this
paper. To justify why this paper does not follow any existing strand of visual methodologies, I
have to first introduce these strands:
In general, past analyses of visual materials were mostly conducted through thematic,
auteur-centred, psychoanalytical, ethnographic and semiotic perspectives - among which
psycho-analysis and ethnography can be at once excluded for this paper because they are not
for analysing production but reception, meanwhile thematic and auteur-centred are also
inappropriate because the former is primarily descriptive while the latter is not developed for
collaboratively produced mass media products (see Bordwell, 1989; Iedema, 2001; Rose, 2012;
Lister & Wells, 2001). On the other hand, semiotics, which builds itself on linguistic theories, is
not regarded as a sufficient tool for my research because it focuses too much on interpreting the
media content instead of the issues of socio-political context of production (Iedema, 2001: 186),
neither does it take into consideration the specificity of the medium and the social/cultural
practices built around it (Lister & Wells, 2001: 73). In general, as is criticised in the previous
chapter, semiotics as a prevailing visual analysis method tends to focus too much on the visual
as texts that they take the image as a pre-given thing by neglecting the technical production
behind it, therefore the researchers position themselves more as consumer/reader than as
producer (Willis, 1990: 297).
2
In my MC4M1 summative essay I have conducted a pilot for this dissertation, its methodological
arguments are partially referred to here, however, as the research question went through a major change,
I have changed most of its content to suit the research work here.
14
In contrast, the relatively flexible analytical angle of visual cultural studies is partially
referenced by this paper. Visual cultural studies have recently emerged as an effective analytical
tool of examining the image, developed in response to the unprecedented influence of imaging
and visualising technologies in current media industries (Lister & Wells, 2001: 63). Visual
cultural studies incorporates a wide range of methodological approaches, drawing insights from
semiotics, psychoanalysis, critical textual and discourse analysis, linking the studies of images,
its medium and its social context as a whole (ibid.: 62).
As my research puts production, image, and social relations all under the scope, the
construction of its methodological approach largely builds on visual cultural studies. However,
as has been reflected by my pilot research (in MC4M1 essay) which uses a complete set of
methodological procedures that visual cultural studies provides, using cultural studies to study
simulated imageries may become too big a scheme to tackle when we consider the fact that
culture studies is designed to inspect the whole circuit of culture including links of audience
reception and regulation (see Du Gay et al, 1997), while this paper mainly focuses on its very
link of production.
The methodology is then reformulated by referencing Gillian Rose s concepts on modalities
and sites of images (Rose, 2012: 19-40), in which she argues that the visual material is
characterised by its three sites - the production, the image and its audiencing, meanwhile each
site has its subdivisions of technological, compositional and social modalities. Excluding the site
of audiencing, an analytical framework is constructed for this research by referencing her
framework of modalities and sites.
The Triangular Analytical Framework
As has been suggested, the framework and procedure here is inspired by an article introducing
cultural studies as a visual methodology (Lister & Wells, 2001), and it also based on Rose s
concepts on modalities and sites. I have, however, made major structural changes to both, and
merged the two into a new method for specifically analysing the production of simulated
imageries, so that key conceptual fields like imaging technology, digital visual culture and
hegemonic social relations will be evenly addressed.
Matching the conceptual framework raised earlier in the theoretical chapter, the analysis is
carried out in three steps, examining the cultural, technological and social modalities of the
image. The first step, focusing on the cultural attributes of the simulated imageries, is more
about the What? question of the image. By inspecting its graphic (cinematic) and social codes,
its genre, its reference and its intertextuality with other media products, this step studies what
15
is the message that the simulated image tries to convey in a cultural level. This step provides a
platform where traditional methods of visual analysis (e.g. semiotics) can operate on.
The second step is to examine the technological attributes of the simulated image. This is to
ask the (ow? question. For example, the researcher may want to know: Who are the
producers? How do they describe their work? What digital technique is used to produce the
image, and why it is this technique - this style of visual effects, instead of others, that is selected
to produce it? More critically, what is being simulated in the process of production? How is the
spectacularity of the image constructed? Is the spectacular image closely connected to its
technological vehicle? In general, this step provides a stage where the analysis of various
textual/verbal discourses on image production takes place.
The third step is to examine the social attributes of the simulation. This is more about the
Why? question. The researcher may ask: Is there any social or political transformation taking
place when the image is produced? What are the imperatives and constraints in which the
production and the distribution take place? Can certain unbalanced power relations be
observed in its production process? What kind of domination and whose hegemony is observed
from the production of the image and the productive technology? This is the stage where a
diagnostic cultural critique is formulated.
During the analysis, these steps should not be strictly conducted in a linear and separate
manner. Instead, they should be organised in a reciprocal and reflexive order, so that the
interconnection of the three aspects of the image can be revealed. It further requires a sampling
that consciously selects samples which are interconnected by similar characteristics, which will
be explained below.
Sampling
This paper selected two groups of samples, one group of images for visual analysis and another
group of texts which are related to the selected images for discourse analysis. A detailed set of
procedures of sampling is stated here:
Firstly I selected images from three major western entertainment platforms that are closely
connected with simulated image-making, including cinema, games and special venue
attractions. Due to the sheer amount of digital special effects films in contemporary cinema, a
pre-sampling was conducted by referencing a list of the Academy Awards winners from year
2003 to 2012, after which 30 western films3 that uses significant amount of cinematic digital
special effects were chosen to be carefully spectated. Four films4 among the list of thirty were
3
4
See all the thirty films listed in Chart 2 on page 17.
See films marked orange in Chart 2 on page 17.
16
later selected in the second round of sampling, including the Lord of Rings: the Return of the King
(Jackson, 2003), War Horse (Spielberg, 2011), Argo (Affleck, 2012) and Life of Pi (Lee, 2012).
Meanwhile four other films5 from this list were selected as some support samples for
interpreting the Lord of the Rings, including I, Robot (Proyas, 2004), Resident Evil: Extinction
(Mulcahy, 2007), The Mummy: Tomb of the Dragon Emperor (Cohen, 2008), and The Dark Knight
(Norlan, 2008).
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
CINEMA
The Lord of the Rings: The Return of the King
Pirates of the Caribbean: The Curse of the Black Pearl
Harry Potter and the Prisoner of Azkaban
I, Robot
Spider-Man 2
The Chronicles of Narnia: The Lion, the Witch and the Wardrobe
King Kong
War of the Worlds
Pirates of the Caribbean: Dead Man's Chest
Superman Returns
The Golden Compass
Resident Evil: Extinction
Transformers
The Mummy: Tomb of the Dragon Emperor
The Dark Knight
Iron Man
Avatar
District 9
Star Trek
Inception
Alice in Wonderland
Iron Man 2
Real Steel
War Horse
Rise of the Planet of the Apes
Transformers: Dark of the Moon
Life of Pi
Marvel's The Avengers
Argo
Prometheus
Chart 2: The pre-sampling and final-sampling of films.
The sample data of films was further supplemented by a selection from some most acclaimed
or acknowledged computer game productions and special venue attractions in recent years that
5
See films marked grey in Chart 2.
17
used advanced digital simulation/imaging techniques, among which a popular game franchise
Crysis and a Disney EPCOT attraction called Test Track were selected.
Later a group of textual discourses which included media reports and interviews, website
blogs and visual effects production documents were selected from various Internet sources.
They were selected specifically to complement the first sample group of the images, as they
were related to the production process of the selected images. The whole constellation of
sampled data was then examined, studied and categorised in to a cross-table6.
Note here that during the process the samples were not randomly selected but with a
preoccupation that they can interrelate with each other, which meant that most of them had
overlapping characteristics as this paper tried to be not only critical but persuasive as well. The
sampling method could be classified as purposive sampling (Tashakkori & Teddlie, 2003), in
which the samples selected were regarded by me as appropriate for this specific research. This
method of sampling was chosen not only because it requires less effort to be carried out by
independent researchers, but also because this research required specifically selected samples
that were closely connected to the subject matter. A random sampling method, in contrast,
requires too much statistical endeavours and will not generate ideal samples for the research.
Issues and Limitations
One major limitation spotted is in the stage of data selection, where the sample selected cannot
be claimed to be representative for the whole population, as the sampling is a non-probability
one – this is the unavoidable deflect of this method. To compensate this insufficiency, I will
make justifications of choices for each of the major samples to be referred in the data analysis
chapter, to explain its connection with the whole population of simulated entertainment
productions.
Another issue lies in the method of doing bi-modal visual/discourse analysis. As I was later
conducting the data analysis and interpretation, I increasingly found that the visual analytical
methods were primarily serving a descriptive role. By occasionally referring to semiology
during the analytical process, I have shifted my reading position to a consumer. Although it
provides some extent of criticality, the interpretation made by studying the connotation of the
image was too self-evident to be considered persuasive. In response to this problem, during the
interpretation I chose to closely link the readings through semiotics with the analysis of the
discourses on the production chain. In this way, however, the visual analysis incorporated by
this methodology has become a complementary means rather than a major one.
6
See Chart 3 on Page 19.
18
Cinema
Title
Visual Source
Attractions
War Horse
Life of Pi
Argo
Lord of the Rings
Crysis
Disney Test Track
Drama/War
Fantasy/Drama
History/Drama
Epic/Fantasy
First-Person Shooting
Slot-car Racing
Film still
Film poster
Film still
Website
Game Poster
Video of touring
Message
Horse running into
barbed wires, bloody
and strangled
Sampled
Discourse
Media Reports
Media Reports,
Interviews
Media Reports, Visual
Effects Documents
Media Blogs, Webpage
Interviews
Media Reports,
Interviews
Media Reports
Production
Computer-Generated
Digitally Processed
Computer-Generated
MASSIVE Simulator
CryEngine Sandbox
Digital Interactivity
Display
On film screen in 3D
On print media
On film screen
On film screen
Home Screen in 3D
Facilities/Screen
Gloomy
Exotic
Authentic
Grand/Violent
Impactive
Futuristic
Barbed wires
Animal
Historic site
Epic Warfare
Advanced Weaponry
Automotive Industry
Unbalanced Gender Ratio
in Game Industry
U.S. Military Global
Hegemony
Consumerist Car
Culture
Visual effects
Simulation
Society
19
Technology
Culture
Genre
Games
Social Context
Spectacularity
Power Relation
Protagonist surrounded
Tehran cityscape in the
by exotic animals and
1970s Iran
plants
Conflict between animal Impossibility of imaging
Political tension
cruelty and humanist fantastic picture through
between U.S. and Iran
theme
traditional techniques
An epic war between
Future soldier wearing Design, evaluate and
human and orc, in middleadvanced Nanosuit Ride futuristic vehicles
earth battlefield
Animal exploitation
Occult exoticness
Grand authenticity
Violent masculinity
Military Weaponry
Car design and ride
Bourgeois Humanism
Western Orientalism
Political Nationalism
Male Dominance
Military Power
Corporate Control
Simulation as Intermediaries of Ideology and Control
Simulation Itself as a Site of Dominance
Chart 3: the crosstab for summarising sampled data
Interpreting Simulation
The analysis below is further divided into two chapters. While various ideologies and social
dominations are being introduced and discussed in both chapters, it shall be addressed in the
beginning that these ideologies and dominations are not the primary concern of this paper
although they will be explained and briefly studied - it is the ways in which simulation
manifests them that is under careful inspection here. Thus the following sections are not
organised according to forms and types of ideologies and dominations but by the relation
between simulated image-making and them. The first chapter, for example, will argue that
simulation is a bridge being utilised to overcome social and cultural impossibilities for the
image-makers, in the process of which the ideological penetration and control embedded in the
images are facilitated and extended:
Simulation as Intermediaries of Ideology and Control
) Life of Pi – Imaging the unimageable : The film Life of Pi Li,
is the winner of
Academy Awards: Best Visual Effects. )t can be considered the most dramatic example of current
digital special effects cinema, as it achieves stunning spectacularity through heavy usage of
digital imaging techniques to simulate various shots which contain animal behaviours. Among
the total
shots of the film,
are visual effect shots Making of Life of Pi ,
. By using
simulated animals instead of real animal performers, this film presents extremely fantastic yet
highly convincing images onto the screen, in which animals fight with each other fiercely, or
interact with human characters with dramatic intensity. As many media reports have reflected
e.g. (iscock,
; Director Ang Lee on the unfilmable Life of Pi ,
, the triumph of Life of Pi
lies in its successful visual transcription of a textual script deemed unfilmable by industry.
The research here focuses on this claim made by various media reportages – Life of Pi films
an unfilmable script , as it regards this claim as a discourse that requires further inspection. For
example, why is the script deemed unfilmable? To answer this we have to refer to the film s
diegetic world: Life of Pi narrates a story in which a religious )ndian teenager and a Bengal tiger
have survived a shipwreck, and wandered on the sea together in a lifeboat for many days, during
the period of which they encounter strange marine creatures, natural disasters and a mysterious
island.
As can be seen from the synopsis, this extremely fictional storyline is too complex a task for
traditional representation techniques to image. Director Ang Lee commented in an interview
that: Kid, water, big special effects, animals – and they have to be in a small boat on water. )t
seemed to be a filmmaker s every nightmare
(iscock,
. (e feels this because the
traditional filming techniques requires a connection with reality as has been stated in the
20
theoretical chapter , meanwhile the diegetic world in this film is so detached from the real
world that the referent is hardly to be found. (owever, digital simulation of water, special effects
and animal in this film have overcome this difficulty, as the mechanism behind simulation is to
create not to reflect – it does not require a referent.
This indicates that simulation in this film is a solution to overcome the aesthetic challenge
posed by the cultural practice of filming. (owever this is not the end of the analysis of the film,
as it aims at provides a critical inspection of the underlying social relations. Therefore the next
question is, how is hegemony and control articulated through these simulated imageries?
Figure : Pi, Meerkats, and the Algae )sland Film Poster of Life of Pi
To answer this we have to turn to the visual rather than discourse. A film poster see Figure
of Life of Pi is selected to be analysed. )n this image, the protagonist is framed in the very
centre by meerkats and plants. This picture is digitally manipulated and composited as it has
21
two focal points – one in the front, focusing on three meerkats and one in the far end, focusing
on Pi and the mysterious environment. The composition of this image indicates that Pi s
ethnicity his skin colour, his clothes and his necklace is but part of an occult exoticness,
functioning in the same way with the tropical plants and the sheer number of odd-looking
meerkats – which is to differentiate the image from common western experiences. Whereas the
poster is not related to digital simulation techniques, the meerkats in this image refer to a major
spectacular scene see Figure
in the film in which hundreds of thousands of meerkats are
simulated to habitat on a small island, serving the occultist theme of the film through their sheer
scale and accurate anthropomorphic behaviours. As the occult theme further contributes to the
exotic, religious, mysterious and sometimes frightening depiction of the Other , ) would argue
that the spectacularity achieved by the film is a product of orientalism, which is a long
established way of depicting at the east as exotic and different through western lenses Said,
.
Figure : Meerkats in Algae )sland still from Life of Pi
This also indicates the necessity of studying the unfilmable nature of the script from a
critical perspective. The story is so detached from the real world that it cannot be represented
but simulated, not only because it is a written fiction, but more profoundly, because it is an
extremely distorted western view of the east. This film is a vivid example how western
hegemony – in this case orientalism – is using simulation to bridge cultural barriers by imaging
the unimageable yet hegemonic discourse on the dominated and powerless the East .
) War Horse – Solving Moral Dilemma. War horse Spielberg,
is a war/drama film
which narrates a story of a horse named Joey who is sold to cavalry, experiences various wars,
22
and eventually returns safely to his breeder s home. )t is another case in which significant
amount of simulated imageries of animals and special effects is produced during the filmmaking.
The selected still is from a sequence in which the horse Joey gets scared by the battlefield
and frenetically runs straight into a cluster of barbed wire, strangled and bloody. The image
contrasts the innocence of the animal with the violence of the war – a horse being seriously hurt
in men s battlefields, thus the theme of anti-war and humanism is conveyed by eliciting the
spectator s sympathy towards the horse and disgust towards warfare. )t needs to be point out
here that humanism is a constantly favoured theme by the director Steven Spielberg as it grants
his cinematic productions a universal appeal to global audiences see, for example Steven
Spielberg: A (umanist ,
.
Figure : Joey caught by Barbed Wires Still from War (orse
(umanism, on the other hand, is a prevailing bourgeois ideology which emphasises its ideal of
equality, freedom and reason while masking real social domination and supressing class
struggles Althusser,
; Mattick,
. This deeply invested ideological control in the film
can be revealed by reading the narrative with a Marxist perspective, as Joey can be read as
labour and its breeder as capitalist, whereas Joey is being sold and exploited by mankind,
experienced all the sufferings as a labour, in the end he still returns to his owner as a loyal
servant. Therefore humanism in this film not only conveys its middle-class utopian ideal, but
also serves the totality of social control by connoting class submission to its audience.
(owever, the major question still remains after this Marxist reading - how is simulation
related in this process of social control? Again, the answer is: simulation functions as
23
intermediary which bridges ideological penetration by overcoming social challenges. For War
(orse, the filming crew face a dilemma in which to film a real horse contacting actual barbed
wires is a direct manifestation of animal cruelty in the filming process, which is contradictory to
the humanist ideal the film tries to convey.
The image-maker solves this dilemma through simulated imagery - whereas the horse itself
is not digitally made, the wires are Failes,
. The physics, the materials, the tension of the
wire are simulated to be convincing, while the horse in the filming process does not get injured
at all. Because of this, the film has generated a cloud of media discourses which stress the film as
totally animal friendly in its filming process, a viewing choice for the whole family see for
example OConnor,
; On the Set of War (orse ,
. The War (orse thus maintains its
ideology of humanism through simulation. And as its humanist theme provides better market
penetration, its social control as propagandising class submission is further massively mediated.
) Argo7 – Bridging Political Barriers. The film Argo is a history/drama film produced by
(ollywood studios, distributed globally. )t narrates a story in which six Americans trapped in the
)ranian Revolution were being rescued by a C)A agent. The film is chosen to be studied
here not because it belongs to the emergent digital spectacle genre, but because it deliberately
packages its simulated imagery as an authentic representation in order to serve its underlying
ideology. Argo demonstrates vividly how simulated image-making can be used to overcome
political obstacles and extend the power reach of dominant ideologies - in this case, nationalism
promoted by the United States government.
The film is produced under a circumstance that filming in the
s )ran is physically
impossible, and filming in contemporary )ran is politically impossible McMurry,
:
. The
situation can be said to be resulted by a broader social context in which the political tension
between )ran and the United States is being exacerbated by various issues such as military
dispute, nuclear weapons and terrorism, as various news have reported see, for example,
Porter,
; )ran arming Taliban,
. Meanwhile digital technology provides an alternative
of making images about past )ran without going to the actual location. Thus many shots of the
cityscape of )ran in this film are not filmed by camera but actually computer-simulated and
generated Kaufman,
. )n general, Argo can be considered as a vivid example which uses
simulation to bridge political barriers of production, and as a result, the dominant nationalist
ideology behind the film is channelled and enforced by the simulated imageries.
7
) have used this as a pilot sample in my MC M essay.
24
This still image see Figure
, captured from a major establishing shot of the film which
shows the cityscape of Tehran with its landmark Azadi Tower taking the central position, is
among the most spectacular digital imageries of the film. The production behind this shot uses
grand, authentic and accurate visual effects to package the simulation as real footage. )n the
ARGO Visual Effects Supporting Statement, Gregory McMurry, Visual Effects Supervisor of the
film, recalls the production of this shot:
The mantra behind this shot was details, details, details - you ll see leaves moving on the trees,
of-the-era cars circling the ring road, long shadows affected by the pollution haze […] digital
people going about their lives and even dirt on the camera lens. All of this helps sell the realism
of the shot and maintains the grainy hand-held documentary feel the director was after.
McMurry,
:
As is stated by McMurry, the visual effects of this image are designed to serve the claimed
realism of the film. More specifically, through incorporating cinematic conventions into the
simulation, such as haze , dirt on lens , handheld feel, grainy textures, and a combination of high
point of view, deep depth of field and slow camera movement, the image is digitally assembled
to signify an aerial shot of the corresponding location. Put in other words, the entire endeavour
behind the image is to substitute the visual sign digitally recreated image with the another
visual sign an aerial shot , whereas the referent is absent the real
cannot be retrieved .
Tehran is past and
Figure : The digitally simulated Azadi Tower Still from Argo
This image s realistic visual effects have resulted in the concealment of the simulation
process, as many spectators may notice the grand realism of the shot while fail to notice the shot
is artificially synthesised. Thus the simulation here is invisible – or successful as it silently
substitutes the referent without anyone noticing. )t is subservient to the narrative and themes of
25
this film, extending its representation to areas that are beyond the traditional act of
cinematography.
The image thus functions just like representation. Visually it aesthetizes and stereotypes the
landscape of )ran into a single landmark, stressing its difference rather than similarity with
many American cities. The concreteness and lifelessness of the architecture also connotes a
sense of alienation and potential danger. This picture is similar to Life of Pi in the way that the
powerful is imaging the powerless at will – through simulation technologies. )ran is coded as the
Other by this image, due to its inferior status in the U.S.–)ran opposition, just like the East in
Life of Pi. (owever it is also different from Life of Pi as it claims itself to be documentarily
authentic, while the latter, a fictional fantasy, has no such intention.
)f Life of Pi and War (orse are using simulation primarily for the purposes of entertainment,
then Argo is different in that it uses simulation more as a political discourse which manifests the
global hegemony of the U.S. governments. )t achieves this goal by using simulation as a tool of
facilitating authenticity. Whereas its narrative and images suggest strong nationalist ideologies,
its very act of imaging )ran regardless of the political barrier of filming is also a manifestation of
power and control. More dramatically, on February
,
, this manifestation was hyped to
the extreme by another political discourse created by the U.S. government, in which First Lady
Michelle Obama announced Argo as the winner of Academy Award for Best Picture, live from the
Diplomatic Room of the White (ouse Cirrili,
.
Judging from this perspective, Argo is similar to the cases discussed below, in which
simulation no longer merely functions as a background intermediary channelling ideology and
visuality, but also itself as simulating rather than what is being simulated is increasingly
becoming a site of overt manifestation of dominance and hegemony:
Simulation Itself as a Site of Dominance
This section argues that instead of being mere background intermediaries, simulation itself is
also a site dominated by various ideologies, especially the ideology of its technological
producers – who are characterised by their male, military and corporate traits. Although )
acknowledge that these traits usually appear together rather than alone, ) have to use three
separate cases representing three platforms of entertainment cinema, video games and Disney
attractions to demonstrate each of them for the sake of the structure of this chapter. ) would
start the analysis of this section by examining a still from the Lord of the Rings franchise, to first
propose that simulation is a manifestation of male dominance:
) Lord of the Rings – Male Dominance. A still see Figure
on page
scene in the Lord of the Rings: the Return of the King Jackson,
26
is captured from a
in which hundreds of
thousands of human and orc warriors are killing each other in a fictional middle-earth
battlefield with gigantic war elephants rushing through warzones. This shot incorporates
militancy, brutality and violence all together into its extreme masculinity. (owever, rather than
claiming this male-centeredness as some third-party ideology going through a channel
facilitated by simulation - like what ) have done in the previous section, ) would argue here that
this predominant masculinity is more of an attribute of simulation itself.
Figure : A still from the Lord of the Rings: the Return of the King.
This is to stress simulation as a male technology . For example, the grand battlefield scene
this image represents is generated primarily by a computer simulation programme called
MASS)VE Multiple Agent Simulation System in Virtual Environment
Thompson,
. The
development of MASS)VE simulator is a process dominated by male: it is conceived and financed
by a male film producer – Peter Jackson, programmed by a male computer scientist - Stephen
Regelous, to satisfy Jackson s masculine goal of simulating massive attack ibid. . Meanwhile the
image-makers who engage with the MASS)VE programme to produce this scene in Lord of the
Rings are also predominantly male - in a series of interviews8 provided by the official webpage
of the Lord of the Rings, among all the interviewed visual effects producers who are responsible
for the production of this simulated battle scene, thirteen are male while only one is female 9 –
an extremely unbalanced gender ratio.
8
9
Interview data retrieved from: http://www.lordoftherings.net/effects/prologue_frame.html
I counted the numbers myself.
27
This complies with the fact that one of the most prosperous fields of simulation in the
entertainment industry – the cinematic visual effects production, is dominated by male
workforce. For instance, in the long list 10 of various artists awarded by the Best Visual Effects of
Academy Awards, from
-
no single female is present. This skewed gender distribution
in simulated imagery production reflects the general situation in the current computing and
information technology industries. For example, statistics from the U.S. Bureau of Labour
Statistics and Catalyst showed that in
female Misa,
:
-
only
; Foust-Cummings et al,
-
% of American computing workforce was
.
To demonstrate the gender unbalance in simulation industry is to highlight its social shaping as
a male technology. Thus inevitably the very act of simulating is embedded with masculine traits.
Violence, warfare, destruction and death are the predominant theme of simulation, not only
because they are spectacular but also because they are a manifestation of the embedded male
dominance of the technology. )t can be further argued that since medium is the message and the
production technique determines the very meaning of its visual product McLuhan,
Baudrillard,
:
;
, simulation as a male technology is masculinising our spectacular visual
culture. This can be seen from the case of MASS)VE, as many of the films which adopt its
simulation techniques have a similar pattern of displaying screen masculinity through depicting
epic warfare, mass destruction and violent death11. )n this way, militant male dominance is
constantly displayed and reproduced through the adoption of simulation technologies in mass
media products.
The following points to be made within this section detach themselves from the field of
cinematic production by turning to the interactive entertainment industry computer games and
special venue attractions , as this field is not only characterised by its dramatic male dominance
for example, in UK game industry female game producer make up only - per cent of the
whole workforce [)van,
] , but moreover, this male-centeredness is intimately interweaved
with military and corporate interests.
) Crysis – Hegemonic Military Discourse. A poster see Figure
videogame franchise Yerli,
and
on page
of the Crysis
is used here as a starting point for explaining the
connection between computer games and military hegemony. The image depicts a battle on a
city street. The destroyed city indicates that the context is set in warfare while the style of the
architectures tells us the time is contemporary. )n contrast with this contemporary setting, a
man wearing futuristic armour is positioned in the left as if he is the protagonist. (e is not under
10
See Appendice 1 on Page 41-44 for a detailed list.
See Appendice 2 on Page 45 for a set of stills from films which use MASSIVE to achieve similar effects
to the Lord of the Rings Franchise.
11
28
cover – which implies that he is not afraid of being shot, or further suggests that the futuristic
suit he is wearing may be advanced enough to protect him from rifle bullets as well as the
explosion next to him. Thus this image is using its entire elements to address this armour.
Figure : A Poster of the Crysis Frachise
Discourses of and on this game further explains the poster. For example, from the game s
narrative we know that this armour is named Nanosuit . )t can be considered as one major
spectacle of the game, as the gameplay involves intimately around this high-tech suit. Meanwhile
from an interview, the game producer claimed that the concept of Nanosuit was based on a real
U.S. military project named the Future Force Warrior
Booker,
.
Despite this game s general theme of military action in the narrative, it can be argued that its
relation with military discourse is much complicated than this. Firstly, the game belongs to a
category known as First-person Shooting FPS , which is an extremely popular game genre that
centres on projectile weapon-based combat through a first-person perspective the player
experiences the action through the vision of his screen avatar . FPS has a unique relationship
with military institutions, in the way that the technologies which shaped its early-stage
development in the late
s were adapted from combat flight simulators and tank simulators
developed primarily for the U.S. army Garmon,
. Therefore the FPS can be regarded as a
genre deeply embedded with military discourses from the beginning of its technological
development.
The military discourse in Crysis is clearly visible: in the first episode of the game, for example,
the player is deployed as an U.S. Delta Force soldier, whose objective is to fight North Korean and
29
alien enemies. This storyline complies with the uniform pattern of most FPS games, in which the
player serves the army which is predominantly American by carrying out orders. Note here
how the military discourse is transferred from the technology to the game content – it is because
the simulation technology in FPS originates from military laboratories that the game space in
FPS becomes a site of reproducing military combat actions.
On the other hand, Crysis not only displays military discourse as a military-shaped
technological artefact, but also reflects the latest global hegemony of the U.S. military through its
simulation of military discourses. For example, in Crysis, the intimate connection between the
fictional Nanosuit and its real world counterpart in the U.S. military proposal, as well as the
realistic setting of contemporary U.S. Delta Force troops, both indicate that this type of games is
being continuously influenced by contemporary military activities and weaponry designs, as it
constantly draws inspirations from these discourses to formulate selling point for its gamers.
Moreover, the act of simulating military discourse may further become a means of
propagandising the global hegemony of the advanced U.S. military. For example, in the case of
Crysis, the Nanosuit is vital for the survival in the game since player can manipulate the
protagonist s body mechanism such as strength, speed, cloak and armour through interacting
with the suit Booker,
. The player is thus conveyed a message that in the game he can kill
and conquer due to the fact that he is a superiorly equipped American soldier. )n contrast, the
North Korean soldier in this game who is depicted as less technologically equipped assume a
rather inferior status as they become mere shooting targets for the player.
Therefore, Crysis is shaped by military domination both as a genre which laid foundation on
military simulators, and as a latest game production which draws inspirations from
contemporary military discourses. )n turn, the hegemonic military discourses are reproduced
and channelled to its player through his interaction with the simulated space the game provides.
Similar to the case of the Lord of the Rings, simulation in this sense is more of an overt site of
manifesting domination rather than being a background intermediary of channelling ideological
penetration for other cultural practices.
) Test Track – Immersive Corporate Propaganda. The last selected sample for this section is
a video clip 12 see Figure
on page
showing the complete touring of a slot car attraction
named Test Track, located in Disney World Resort, Florida. )n this
-minute long video
recording, the camera holder starts his tour by entering the first block of the attraction – the
Chevrolet Design Studio in which various Chevrolet concept vehicles were on display. Later
he/she walks in a sector where he/she designs a futuristic car with the help of a computer
programme. Then the camera holder boards a Chevrolet Sim-Car and is taken through a
12
Video data retrieved from: http://www.youtube.com/watch?v=JBDLPOkqstw
30
digitally simulated testing ground surrounded by large arrays of screens of the SimTrack .
After a series of simulated evaluations, he/she experiences an outdoor high-speed slot-car
riding. When the ride is finished, the camera holder enters a showroom where various models of
Chevrolet cars are displayed.
Figure : A still from the video recording of touring the Test Track.
Unlike films and video games, Test Track is a physical space rather than a two-dimensional
image, yet it can still be considered as a relevant sample for this research, as the experience it
provides is predominantly visual and digital. Different from simulation rides where the
audience is shown a movie while their seats move to correspond to the action on screen, Test
Track provides a much more complex simulation in which a complete flow of industrial design,
manufacturing, evaluation and ride of cars takes place as interactive entertainments. )ts
significance for this research lies in the fact that it is a site deeply embedded by corporate
interest and technologies and simultaneously a place which disseminates corporate control.
This attraction is interwoven with corporate dominance in both technological and cultural
aspects. Technological as it belongs to the game genre of racing simulation, of which the
technologies, facilities and apparatus are always closely connected to automotive corporations.
As reported, in
, Disney )magineers visited the Milford Proving Ground owned by General
Motors GM and later made a second trip to the facility and collaborated with GM to create Test
Track Worlds of motion,
. This resulted in an attraction which resorts to the simulation
of automotive industries as a form of entertainment. )n this way, General Motors, as an
automotive giant, embeds its consumerist car culture into every apparatus and technology of the
31
touring experience. For example, as is shown in the video recording see Figure
, in the
simulated process of designing the futuristic vehicle, the interaction with the design simulator is
more like customising it from a perspective as consumer. With options of changing paint, wheels
and adding accessories, the experience is closer to buying a car online through figuring out a
combination of choices rather than conceiving an industrial product in design studios. Thus the
simulation disseminates corporate control over the guests of the attraction by fostering
consumerism through their interactive experiences.
Figure : Another still from the video recording of touring the Test Track.
This dominance is also economic, as the GM Corporation obtains the financial superiority
when it chooses to become the major sponsor of the attraction. The situation is reflected in the
transformation from Test Track s predecessor - World in Motion to its current form, as in
GM requested Disney to alter the whole touring experience of World in Motion - the previous
slot-car attraction in Disney EPCOT resort, by substituting its main section of demonstrating the
history of transportation with a new one which would focuses specifically around their
automobiles World of Motion ,
.
The economic power of GM then transforms the entertainments in Test Track into an
advertisement of its own products, as we see deep infiltration of the Chevrolet brand a marque
of GM into almost every aspect of the touring experiences. For example, the golden Chevrolet
logo is frequently seen in every room the camera holder enters. On every car designed by the
guests, a Chevrolet logo and a classic Chevrolet grille design is automatically generated.
32
Furthermore, with its showrooms of current and future models of Chevrolet cars, the attraction
bears huge similarity to a dedicated Chevrolet auto show.
Therefore, in general the case of Test Track indicates corporate control in current
entertainment of interactive simulation in two aspects. First one is that dominant corporate
embeds its prevailing ideologies into the entertainment by exporting its technological
infrastructure the apparatus and facilities to simulation, thereby its hegemonic control is
disseminated though consumers interactions with these infrastructures. Second one is that
corporates continue to dominant the simulated discourse through exerting their economic
power to affect the act of simulation, transforming it into their own propagandas.
Summary
The interpretation of selected samples has argued in two aspects that simulation both covertly
mediates and overtly manifests social dominance and control. In the first section it argued that
simulation, as a novel and powerful technological vehicle, has been used by various visual
producers to overcome challenges posed by current social/political/cultural issues and
conflicts. During this process, the spectacular images it enables have greatly expanded the
ideological and hegemonic control of the cultural artefacts produced, penetrating areas where
traditional image-making techniques cannot reach. Therefore, simulation in this sense can be
considered as silent intermediaries which bridge barriers for the act of extending social
domination for the powerful groups.
In the second section it has moved on to argue that simulation itself is also a dramatic site of
manifesting dominance by proposing three major characteristics of simulation – male, military
and corporate – with three cases. It has revealed in each case that powerful groups and
institutions not only shape simulation at its early stages of technological development, but also,
they continue to influence simulation throughout its later trajectory, by exerting their
hegemonic discursive power and economic superiority. Their shaping of simulation has
transformed it to a place where ideological propaganda and social control are being constantly
reproduced.
This interpretation thus replies the research question How are hegemonic ideologies and
dominant social control articulated through simulated imagery? by proposing two possible
answers, one is that simulation functions as intermediaries of ideological penetration, and the
other is that simulation itself is a place of the overt expression and reproduction of hegemony.
Furthermore it provides a respond to the sub-question what are these ideologies and who are
the dominant people? by using both its sections to contend that contemporary simulated
imagery-making industries are places dominated by powerful social groups and institutions
33
which are predominantly western, middle-class, male, military, political or corporate, their
ideologies varies from nationalism, humanism to consumerism and orientalism. While for the
question What is exactly the relation between culture, technology anf society? , this research
answers by revealing that the contemoprary visual culture and its various digital technologies
are all subservient to and manipuated by the politics of simulation. Therefore, this research
validates the major contentions made earlier in the theoretical chapter, by claiming that both
culture and technology are places of maintaining the totality of social dominantion and control.
34
Conclusion
This paper focused on the field of simulated image-making by critically studying the complex
interaction among spectacular image, its digital production and the underlying social relations
in both its theoretical and research chapters. In the theoretical chapter it has grounded the
theories of simulation in three aspects - the cultural, the technological and the social. It argued
that simulation was simultaneously a unique cultural practice, a novel imaging technique and a
site of social domination and control. It thus developed a triangular conceptual framework
based on the three for conducting the following research.
In the methodological chapter, it denied the traditional approaches of visual analysis of
examining simulated-imageries, as it contended that they were insufficient in the way that they
were developed for studying photographic representations instead of digitally produced
illusionistic images. It later formulated a bi-modal analytical method which combined visual
analysis of the image with discourse analysis of its production chain, by referring to visual
cultural studies and some other relevant methodological literature.
The research was later carried out by inspecting six cases, including four films, a computer
game and a special venue attraction. As it aimed to provide a diagnostic critique of the current
entertainment industry, it focused more on critically engaging with the hegemonic social
relations in both the technological and cultural aspects of simulated image-making, rather than
providing descriptive accounts on the aesthetics and mechanism of simulation in current
entertainment industries.
The analysis of the selected data grouped the relation between simulation and social
domination/control into two categories. The first group of samples argued that simulation is a
background intermediary which covertly bridges social-political-cultural barriers for the
extending of ideological penetration of its visual products. The second group of data revealed
that simulation as both an act and a product was also a site of overt manifestation of social
dominance, which was characterised by its male, military and corporate traits. The empirical
study thus provides a critical analysis of current western entertainment industries by proposing
that digital simulation is clearly not inaugurating a new era of social relations but maintaining
its current hierarchies and inequalities.
This paper has claimed itself to be a response to the unprecedented level of digital simulated
image-making in the culture industries, and a response to the lack of research and also means of
research on this field. Therefore both its theoretical chapter and research chapters were
conceived and written in order to study simulation with unique perspectives, enough criticality
and some academic depth. However, it also recognises that to study the social relations and
35
effects of digital simulation one cannot focus only on the homogenised production end while
neglecting that it is the heterogeneity of the reception that marks its diversity as a cultural
practice. Thus further research should be conducted in the light of audience reception of
simulated imageries. This goal, as already suggested in the introductory, will be the major
guidance for my second dissertation in the following year. (11,749 words)
36
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Appendices: Chart 4: Nominees of Academy Awards: Best Visual Effects from 1977 – 2012.
Year
Film
Close Encounters of the Third Kind
1977 (50th)
Star Wars
1978 (51st)
Superman (Special Achievement
Award)
Alien
The Black Hole
1979 (52nd)
Moonraker
1941
Star Trek: The Motion Picture
1980 (53rd)
The Empire Strikes Back (Special
Achievement Award)
Dragonslayer
1981 (54th)
Raiders of the Lost Ark
1982 (55th)
1983 (56th)
Blade Runner
E.T. the Extra-Terrestrial
Poltergeist
Return of the Jedi (Special
Achievement Award)
Ghostbusters
1984 (57th)
Indiana Jones and the Temple of
Doom
2010
Cocoon
1985 (58th)
Return to Oz
Will Vinton, Ian Wingrove, Zoran Perisic and Michael Lloyd
Young Sherlock Holmes
Dennis Muren, Kit West, John Ellis and David W. Allen
Robert Skotak, Stan Winston, John Richardson and
Suzanne Benson
Lyle Conway, Bran Ferren and Martin Gutterridge
Richard Edlund, John Bruno, Garry Waller and William
Neil
Dennis Muren, William George, Harley Jessup and
Kenneth F. Smith
Joel Hynek, Robert M. Greenberg, Richard Greenberg and
Stan Winston
Richard Edlund, Al DiSarro, Brent Boates and Thaine
Morris
Ken Ralston, Richard Williams, Edward Jones and
George Gibbs
Dennis Muren, Michael McAlister, Phil Tippett and Chris
Evans
John Bruno, Dennis Muren, Hoyt Yeatman and Dennis
Skotak
Aliens
1986 (59th)
Little Shop of Horrors
Poltergeist II: The Other Side
Innerspace
1987 (60th)
Predator
Die Hard
1988 (61st)
Who Framed Roger Rabbit
Willow
The Abyss
1989 (62nd)
Nominees
Roy Arbogast, Douglas Trumbull, Matthew Yuricich,
Gregory Jein and Richard Yuricich
John Stears, John Dykstra, Richard Edlund, Grant
McCune and Robert Blalack
Les Bowie, Colin Chilvers, Denys Coop, Roy Field, Derek
Meddings and Zoran Perisic
H. R. Giger, Carlo Rambaldi, Brian Johnson, Nick Allder
and Dennis Ayling
Peter Ellenshaw, Art Cruickshank, Eustace Lycett, Danny
Lee, Harrison Ellenshaw and Joe Hale
Derek Meddings, Paul Wilson and John Evans
William A. Fraker, A.D. Flowers and Gregory Jein
Douglas Trumbull, John Dykstra, Richard Yuricich, Robert
Swarthe, Dave Stewart and Grant McCune
Brian Johnson, Richard Edlund, Dennis Muren and Bruce
Nicholson
Dennis Muren, Phil Tippett, Ken Ralston and Brian
Johnson
Richard Edlund, Kit West, Bruce Nicholson and Joe
Johnston
Douglas Trumbull, Richard Yuricich and David Dryer
Carlo Rambaldi, Dennis Muren and Kenneth F. Smith
Richard Edlund, Michael Wood and Bruce Nicholson
Richard Edlund, Dennis Muren, Ken Ralston and Phil
Tippett
Richard Edlund, John Bruno, Mark Vargo and Chuck
Gaspar
Dennis Muren, Michael McAlister, Lorne Peterson and
George Gibbs
Richard Edlund, Neil Krepela, George Jenson and Mark
Stetson
Ken Ralston, Ralph McQuarrie, Scott Farrar and David
Berry
The Adventures of Baron Munchausen
Richard Conway and Kent Houston
Back to the Future Part II
Ken Ralston, Michael Lantieri, John Bell and Steve Gawley
41
Year
1990 (63rd)
Film
Total Recall (Special Achievement
Award)
Backdraft
1991 (64th)
Hook
Terminator 2: Judgment Day
Alien 3
1992 (65th)
Batman Returns
Death Becomes Her
Cliffhanger
1993 (66th)
Jurassic Park
The Nightmare Before Christmas
Forrest Gump
1994 (67th)
The Mask
True Lies
Apollo 13
1995 (68th)
Babe
Dragonheart
1996 (69th)
Independence Day
Twister
The Lost World: Jurassic Park
1997 (70th)
Starship Troopers
Titanic
1998 (71st)
Armageddon
Mighty Joe Young
What Dreams May Come
1999 (72nd)
The Matrix
Star Wars Episode I: The Phantom
Menace
Stuart Little
Gladiator
2000 (73rd)
Hollow Man
The Perfect Storm
Nominees
Eric Brevig, Rob Bottin, Tim McGovern and Alex Funke
Mikael Salomon, Allen Hall, Clay Pinney and Scott Farrar
Eric Brevig, Harley Jessup, Mark Sullivan and Michael
Lantieri
Dennis Muren, Stan Winston, Gene Warren, Jr. and
Robert Skotak
Richard Edlund, Alec Gillis, Tom Woodruff, Jr. and George
Gibbs
Michael Fink, Craig Barron, John Bruno and Dennis
Skotak
Ken Ralston, Doug Chiang, Doug Smythe and Tom
Woodruff, Jr.
Neil Krepela, John Richardson, John Bruno and Pamela
Easley
Dennis Muren, Stan Winston, Phil Tippett and Michael
Lantieri
Pete Kozachik, Eric Leighton, Ariel Velasco Shaw and
Gordon Baker
Ken Ralston, George Murphy, Stephen Rosenbaum and
Allen Hall
Scott Squires, Steve Williams, Tom Bertino and Jon
Farhat
John Bruno, Thomas L. Fisher, Jacques Stroweis and
Patrick McClung
Robert Legato, Michael Kanfer, Leslie Ekker and Matt
Sweeney
Scott E. Anderson, Charles Gibson, Neal Scanlan and
John Cox
Scott Squires, Phil Tippett, James Straus and Kit West
Volker Engel, Douglas Smith, Clay Pinney and Joseph
Viskocil
Stefen Fangmeier, John Frazier, Habib Zargarpour and
Henry La Bounta
Dennis Muren, Stan Winston, Randal M. Dutra and
Michael Lantieri
Phil Tippett, Scott E. Anderson, Alec Gillis and John
Richardson
Robert Legato, Mark Lasoff, Thomas L. Fisher and
Michael Kanfer
Richard R. Hoover, Patrick McClung and John Frazier
Rick Baker, Hoyt Yeatman, Allen Hall and Jim Mitchell
Joel Hynek, Nicholas Brooks, Stuart Robertson and Kevin
Mack
John Gaeta, Janek Sirrs, Steve Courtley and Jon Thum
John Knoll, Dennis Muren, Scott Squires and Rob
Coleman
John Dykstra, Jerome Chen, Henry F. Anderson III and
Eric Allard
John Nelson, Neil Corbould, Tim Burke and Stan Parks
Scott E. Anderson, Craig Hayes, Scott Stokdyk and Stan
Parks
Stefen Fangmeier, Habib Zargarpour, John Frazier and
Walt Conti
42
Year
Film
A.I. Artificial Intelligence
2001 (74th)
The Lord of the Rings: The Fellowship
of the Ring
Pearl Harbor
The Lord of the Rings: The Two
Towers
2002 (75th)
Spider-Man
2003 (76th)
2004 (77th)
Star Wars Episode II: Attack of the
Rob Coleman, Pablo Helman, John Knoll and Ben Snow
Clones
The Lord of the Rings: The Return of
Jim Rygiel, Joe Letteri, Randall William Cook and Alex
the King
Funke
Master and Commander: The Far Side Dan Sudick, Stefen Fangmeier, Nathan McGuinness and
of the World
Robert Stromberg
Pirates of the Caribbean: The Curse of
John Knoll, Hal Hickel, Charles Gibson and Terry Frazee
the Black Pearl
Harry Potter and the Prisoner of
Roger Guyett, Tim Burke, John Richardson, and William
Azkaban
George
I, Robot
Spider-Man 2
The Chronicles of Narnia: The Lion,
the Witch and the Wardrobe
2005 (78th)
Nominees
Dennis Muren, Scott Farrar, Stan Winston and Michael
Lantieri
Jim Rygiel, Randall William Cook, Richard Taylor and
Mark Stetson
Eric Brevig, John Frazier, Ed Hirsh and Ben Snow
Jim Rygiel, Joe Letteri, Randall William Cook and Alex
Funke
John Dykstra, Scott Stokdyk, Anthony LaMolinara and
John Frazier
King Kong
War of the Worlds
John Nelson, Andrew R. Jones, Erik Nash, and Joe Letteri
John Dykstra, Scott Stokdyk, Anthony LaMolinara, and
John Frazier
Dean Wright, Bill Westenhofer, Jim Berney, and Scott
Farrar
Joe Letteri, Brian Van't Hul, Christian Rivers, and Richard
Taylor
Dennis Muren, Pablo Helman, Randal M. Dutra, and
Daniel Sudick
Pirates of the Caribbean: Dead Man's
Chest
2006 (79th)
Poseidon
Superman Returns
The Golden Compass
2007 (80th)
John Knoll, Hal Hickel, Charles Gibson, and John Frazier
Transformers
Scott Farrar, Scott Benza, Russell Earl, and John Frazier
The Dark Knight
Iron Man
Avatar
2009 (82nd)
Boyd Shermis, Kim Libreri, Chas Jarrett, and John Frazier
Mark Stetson, Neil Corbould, Richard R. Hoover, and Jon
Thum
Michael Fink, Bill Westenhofer, Ben Morris, and Trevor
Wood
Pirates of the Caribbean: At World's
End
The Curious Case of Benjamin Button
2008 (81st)
John Knoll, Hal Hickel, Charles Gibson, and Allen Hall
District 9
Star Trek
Eric Barba, Steve Preeg, Burt Dalton, and Craig Barron
Nick Davis, Chris Corbould, Tim Webber, and Paul
Franklin
John Nelson, Ben Snow, Dan Sudick, and Shane Mahan
Joe Letteri, Stephen Rosenbaum, Richard Baneham, and
Andrew R. Jones
Dan Kaufman, Peter Muyzers, Robert Habros, and Matt
Aitken
Roger Guyett, Russell Earl, Paul Kavanagh, and Burt
Dalton
43
Year
2010 (83rd)
2011 (84th)
2012 (85th)
Film
Nominees
Paul Franklin, Chris Corbould, Andrew Lockley and Peter
Inception
Bebb
Ken Ralston, David Schaub, Carey Villegas and Sean
Alice in Wonderland
Phillips
Harry Potter and the Deathly Hallows: Tim Burke, John Richardson, Christian Manz and Nicolas
Part 1
Aithadi
Michael Owens, Bryan Grill, Stephan Trojanski and Joe
Hereafter
Farrell
Iron Man 2
Janek Sirrs, Ben Snow, Ged Wright and Daniel Sudick
Hugo
Harry Potter and the Deathly Hallows:
Tim Burke, David Vickery, Greg Butler, and John
Part 2
Richardson
Erik Nash, John Rosengrant, Danny Gordon Taylor, and
Real Steel
Swen Gillberg
Joe Letteri, Dan Lemmon, R. Christopher White, and
Rise of the Planet of the Apes
Daniel Barrett
Scott Farrar, Scott Benza, Matthew E. Butler, and John
Transformers: Dark of the Moon
Frazier
Bill Westenhofer, Guillaume Rocheron, Erik-Jan de Boer
Life of Pi
and Donald R. Elliott
Joe Letteri, Eric Saindon, David Clayton and R.
The Hobbit: An Unexpected Journey
Christopher White
Marvel's The Avengers
Janek Sirrs, Jeff White, Guy Williams and Dan Sudick
Richard Stammers, Trevor Wood, Charley Henley and
Prometheus
Martin Hill
Cedric Nicolas-Troyan, Philip Brennan, Neil Corbould, and
Snow White and the Huntsman
Michael Dawson
Chart 4: Nominees of Academy Awards: Best Visual Effects from 1977 – 2012.
44
45
Figure 9: Stills from four other films which use the MASSIVE simulator. Top left: Resident Evil: Extinction (Mulcahy, 2007);
Top right The Dark Knight (Norlan, 2008); Bottom left: I, Robot (Proyas, 2004), Bottom right: The Mummy: Tomb of the
Dragon Emperor (Cohen, 2008).