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PROCESS LOOP NEW CONCEPTS AND PRACTICAL ISSUES IN CONTEMPORARY FILM ARCHITECTURE Film is an artistic medium which is consciously utilized to present cultural values and reflect upon their meaning as they evolve over time and space. Similarly, architecture can be interpreted as a practical as well as artistic medium which itself is a conscious or unconscious reflection of cultural values of the time and space that the structure was created. What is the relationship between film and architecture? And what are some of the new concepts and practical issues in contemporary film architecture? RELATIONSHIP BETWEEN FILM AND ARCHITECTURE Film architecture can be posited to perform 2 major functions: For architecture in film to both reflect the culture being described as well as reflect on the culture being describedFor the film to be an experimental arena for future architectural visions Both functions, interestingly, relate to the old philosophical problem: does art imitate life? Or does life imitate art? Or both? NEW CONCEPTS In contemporary film architecture, there is considerable emphasis on the second function. That is, whereas in the past, there was more of an emphasis on films depicting past and present cultures, there is an increasing trend to films which are speculative in nature and whose architecture reflects what modern filmmakers dream to be the future. Most obviously demonstrating this, of course, are science fiction/ fantasy films. Although sci-fi films have been around since over a century, it could be argued that the genre only really took off with cult-mad popularity following in the late 20th century (think Star Wars in 1977). Architecture-wise, the film Blade Runner (1982) was beautiful and ground-breaking, populated by a fantastic and dazzling cityscape of a futuristic Los Angeles. Similar visions were seen in The Fifth Element (1997). With the world's first fully computer-generated film, 1995's Toy Story, the realm of possibilities opened up even more. Indeed, recent film releases like Avatar (2009) and Alice in Wonderland (2010) seem highly focused on taking advantage of technology to imagine new virtual worlds, which are no longer constrained by the material and time limitations of a physical set. PRACTICAL ISSUES The computer-generated architectural structures in film today in some ways require quite literal architectural methods to build and meticulous attention to detail. Unlike computer-aided design in architectural practice, film architecture has some additional challenges, however. One of them may be most obvious when mixing CGI with real-life footage. People must fit in doorways, and structures, however futuristic, must be realistically proportioned and surfaces photo-realistic so as not to disturb the audience's suspension of disbelief. It may be a matter of balancing the fantastic and the realistic. In addition, in computer-aided architectural design, the renderings are allowed to be emotionally remote, devoid of life. Film architecture on the other hand must help tell a story. The spaces created and walked through must be designed to elicit an emotional response. To summarize, the new challenges in contemporary film architecture revolve largely around using computer technology to build contemporary, historical and futuristic worlds. Practical issues revolve around: Keeping proportions and textures of architectural structures realisticEnsuring that artificially created structures create an emotional response that support the story There is a trend for films to keep exploring what is technologically possible while tackling these new challenges. As mentioned earlier, film is being used as an experimental arena for architecture. As such, it is pushing the mental boundaries of both the general public and designers for what could be aesthetically acceptable in the future reality. Will life then be imitating art in this case? Guess we'll find out. ILL EFFECTS OF 3D FILM ARCHITECTURE EVERYONE SHOULD KNOW ABOUT Movies seen through 3D computer graphics technology have been around for quite some time now, but it gained substantial attention and respect only after the advent of Avatar. James Cameron's critically acclaimed film generated so much buzz not only in a national scale, but in an international scope, as its advanced 3D film architecture magically crossed the line between fantasy and reality, leaving the whole world in awe. But as everyone raves and clamors about this new technology, one can't help but wonder how it actually affects how human beings think. 3D FILM ARCHITECTURE STEPS OUT THE REAL WORLD As its name suggests, three-dimensional film imaging allows human beings to watch films on three dimensions-with a visual sense of length, width and height. Film architecture sets are eyes apart to create an illusion of depth in our vision. Thus, through the 3D glasses we can see a more realistic version of an illusory image. THE DEATH OF IMAGINATION IN 3D FILM ARCHITECTURE There have been a series of debates about whether film is a manifestation of the excellence of the human brain or just another presumed "progressive" technology that speeds up brain degeneration. On the one hand, the technology enables us to turn imagined ideas into real things-or at the very least, things closely resembling reality. On the other hand, 3D technology is preventing the mind to explore its imagination as 3D movies directly spoon feeds every detail to the viewer, not giving any space for the human mind to walk and linger for a better understanding of the film. This is in stark contrast to reading books where the mind is allowed to critically think and liberally visualize. In effect, 3D technology may cause people to be passive thinkers, rather than proactive. Accordingly, 3D film architecture, while making the impossible possible in film through its impressive technological advancements, seems to cast a curse: it may put an end to free and critical thinking, which may further lead to serious brain deterioration in the future. REVERSING THE "CURSE" But, of course, as mentioned, this an on-going debate and thus has not been resolved yet. But if one will really mull about it, the right thing to do now is not to argue, but dialogue. We should just think of ways how this said "curse" can be reversed. We should think of ways how can this ingenious technology be used in good ways rather than focus on its ill effects. For instance, the educational benefits of 3D can be emphasized and developed instead of saying that it might kill human imagination. With 3D film architecture, we can simulate hard-to-understand concepts so students can better understand them. For example, we can let students see the a 3D version of the universe, which we don't really have direct access to. Additionally, some scientific procedures can be demonstrated for instructional purposes, such as dissecting frogs but without actually killing a frog. This will not only let people understand better, but it will make them more interested and excited to learn because of the technology. Like all technological innovations, 3D technology had its taste of criticism. But 3D developers ought not to stop improving the technology just because of this. Instead, they must continue to enhance it to discover more about the good effects it can bring to the world. 3D film architecture has countless possibilities, but we have to discover these, otherwise they will remain as mere potentials and the "curse" will not be lifted.