How Have Technological Advances in Communications (Telephone, Television, Digital) Been Represented, Negotiated, Reconciled, and Incorporated Into Film?
Technology has had a huge impact on the world, especially the film industry. It has had a long past and as the technology advances, it becomes more and more realistic. It all began with the first machine patented in the United States that showed animated pictures or movies. It was called the “wheel of life” or “zoopraxiscope” and was patented in 1867 by William Lincoln. Moving drawings or photographs were watched through a slit in the zoopraxiscope. However, modern motion picture making began with the invention of the motion picture camera. Frenchman Louis Lumiere is usually credited with the creation of the first motion picture camera in 1895, but several others were invented around the same time.
While CGI (Computer Generated Imagery) and motion capture is not very new to the film industry, performance capture is something that was just recently invented specially for this movie. As mentioned earlier that Motion Capture is done by placing reflecting markers all over an actor’s body and these are then interpreted by the computer and converted into CGI. However the difference between a real human expression and computer generated is quite noticeable. Performance capture is something different. In performance capture actors are supposed to wear special head gear which has a camera attached to it which records each and every muscle movement and converts them into digital media. The second part is how technology has affected the marketing and the audience of the film makers. How the rise of social networks and Web 2.0 world has affected the communication, advertising and distribution of their products with their audience. This will also include the new HD media distribution methods like Blu Ray and HD-DVD that provide better quality for their audience. The third part is about how technology has actually hurt the film industry. The main focus of this area will be about how different technologies have violated the copyright laws.
n case there is no appropriate financial basis for the use of technologies and a strong cultural background to rely one, the digital technology can hardly be applied properly. However, talking about digital technologies in the movie industry, it is necessary to mind that technologies usually influence a number of aspects such as “how films are made, viewed, and thought about” (Lehman & Luhr 2003, p. 354). Use of digital technologies in the film-making industry. “The film industry straddles the old analogue and the new digital technology. It creates film both in analogue and digital formats but continues to distribute its products in analogue format” (Black 2002, p. 60). The impact of digital technologies on the film industry is evident, and to get as many benefits as possible, it is obligatory to consider possible new opportunities, valuable assets, cooperation with customers, and playback experience. To comprehend better how digital technologies may influence the film industry, it is better to use some business model of the chosen sphere and evaluate all services possible. There are two main stages in the process of movie-making – film production and film distribution. With the help of different digital technologies, the producer is able to develop a story using as many captivating techniques as possible.
Thus, the movie industry has a unique opportunity to profit from technological developments. By doing generic benchmarks of companies that have been successful in leveraging technology, the industry can effectively solve problems that the same advanced technology creates. Applying best practices of other companies can allow organizations to maintain a competitive advantage. Technology will allow the movie industry to become more global and increase the opportunity of profitability.
Black, T. 2002, Intellectual Property in the Digital Era. Sweet & Maxwell, London.
Daniel, D. K. 2003, ‘Selling Hollywood to the World: U.S. and European Struggles for Mastery of the Global Film Industry, 1920-1950’, Journalism and Mass Communication Quarterly, vol. 80, no. 1, pp. 224+.
Dixon, W. 2007, ‘Vanishing Point: The Last Days of Film’, Senses of Cinema, no, 43. Web.
Lehman, P. & Luhr, W. 2003, Thinking about Movies: Watching, Questioning, Enjoying. Wiley-Blackwell, Malden.