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Immersed in Illusion - An Ecological App PDF
Immersed in Illusion - An Ecological App PDF
Immersed in Illusion - An Ecological App PDF
© Katriina Pajunen
Graphic design: Katriina Pajunen
ISSN 0788-7604
ISBN 978-952-484-591-5 (nid.)
ISBN 978-952-484-592-2 (PDF)
IMMERSED IN ILLUSION
An Ecological Approach to the Virtual Set
4 IMMERSED IN ILLUSION
ACKNOWLEDGEMENTS
I started my journey roughly fourteen years ago, when the initial ideas
of the virtual set production L’Enfant et les sortilèges (Kroma Produc-
tions 2004) were born. This was the most hectic time of the devel-
opment of computer generated imagery (CGI) within film, and I
couldn’t even dream in those days, the things that I eventually ended
up doing with my research. After this time, a second virtual set pro-
duction Luonnotar (Kroma Productions 2011), and a lengthy writing
process, there are several people I wish to thank.
First and foremost I wish to thank the director and producer
Marikki Hakola, who courageously took the responsibility of manag-
ing the two experimental artistic productions under her wing. With-
out her, L’Enfant and Luonnotar would not exist. I also wish to thank
my fellow artists, digital compositor Sami Haartemo, with whom I
collaborated in L’Enfant and digital compositors Tanja Bastamow and
Heikki Ulmanen, with whom I collaborated in Luonnotar. Without
their work, the virtual sets of the L’Enfant and Luonnotar would not
have turned out so well.
For supporting my writing process, I especially thank Professor
Eija Timonen, who has patiently given her advice whenever needed.
I also wish to thank Eeva Kurki, for her advice at the beginning of
the road. I also thank the pre-examiners Mauri Kaipainen and Pia
Tikka for their critical remarks and admire the commitment of my
opponent Pia Tikka.
Throughout the journey there have been different people I also
owe a thank you to for supporting my research, amongst whom are:
IMMERSED IN ILLUSION 5
Anu Maja, Lauri Törhönen, Yrjö Sotamaa, Mauri Ylä-Kotola, Elukka
Eskelinen, and Toni Tolin.
For financing my research, there are several parties to be acknowl-
edged. Elomedia, Oskar Öflunds Stiftelse, Finnish Cultural Founda-
tion, AVEK, Niilo Helander Foundation, the Jenny and Antti Wihuri
Foundation and the University of Lapland have all generously funded
my writing process. For supporting my virtual set research I also wish
to thank The Media Centre Lume at Aalto University - the former
University of Art and Design, Helsinki.
Finally I wish to thank Jukka for his thoroughly encouraging at-
titude towards my writing process, and Veera, who grew up as a teen-
ager in the course of this research.
6 IMMERSED IN ILLUSION
ABSTRACT
In this research I have asked; what do we see when we see a virtual set
- do we see pixels in a two dimensional picture, or three dimensional
environments? As a starting point I assume that every virtual set de-
ludes our senses, or in other words creates an illusion. In this sense
the virtual set continues the tradition of production design illusion
technologies, however it is not necessarily similar to those kinds of il-
lusion as realized with traditional illusion techniques, such as trompe
l’oeil painting. This assumption has been important in my research
and has led to the question of how the virtual set differs from earlier
illusions. Furthermore, it asks how the virtual set meets the challenges
that every production design has to conquer in order to be able to
create a world of cinema.
My research is conducted in the light of two virtual set produc-
tions: L’Enfant et les Sortilèges (Kroma Productions 2004) and Lu-
onnotar (Kroma Productions 2011). Both of these productions have
been shot entirely in a bluescreen studio with virtual sets. Practical ex-
amples from these productions are used as information, to show how
the virtual set creates believable fictional environments. These pro-
ductions have also been the test bed for artistic ‘making and match-
ing’, as they form a research result part of their own, for instance
when the experiences gained in the making of L’Enfant were utilized
in the making of Luonnotar. As such, my research is an example of a
case study, in which practice-based knowledge is utilized.
The theoretical framework of my thesis is formulated by cogni-
tive and ecological psychology, especially the work of ecological psy-
IMMERSED IN ILLUSION 7
chologist James J. Gibson. His idea of ecological vision comprising
an ambient optic array forms a basis of my research. This approach
emphasizes the perception of surfaces in the environment. According
to Gibson, we don’t live in space - instead we live in an environment
consisting of substances and a medium. The medium is a gaseous
atmosphere and surfaces separate the substances from this medium.
In addition to Gibson’s work, a variety of film research is emphasized,
especially film researcher Richard Allen’s categories of illusion, which
are applied within the research.
The central outcome of the research is that the virtual set is iden-
tified as a moving illusion, i.e. something alive. This is in contrast to
previous illusion technologies, which were only able to create an im-
pression of the three dimensional environment as still images (trompe
l’oeil). Thus, a novel concept of the animate optic array is established
to depict the kind of mobile illusion actualized by the virtual set. ‘Ani-
mate’ stands in opposition to Gibson’s concept of ‘frozen’. An animate
optic array emphasizes that the virtual set is a vision of a digital pic-
ture that is ‘non-frozen’ and thus subject to constant change. Animate
optic array also recognizes the nature of the virtual set as being formed
by synthetic, moving surfaces.
The virtual set also puts in place a whole new series of rules for
the fictional universe. Within the research, I have pointed out that
the experience of production design is analogical to the experience of
the real world. An understanding of such design needs to be based
on the perceptual and cognitive processes of everyday life. However,
the digital universe doesn’t behave like our everyday world; instead,
it promotes unusual experiences. For instance, we can fluently transit
from microcosmos to macrocosmos within single shot - spaces be-
comes navigable. Another example of this new logic is liquid scenery
and in the digital universe, scenery surfaces can undergo transforma-
tions in an unlimited way.
I have further proposed that production design can also be in-
terpreted through Gibson’s concept of affordance. As an example; a
chair can have an affordance in the real world, it can be perceived as
‘sit-on-able’. Likewise in the production design context; the charac-
ter is positioned in relationship to his environment which in turn is
designed to meet the requirements of the story and its events. So, the
8 IMMERSED IN ILLUSION
design provides the chair for character on which to ‘sit’ and based on
the character’s active behavior needs, the scenic elements can also be
perceived as meaningful.
The research has provided much needed material in a field where
there has little prior research. The use of two of my own produc-
tions has provided enlightening examples, on which to solidly base
the research. The research results echo the tendencies in current film
industry of digital effects and shows that there is much room for fur-
ther exploration in the area of production design research. Ecological
theory might well provide a valuable means to approach the subject
and particularly, Gibson’s theoretical approach to the environment
provides a good base from which to examine the theory of production
design.
Key terms: virtual set, digital effects, production design, ecological
psychology, illusion.
IMMERSED IN ILLUSION 9
CONTENTS
ACKNOWLEDGEMENTS 5
FOREWORD 13
I STARTING POINTS 19
1. ILLUSION TECHNOLOGY 20
1.1. A hunch of new technology 20
1.2. Architects of illusion 23
1.3. Simulated realities 28
1.4. Defining the virtual set 32
2. ARTISTIC ORIENTED RESEARCH 36
2.1. Practice based framework 36
2.2. L’Enfant 39
2.3. Luonnotar 43
2.4. Research expectations 44
2.5. Research question 46
II ECOLOGICAL APPROACH 49
3. COGNITIVE CONSIDERATIONS 50
3.1. Cognitive turn in film theory 50
3.2. Ecological theory of visual perception 52
3.3. Ecological approach to cognitive film theory 56
3.4. Psychology of the artefact emotion 60
III TOWARDS VIRTUAL SET ILLUSION 65
4. CHALLENGES OF THE VIRTUAL SET 66
4.1. Mobility as a challenge 66
4.2. Chromakey inputs 69
4.3. Depth cues 70
4.4. Camera transitions 73
10 IMMERSED IN ILLUSION
5. I LLUSION DEFINED 79
5.1. Question of illusion 79
5.2. Kinds of illusions 81
5.3. Compelling illusion 84
5.4. Delusion of trompe l’oeil 87
5.5. Allen’s reproductive illusion 89
5.6. Diegetic effect 91
5.7. Simulation and illusion 92
6. ILLUSION OF SPACE IN L’ENFANT 96
6.1. Between photograph and trompe l’oeil 96
6.2. Perception of movement 99
6.3. Widening the idea of perspective 102
6.4. Impossibility of frozen image 106
6.5. Multi-layered digital illusion 108
6.6. Information of artificiality 112
7. ECOLOGICAL VISION IN LUONNOTAR 116
7.1. Virtual set as a changing vision 116
7.2. Oriented in horizon 120
7.3. Optic flow 125
8. ILLUSION OF A DIEGETIC SPACE 129
8.1. Presence in the world of film 129
8.2. World alike logic 131
8.3. Spatial structures 135
8.4. Immersion as experience 138
8.5. A synthetic world and an alive character 140
8.6. The two fictional worlds 144
8.7. Liquid scenery 147
8.8. Navigable space 151
9. WHAT DOES AN ILLUSION AFFORD? 156
9.1. Gibson’s affordances 156
IMMERSED IN ILLUSION 11
9.2. Scenography interpreted as affordances 159
9.3. Conceptual and perceptual meanings 161
9.4. Character involvement 162
9.5. Affordances and the virtual set 165
9.6. Working with the illusion 166
9.7. Metamorphosis or animism? 167
10. APPRECIATION THE ARTEFACT 172
10.1. A question of real 172
10.2. Film and emotions 174
10.3. Evidently fake 176
10.4. Artefact emotions 178
IV CONCLUSIONS 181
11. THE OUTCOME OF THE RESEARCH 182
11.1. Merging the art and the theory 182
11.2. The two productions compared 184
11.3. Animate optic array 186
11.4. A new mobile illusion 189
11.5. New rules of the fictional universe 191
11.6. Virtual set directly perceived 193
11.7. Future visions of virtual set 19
REFERENCES 197
FIGURES 204
FILMS 206
APPENDIX 1 207
APPENDIX 2 209
12 IMMERSED IN ILLUSION
FOREWORD
An idea to experiment with a virtual set within television opera was
already founded in 1995. The opera in question was Maurice Ravel’s
L’Enfant et les Sortilèges. I had participated in the virtual set demo
project at the YLE broadcasting company in 1994 as well as having
designed the virtual set for the YLE main news in 1995. These proj-
ects allowed a broad possibility to make practical tests in the field of
virtual sets. At this time, the technique itself was quite unknown in
Finland.
At the same time, 3D computer animation reached one of its
greatest milestones. The first full length 3D animation Toy Story was
distributed (Pixar 1995). Toy story was a film that genuinely utilized
the possibilities of 3D illusion in the story of a toyworld. This toy-
world was an early model for L’Enfant and a similar kind of playful
magic was the intended aim for the production I had in mind.
The choice of the piece was originally my own as well as a concept
to evolve a digital fantasy world. It is not very common in the Finn-
ish production environment, that a designer gets to propose her own
choice for production. However, the idea was accepted by director,
producer Marikki Hakola at Kroma Productions in 1998. Different
schemes of how to realize the production were devised. Mrs. Hakola
agreed to direct the production herself in 2000. The preproduction
phase started in 2000 being unusually long, when compared with the
normal production design process in Finnish practice. Expectations
of the new design technology were high. Throughout tedious trial and
effort, L’Enfant was completed in 2004. The end results were notable
and a new knowledge of digital scenery was unveiled.
FOREWORD 13
L’Enfant was to begin with, a research project. However, the for-
mation of the theoretical basis of my work took years. I was research-
ing something very new to me and something that was new overall
- digital production design. From the very beginning it was clear to
me, that I wanted to tie together practice, my own practical work as
an artist, as well as theory. How this was going to happen, remained
somewhat cloudy for a very long time. Only when I was finishing
the virtual set for L’Enfant did I gradually see how the related theory
could be interwoven with the artistic work, and how the vast amount
of material became one research. For the second production of Luon-
notar completed in 2010, I had a clear concept from the beginning, of
where to go and why. In the end I felt that my artistic work was even
nourished by the contribution of theory.
To see things clearly in the beginning was somewhat difficult,
since there were simply no existing experiences in the field of vir-
tual set available and there was no previous work to refer to, or ex-
amples to look at. The situation though, started to rapidly change.
Such phenomena as The Lord of the Rings trilogy (New Line Cinema
2001, 2002, 2003), indelibly changed ideas within the film industry,
as to what digital scenic illusion made possible to actualize. However,
in Finnish film practice, where full length feature financing is state-
supported and budgets are small, the new technology was approached
slowly, and mainly in the field of commercials. The application of the
virtual set in L’Enfant and Luonnotar can be seen as a very small scale
version of the international film industries counterpart. Since neither
of them were full length, they were produced primary for television.
The research aspect however, was present from the outset.
Luonnotar offers one way by which to approach a virtual set,
where the animated set conforms the narrative. This approach can be
seen as one of the results of my research, even though I do not pro-
pose it to be the only answer on how to design virtual sets. I believe
artistic research results are often like this, in that they produce a solu-
tion to a specific production related problem, rather than a suitable
prototype for multipurpose ends. In opposition to the self conscious
trying of different approaches in L’Enfant, Luonnotar quite plainly re-
lies on a strategy of creating a meaningful environment out of simple
set elements. The question here is no longer of experimenting, but of
choosing a valid approach to the artistic production.
14 IMMERSED IN ILLUSION
The artistic expectations of what it was possible to do with the
digital scenery were tremendous. For example, when I visited the IBC
conference in Amsterdam in 2000, I entered a Maya Paint Effects
demo presenting a forest with a sigh of wind. The moment felt magi-
cal, as if I could have sensed the movement of every single leaf. I then
realized truly for the first time, what creative power 3D computer
graphics held. The sense of presence in the lively conference environ-
ment felt compelling and inviting and I was left with a tremendous
enthusiasm for the possibility to create boundless imaginary worlds.
It was only later, when my enthusiasm was tested, that I found the
fictional world simply wasn’t that attainable due to the technological
complexity of the 3D computer graphics involved.
There were an endless amount of technique related issues that
were difficult to perceive in advance, but the process of L’Enfant
shows a gradual loosening of tight expectations, and how the virtual
set should visually turn out. The photorealistic vision changed to a
more picturesque vision; that which confined the visual world. The is-
sues I confronted made me ask a very simple question. What do I see
when I see the virtual set - What is it that I am aiming to display with
it? Compared with traditional production design it felt like magic: I
was attempting to create an impression of a lively French room or of
the ancient world out of pixels. So what was I ultimately seeing, pixels
on a surface or a French room?
At the same time I recognized the virtual set as forming a scenic
illusion, one, that I believed to contribute to the tradition of produc-
tion design illusion technologies. As I have discussed earlier, produc-
tion design as an art and practice has defined itself in respect to the
concept of illusion. My original assumption, as to what kind of real-
ity status could be attained by the virtual set, was inconstant. Most
often, the result I got from my artistic work was that a full virtual set
could be recognized as an artificial digital image. Nevertheless, virtual
sets succeeded in creating a sense of a three dimensional environment
and of character being present there. This contradiction was intrigu-
ing. Since my artistic goals were focused in designing the productions
thoroughly with the virtual set in mind, it left very little room to hide
or confuse the very self-evident characteristic of the virtual set as a
digital realm.
FOREWORD 15
Similar productions (but full length features) shot almost entirely
in a Chromakey studio may include Sin City (Dimension Films 2005)
or The Sky Captain and the World of Tomorrow (Paramount 2004).
Both of these films create a cinematic world that is quite overtly arti-
ficial. In my experience, the special effects scenes in a film that has a
considerable amount a live action footage combined with traditional
set elements, functions differently: the end result being that it feels
not that heavily ‘digital’. For instance, the effects scenes I was in-
volved as a production designer and special effects artist in Storm-
heart (Stormheart 2009) surprised me. I was highly convinced that
everybody would have perceived our 1980’s Berlin scenes with their
extensive digital mattes as being fake, but none of the critics even
mentioned them. Since the reality was established elsewhere in the
film, our artificial landscapes were left in peace and went unnoticed.
Full virtual set productions though, are in this sense much more chal-
lenging. Of course, the definition of the ‘full virtual set production’ is
vague, as films simply have a different amount of computer generated
imagery and a different amount of traditional sequences.
Thus the artistic process of L’Enfant and Luonnotar for me meant
growing to understand the rules of the virtual set. Sometimes the
lessons were harsh, and lot of trying, failing and trying again was
endured. In Luonnotar, I had already accepted a different strategy
than that I had originally utilized with L’Enfant. In L’Enfant I spent
days modeling a French fireplace or a Rococo style chair. The tedious
amount of detail was there, since I believed it as creating a convincing
reality. As Manovich (2001, 294) summarizes: “Given enough time
and money, almost anything can be simulated on a computer” - given
enough time and money, which we did not have. I also became very
aware of the danger of an endless chase for complete realistic simula-
tion. In other words, one could always add more details. Instead I
found myself asking more prominently: what can I display with the
virtual set? What was most important?
While the virtual set as a television based technology did not quite
seem to take off, I focused on the film, were the computer generated
imagery was more successful. Through watching films like Twister
(Warner Bros 1996) and The Perfect Storm (Warner Bros 2000), I
started to think differently about digital design. Instead of creating
16 IMMERSED IN ILLUSION
terrific models, that would be more and more detailed every time,
I started to long for the design elements that would be more alive
than just a still model of the virtual set. In L’Enfant, the most success-
ful scenes for me were the ones that contained animated elements:
the garden in the wind, the room in the whirling mist. The move-
ment itself became a subject of my artistic study: in my expectations
I coupled movement with emotion, i.e. by expressing the movement
it would be possible to expressed emotion. As discussed, in Luon-
notar the design consisted of elements that were there prominently
in order to indicate the movement: the clouds were pillowing, the
sea was storming. This ten minute production ended up being fully
animated, thus entailing a totally new kind of approach for me as a
designer - I had made a move from a modeled set to an animated set.
Throughout, I have been tremendously interested in the moment
where the virtual set ceases to be just a digital background, but starts
to function as an illusion of something alive. This becomes accessible,
if we understand the virtual set in a dynamic, perceiver driven way.
Therefore I became interested in ecological psychology, where the one
who experiences is as important as the one that is experienced. I was
especially influenced by psychologist James J. Gibson in the forma-
tion of my research framework. Gibson believed the quality of en-
vironment was a direct reason why humans and animals behave the
way they do. Gibson’s ideas led me to ask, how does the virtual set
function as an environment and how do we interact with it. Follow-
ing Gibson, I found those areas of cognitive and ecological theory, of
which my final research questions were born.
FOREWORD 17
18 IMMERSED IN ILLUSION
I STARTING POINTS
STARTING POINTS 19
1. ILLUSION TECHNOLOGY
1.1. A hunch of new technology
In the beginning there was just a hunch. In 1990’s, the virtual set
was one of the rapidly developing digital simulation technologies, and
seen as a new and stimulating virtual reality application for film and
television. Simulation can be regarded as an imitation of real objects
or events (Hegarty 2006), thus the virtual set typically mimics the
real set. Another notion for the simulation is as a copy of the model
(Massumi 1987). The use of a simulator usually comprises represent-
ing the chosen key characteristics or behaviors of a selected system,
for example - the virtual set system may allow certain limited cam-
era movements equal to those possible using real scenery. Simulation
shows us the condition of events or the possible alternate routes in
which an event can take place. Described this way, simulation in-
volves a functioning model: “virtual realities that resemble particular
operational or observational environments” (Tikka 2008, 44). 20th
century evolution of digital simulation has provided many uses, for
instance in education, computer games, engineering and medical sci-
ences. Usually, simulation such as the virtual set, is used when the real
thing is not accessible, is too difficult to access, or it just doesn’t exist.
This is the case of simulation where the copy exists without a model
(Massumi 1987).
The virtual set promised something strikingly new to everyone
involved in creating scenic environments, in other words, those places
20 IMMERSED IN ILLUSION
the events and stories took place in. As shown by several virtual set
applications, it was finally possible to replace a complex three dimen-
sional set or stage with an artificial substitute, that was accurate and
convincing, allowed fluent flow of events and with which it was pos-
sible to interact with a camera in a dynamic and flexible way. Thus the
mission of virtual reality could be understood as something highly
sophisticated, as opposed to a clumsy idea of mere simulation, a real
world experience that at the fundamental level was nothing but syn-
thetic. Therefore it was no wonder, that as a phenomenon, virtual
reality was soon to be celebrated even in the form of futuristic hype,
resembling the techno enthusiasm of the early 20th century. While
the virtual set was just one of the virtual reality applications exposed,
it seemed to be thoroughly a part of the zeitgeist dream. The possibil-
ity of perfect immersion in limitless digital realities fed the mind and
anticipated wild changes in worldview and models of living. It is im-
portant here to acknowledge the idea of immersion: it can be referred
as the state of consciousness where a viewer’s physical self awareness
is diminished due to the feeling that he is surrounded by an environ-
ment, other than that where he actually is.
In this period of hype, film and television were right on board.
What could be more engaging in the field of entertainment industry,
than the idea of limitless realities, endless possibilities in world cre-
ation? The most complete model for the real time simulation of set
environments was first brought into the limelight in the area of tele-
vision production design. This happened in the early 1990’s, before
digital effects truly hit in the film industry. In the year 2000, Virtual
Studio author Moshe Moshkovitz (2000, 31) summarized:
STARTING POINTS 21
not attached or constrained in any way. Only the talent and imagi-
nation of the designers will limit the appearance and the diversity
of virtual scenery. The traditional way in which TV programs are
produced today will be changed.
22 IMMERSED IN ILLUSION
There will seldom be a time when a production designer in real
world production will need to build and paint a set. If they do, any
of them could learn most of the requisite skills in an afternoon.
STARTING POINTS 23
and currently, digital effects. However, within this research the focus
lies in the eventual holistic experience of the world of the film, which
is a consequence of the diverse methods employed. Film as a term
will be understood broadly in the sense of narrative film and video.
A production design illusion is an optical illusion. This kind of
illusion is an image that can be understood as being deceptive or
misleading. Thus, the information perceived doesn’t physically equal
what is actually present in the stimulus source. Illusions are primarily
researched, because it is believed that they reveal how the perceptual
system works. We can capture an entire world inside our head based
on false information. This innate ability of illusion is very important
in understanding how the technologies of production design have
evolved, i.e. how the production designer uses the knowledge and
how the brain handles the visual information.
Caligari’s Cabinet and Other Grand Illusions is the English title of
a History of Film Design by Léon Barsacq (1976), a French produc-
tion designer and historian of film design. Barsacq has shown the
development of the present day status of the art, and how techniques
of illusion have served film design during different era of film design,
taking new shapes, formulating themselves alongside the new tech-
nologies and providing a response to the needs of expression. The
questions of the early stages of production design seem to be surpris-
ingly similar to the questions of today during the era of the newly
digitalized set – those of spatiality and reality (Ibid. 6-7, 16). Peter
Ettedgui (1999, 10) also defines the illusion as being central to prac-
tice: “In both aesthetic and practical terms, we can define the role of
production designer as being the architect of the illusions depicted on
screen”. Aesthetic here can be understood as a manifestation of visual
design, and practical as a plan with which to realize the visual ideas.
The relationship between illusion and reality has been ambiguous.
Production designer Dante Ferretti (in Ettedgui 1999, 61) discusses
his collaboration with film directors Pier Paolo Pasolini and Federico
Fellini, and the way these famous directors approached production
design. “Pasolini liked to work on location because it gave the film a
sense of reality”. For Fellini, though, a relationship with the existing
location was conversed: “Fellini only used locations as a source of
inspiration. For example, once we drove out of Rome to go to the
24 IMMERSED IN ILLUSION
seaside. We spent hours staring at the sea, studying it, trying to figure
out how we could recreate it in the studio” (Ibid.).
What Ferretti describes, can actually be seen as a common scheme
in production design practice. Since the beginning of the history of
film design, there have been two essential ways to build up a films’
environment. First, the art of production design has been associated
with the central process of choosing the filming locations. The film-
maker’s decision has been (as in the case of Pasolini in the example
above), to shoot on an existing, designated location. This location ex-
ists in the real world, belongs to it, yet at same time it will be - through
the film making process - captured and enhanced as “the world of
film”. World of film is a concept production designers commonly
use, and in this specific practice-related meaning it refers to the vision
of the environment for the story to take place in. Emphasizing the
vision as a ‘world’, associates with the concept of comprehensiveness.
The eventual world of film can share the sense of placement similar
and comparable to the sense of placement that is essential to our expe-
rience of the real world, and the concept of ‘place’ in that world (like
Berlin being Berlin). It is also possible, that the existing locations will
be transcended as to something which forms an imaginary place for
the film, and this choice might emphasize some conscious, recognized
narration, from which the visual theme in the filmmaking whole is
originated.
Commonly, choosing the filming locations is a complex task
where several artistic and practical factors are taken into consider-
ation. When the existing locations cease to meet the production crite-
ria, other means to create filmic locations come into use. Built studio
constructions, miniature models and painted backdrops are the most
important techniques for fictional environments, which to some ex-
tent really exist - they are associated as illusion techniques. Creating
the environment of the film, in general, will consciously become a
process of building or constructing instead of mere a process of choice.
From the viewpoint of filmmaking practice, this means a conscious-
ness, that the filmic world is a construction and this construction
consists of fragments, referred to as the imagined whole.
In present day film making practice, most of the films intensely
and powerfully combine the use of existing and constructed shooting
STARTING POINTS 25
locations as their working method. The chosen method can thematize
a films’ vision, in the same way that “the real location” for Pasolini
meant an underlined sense of reality. At the same time however, it is
interesting what happened next in Ferretti’s story: Fellini ended up
creating the sea in the studio out of plastic, inspired by the plastic he
saw on tomato fields. Fellini simply thought: “It looks like the sea…”
It seems, that for Fellini (in Ettedgui 1999, 61) there was a certain
fascination of the illusion itself, almost a confession at the very start
as to the sea not being real.
Between Fellini and Pasolini, or to be more precise, between the
production design methods Fellini and Pasolini as filmmakers applied
(and the methods which Ferretti saw as extremities), there exist sev-
eral production design conventions that combine both real and con-
structed elements in various ways within one film production. How-
ever, the actual practice is extremely diverse. What practice seems to
widely combine different approaches, is an attempt to hide the seams
between the real and fake elements: I see this is a singular effort to
keep the world of film as a homogeneous whole and giving the idea
of credibility.
Realism has become a considerable issue regarding production
design. The cinema has tackled this question early on. Barsacq writes
(1976, 7) “Here, perhaps is one of the fundamental requirements of
the cinema: to give the impression of having photographed real ob-
jects”. While this statement will need further critical discussion, here
it is used to illustrate how the Barsacq sees the essential motivation
of design as a response to the idea, that films present events as they
would be photographed in the real or real alike world.
The illusion of real has thus become such a major theme in pro-
duction design. Production designer Allan Starski (in Ettedgui 1999,
97) says: “Film stories, even taken from life are fictions. The designer
responsibility is to make the audience believe that the artifice they are
watching is real.” Real in this case means convincing (at least on some
levels), so that the spectator can genuinely become immersed in the
experience of the film.
However, as Fellini’s case exemplifies, there has also been a need
to create imaginary realities or filmic worlds that very consciously are
not real – as opposed being real in a transparent way. French director
Rene Clair (in Barsacq 1976, vii) explains:
26 IMMERSED IN ILLUSION
From the very birth of moving pictures, dialectic developed. The
Lumière brothers, who came to films from photography, focused
on aspects of reality (today they followers would talk of cinéma-
vérité). In turn, Méliès, who came to films from illusionism and
theater, was less interested in reproducing what he saw than trans-
forming it into what he imagined. A magician, he produced it as
if from a hat a surreal world that prefigured both the distortions of
Caligari and the contemporary fantasies of science fiction. Between
these two extremes lies the concept of ‘imitated’ reality, the equiva-
lent of sculpture as compared to a plaster art.
STARTING POINTS 27
Traditionally, the opposing ways in which Méliès and Lumière
approached the idea of the filmic world, have often been referred
to. While Lumière captured the illusion of real in his films in a way
the early film audience could hardly differentiate (what they saw on
screen was taken from what actually existed), Méliès created a fantasy
realm of his own by the use of scenery tricks that owed much to the
scenery of theater.
However, in the course of film history, the choice between the
found and the constructed has not been made solely on the basis of
stylistic reasons. The development of production design has reflected
the deep technological issues which penetrate the whole of filmmak-
ing practice. The extravagant studio style developed in Hollywood in
the 30’s and 40’s, was heavily due to the prerequisite of the sound
techniques used in those days. When lightweight portable recording
equipment became available, the filmmaking technology was literally
liberated. The French new wave presented as an outburst of freedom
and the return to real and natural shooting locations, and as such, the
escape from the heavily crafted studio environment was experienced
almost on a metaphorical level.
In theater design, the Brechtian revolution was crucially the
liberation from theatrical illusion as well as the accompanying illu-
sion scenery, and a conscious spectator was witnessing the authentic
theatrical event taking place in the concurrent realm. From Brecht
onwards, the postmodern scenography allowed an even more clear
position for the spectator and there has been a distinct urge to dem-
onstrate the scenic essence as artificial. In film production design, the
similar revelation of the essential scenic quality seems not to be pur-
sued. On the contrary, film production design balances between the
transparency of the medium and the apparent scenery.
28 IMMERSED IN ILLUSION
to extend the wall of Paris and build up the city skyline behind it. It
was fascinating experience, but I have to confess to mixed feelings
about CGI. One can envisage a day when new technology makes
the work of production designer redundant. However, the com-
puter is a tool which allows you to achieve things which you cannot
construct on the stage. On a personal level, though, it doesn’t really
interest me: I like to work in three dimensions, I like the physical-
ity of a set or a model. I Iike to be able to reach out and touch it.
STARTING POINTS 29
would be turned into models, and then Stanley would photograph
the models from every angle on different lenses so that every design
permutation was thoroughly explored before construction started.
Thus, in the scenic model the same viewing positions will become
available as in the eventual set construction. A scenic model is the
depiction of the mental image of the scenery. It is a physical object
consisting of cardboard and wood, and it is something that is possible
to touch. To some extent, scenic models have been replaced by digital
previzualizations and furthermore, digital models have replaced the
physical scenery itself, so becoming scenery themselves.
The virtual set can be seen as a special form of virtual reality or
VR -technology:
There has been much debate over this topic, ranging from philosophi-
cal discourse to practical applications in computing.
With modern computer generated imagery it is possible to build
cinematic environments that were not possible with earlier special
effects methods, an example of which is The Lord of the Rings trilogy
(New Line Cinema 2001, 2002, 2003) and the breathtaking fantasy
world it offered. However, it seems almost like the encounter with the
virtual set has made the filmmakers to ask, ‘what is reality’? Matrix
(Warner Bros 1999) is a most famous example of a film that utilizes
the subject of an artificial reality. The reality people live in Matrix is a
product of an advanced computer program and beneath it there is a
real world waiting to be exposed. The idea of simulated reality has had
a fundamental effect on production design art. Alongside computers
30 IMMERSED IN ILLUSION
there have risen ideas, that the universe we live is a sophisticated emu-
lation of the real universe. Everything, including us, is part of a com-
puter simulation that is indistinguishable from true reality (Bostrom
2003, 243-255). Such films as Matrix reflect these kinds of anxious
hypotheses typical of a computer age and as such, the way scenery is
made is also contributory to the problematic crux of the story.
The term itself ‘artificial reality’, was invented by Myron Krueger
(1983) to be used to describe his immersive environments. Krueger’s
concept can be associated with “the system that fosters the feeling
of immersion and interactivity, the sense of being in a new kind of
space”, thus anticipating the idea of virtual reality (Rheingold 1993
[1991], 115). Virtual reality refers to computer simulated environ-
ments that create a sense a presence in the real or imaginary world.
What is the crucial difference between the traditional special ef-
fect techniques and the new digital ones? What the early special ef-
fects techniques offered was a method of imitation. With the emer-
gence of the virtual set there was raised an issue of simulated reality,
which meant that reality was not only imitated, it was replaced with
the artificial substitute. Thought in this way, the virtual set is not an
imitation of the real set, it is a synthetic replica. Here also lies the
core of the conflict: on one hand there are unlimited possibilities for
imagination, but on the other hand there is the anxiety of an artificial
reality.
Simulation makes it possible to create sensory delusion in a way
that has not been previously possible. The essence of the overall VR
experience is that the spectator senses to be interactively present in
the simulated environment. The virtual set as a VR application for
television and film does not actually allow this: the interaction exists
between the author and the virtual set technology only during the
television or film making process. In my research I will approach the
virtual set as a simulation in a broad manner, and simulation in my
research firstly means that an artificial reality replaces an authentic
one. Artificial reality has a denotation of an imitation or even a copy
whereas authentic reality is labeled as an original model. Furthermore,
different virtual set methods utilize different possibilities of comput-
er simulation. Currently, the virtual set does not perhaps arouse as
strong a discussion as in earlier times and this may partly reflect that
STARTING POINTS 31
simulation technologies have become more sophisticated and more an
everyday part of filmmaking.
32 IMMERSED IN ILLUSION
Figure 1: A virtual set background
(L’Enfant et les Sortilèges 2004).
STARTING POINTS 33
and background movement is created. The resulting combination
looks real and it appears to viewer that talent is actually inside the
artificial surrounding and is an integral part of it.
34 IMMERSED IN ILLUSION
and the rendering software using the camera data and generating a
synthetic image differs from one manufacturer to another. A real time
virtual set usually requires very specific rendering software, where as
match moving software can read data from ordinary 3D animation
software and vice versa. Overall the variation and the possibilities of
techniques range extensively, and precisely for this reason I have de-
cided to approach a virtual set at a prototype level. The combination
of the virtual set software, the tracking solution and the video mixer
(needed for Chromakey) is termed within this research as the real
time virtual set system.
An important factor considered in this research is the idea of how
the virtual set needs to adapt to the different camera settings (such as
angle and zoom), or movement types (pan, tilt, dolly, track, crane).
With post-produced match moving software, usually a very complex
movement can be detected and replicated in the rendering software.
The real time virtual set tracking systems differ, and are able for ex-
ample, to detect only the settings of zoom, pan and tilt, or, on the
other hand, be able to track the most complicated handheld camera
(usually if this is the case there is a combination of different tracking
methods used). In cinematic expression, the limitation of camera
movement possibilities can prove crucial.
Different tracking methods can be associated with different types
of virtual set system. A 3D virtual set system allows unlimited camera
movement at best. A 2D virtual set system is more constrained using
pre-rendered background plates. For instance at the BBC, the 2D vir-
tual set has been used successfully. The BBC technical director Danny
Popkin (1997, 17-18) has noted that in BBC television productions,
many of the shots did not actually move at all and when they moved,
a modest pan, tilt and zoom was applied. In the case of the BBC, some
of the research has showed that this has been actually the case in 90%
of programmes. Thus it is not necessary to have an excessive computer
capacity to render the full view of a set all the time. The background
can be moved in sympathy with the foreground by using a 2D virtual
set system, effectively generating a windowed view of a pre-rendered
wide-angle shot. The background is not generated in real time, hence
much less computing power is required for rendering.
STARTING POINTS 35
2. ARTISTIC ORIENTED RESEARCH
2.1. Practice based framework
The problem with artistic oriented research is how to generalize the
possible outcomes of a perhaps foggy subjective process. In my pro-
cess I have been trying to establish a ground from which it is possible
to extrapolate. I have had a clear baseline in my experience as a tradi-
tionally trained designer, therefore some comparison between tradi-
tional and digital scenery has been possible. This is not, however, the
only benefit of an artistic background. The major idea in my research
is that the virtual set illusion is tested in a real production environ-
ment. As such, my research is an example of a case study (Yin 1994,
13-26). This approach has been pivotal in my attempt to evaluate the
virtual set as a pictorial illusion, and as something that indeed changes
in time and becomes an integral part of the whole. Art historian Ernst
Gombrich (1968, 24) has referred to this kind of artistic search as
“making and matching”. As such, it felt very interesting to be able to
experiment within the scale of full productions. Usually, film projects
are quite tight in the sense of what can be done in terms of their
resources. It is precisely because of this empirical aspect, that there
seems to be even unmotivated elements in L’Enfant, such as the chair
and the mirror hanging in the air in the princess scene: they were
there because of the general idea just to experiment with the different
possibilities of illusion. The ghostly appearance of the chair simply
36 IMMERSED IN ILLUSION
implies the urge to come to terms with what is possible with 3D sur-
faces - they can become transparent. Luonnotar as an artistic whole is
much more precise, and all the elements feel necessary. In this sense
I allowed myself much less freedom in Luonnotar.
In order to provide focus, I have decided to deal only with those
parts of the artistic process that are directly associated with the pro-
duction designer’s task in the digital film making process. In every
production there exists the artistic crew and the production is to
much extent the consequence of collective dynamics. In my example
production, I have found my experience of co-operation with the di-
rector and the digital compositors especially important. However, in
this research I will speak rather strictly from the point of view of the
profession of a production designer. What the designer’s task in the
digital workflow was initially not too easy to define, since digital tools
change the traditional design workflow itself. For example, when de-
signing for virtual set and post-produced scenery effects, a production
designer needs to define the lightning involved. In large scale interna-
tional productions involving computer generated imagery, there exists
a variety of new job descriptions. The practice itself has been chang-
ing, though the role of production designer has remained central.
Illusions are successful insofar they engage us. Through trial and
error, films have developed conventions and styles that are realistic
and “potentially acceptable to every human being on earth” (Ander-
son 1996, 11-12). This process has taken decades to reach the pres-
ent day status of film art. Computer generated imagery was truly a
new technology of film I have been able to trace from its beginnings.
Therefore the empirical research was a very natural thing to associ-
ate with the artistic work: everything was so new, that it needed to
be thoroughly explored anyhow. However, my research is not merely
practice oriented. I am rather aimed at the fundamental, large-scale
issues of the virtual set illusion, which I am hoping to describe from a
practice-based perspective, giving examples through real productions.
Related theory is used to structure the major issues as they have arisen
in L’Enfant and Luonnotar, as well as to explain those questions that
have emerged.
What is the reverse influence? The theoretical views have been for-
mulated around practice-based issues, so has there been an impact the
STARTING POINTS 37
other way round? Yes, but that process has been very sophisticated. I
have been impressioned upon by the theoretical part of my research
and therefore the theory started to formulate my artistic responses. I
had always thought of scenery as a static structure that allowed the
lightning and the movement of the camera. My theoretical findings
articulated this vision as constantly changing, as something that is
never still. Why should the virtual set then be inanimate? As a result,
I felt it appropriate to change the focus of the artistic work into a
process of designing movement and not on static scenic structures. In
L’Enfant for instance, I felt unhappy of the distant atmosphere of the
artificial set. Due to my theoretical considerations, I started to re-
think digital scenery: I reinvented the movement. Furthermore, I be-
came assured that in certain styles and conventions it is not fatal to be
overtly artificial, though it is important that all the information that a
set conveys, is in a right way meaningful. Right way meaningful refers
here to the narrative and the demands of the specific artistic interpre-
tation. My theoretical thinking gave me the conclusion, whereas the
movement was essential in creating meanings.
What is clear though is that film productions have a logic of their
own, and they don’t exemplify such a thing as the exact experimental
circumstance. Instead the film making process has many variables,
and the success or the failure of the illusion can be the consequence of
many things. This is the challenge of artistic research. But, if it would
be otherwise, such things as the emotional response to the film’s digi-
tal world - this as an entirety, would be quite impossible to even dis-
cuss from the point of view of a practitioner. Here, I have to hope that
tacit knowledge will guide the processing, and rest on the assumption,
that an artistic background can in fact produce worthwhile views, and
that together with theoretical insights can produce new thinking. I
generally feel, that the end result of my research, whether the artistic
outcomes (L’Enfant and Luonnotar) or the theoretical outcome (the
conclusions of this thesis), are expressions of the same gained knowl-
edge, even though they are formally different.
38 IMMERSED IN ILLUSION
2.2. L’Enfant
Composer Maurice Ravel (1924) subtitled L’Enfant et les sortilèges as
“the lyrical fantasy”. The story resembles Lewis Carroll’s Alice’s Adven-
tures in Wonderland (1869). The libretto by Colette proceeds with the
logic of surrealism: the bored little boy imagines how the furniture
becomes alive, the wallpaper figures start to sing, and the animals
speak and feel like humans. The boy has been naughty towards his
environment and pet animals, and so experiences a kind of nightmare
revenge. However, in the end a certain maturing takes place, and the
boy is able to confront his environment with empathy.
The purpose was to fully use a virtual set in this opera of approxi-
mately one hour duration. Thus, when the production was finally
realized 2004, it was done, with the exception of one scene, in the
bluescreen studio with a virtual set. The technique used mostly in
L’Enfant, was the real time 2D virtual set. In this type of virtual set, all
the rendering of the scenic environments is made before the recording
in studio. Usually this kind of system is referred as a “low level system”
of the real time virtual set. In L’Enfant there was a relatively precise
storyboard, according to which the predefined 2D backgrounds could
be designed. Since a 2D virtual set consists of essentially 2D images, it
does not allow the similar kind of 3D simulation, as a true 3D virtual
set system would. However, a modest camera movement with pan, tilt
and zoom functions is adequately achieved. The camera however, isn’t
though allowed to track or dolly, i.e. to change viewpoint.
As such, the selection of L’Enfant for the piece was very inten-
tional. It was based on the 90’s knowledge of the virtual set: L’Enfant
felt like a story made purposeful to realize by using the new technol-
ogy. The traditional animation film has continuously stepped into the
area of surrealism. A typical example of this is the first full length
animation film Snow White and Seven Dwarfs (Disney 1937). In the
film there exists a famous scene, where the inner fears of an escaping
Snow White are visualized by presenting the trees in the forest as live,
monster-like beings. This resembles the basic story of L’Enfant, with
the environment becoming magically alive. It is also notable, that the
production, from its very beginning, was meant to be a source for
STARTING POINTS 39
research. However, my original vision of the production was still very
modest. I was assuming no more than a reduced look of the set I
presumed a virtual set could afford and I believed, with the virtual
set you couldn’t accomplish a very challenging or complicated scenic
environment.
However, at the same time we were planning our production,
the computer generated image technologies within film had just ex-
ploded. The applications were innumerable and were adapted in mul-
tiple ways. The animated characters came into being, dynamic phe-
nomenon stormed and imaginary environments were constructed.
From the 1990’s perspective, it was an unexpected revolution. Much
was also argued, as to whether the digital effects had truly brought
something new to the scene or were they just a new tool amongst a
traditional tool box. This question eventually underlines the research
project of L’Enfant. Nonetheless, it can be confirmed, that the pos-
sibilities of the digital effects have provided new workflows and a new
kind of end result.
The sophisticated digital effects that occupied the cinema screen
could not be without influence on our work. The virtual set in itself
is simple, even a prototype kind of application of computer generated
imagery. Many of the ideas in the storyboard demanded the inclusion
of post-produced effects. In other words, they were not possible to
initially realize with virtual set technology. However, an advantage of
the virtual set technology was especially useful in shooting the dance
scenes. The production was not realized exactly as a television opera
with singing characters, but as an opera film with dancers. Thus an
existing recording of the opera was used as a soundtrack. Each of the
musical numbers was choreographed and the ability of the virtual
camera to follow the movement was extremely beneficial.
I worked on L’Enfant with director Marikki Hakola. She had a
background in media art and especially with dance productions. Al-
though we in general relied on a classic narrative style, we also wanted
to look for some unconventional solutions. If the production design
can be defined as postmodern, then a similar tone is to be seen in the
choreography, which brings together many different dancing types
from buto to ballet. As a musical piece, L’Enfant lends to this by com-
bining stylistically uneven musical material. As a whole, the interpre-
40 IMMERSED IN ILLUSION
Figure 3: A virtual set background plate used in the Armchair
dancing scene in L’Enfant (L’Enfant et les Sortilèges 2004).
STARTING POINTS 41
tation itself has borrowed stylistic ideas from the music film as well
as the musical genre. Ravel (in Nichols 1988, 16) himself described:
42 IMMERSED IN ILLUSION
2.3. Luonnotar
The process of Luonnotar was very different from the L’Enfant, since
the production didn’t involve the use of any real time virtual sets.
Instead, post-rendered 3D animations were applied. Thus, for the
first time in my career, I started my design work completely after
the shooting had taken place. This exemplifies how the workflow in
virtual set productions can be thoroughly different from those tradi-
tional ones. The bluescreen shootage was edited to its final composi-
tion, when I received it, and here lay the eventual challenge of the
production: to match the background animation with the action of
the foreground characters.
The director in Luonnotar was Marikki Hakola and a production
company was used - Kroma Productions. Luonnotar can be described
as a 10-minute musical poem for a soprano and a symphony orches-
tra. The realization was done with a soprano playing the role of Luon-
notar, a female spirit of nature. In addition to her, there was a dancer
playing the part of the Sotka, the bird. Luonnotar is a mythical story
of the creation of the land and sky, originating from the Finnish na-
tional epos Kalevala. Sotka lays an egg upon the knee of Luonnotar,
the egg falls down and cracks and out of the pieces, the sky, moon and
stars are born.
The interpretation of Hakola’s version of Luonnotar emphasizes
the journey of Luonnotar through the ancient world, first in the emp-
ty space, then through clouds onto a frozen planet and eventually
onto an ice raft across the sea. A tidal wave sweeps Luonnotar down
to the sea floor, where a protozoan is born. Meanwhile the sea calms
allowing Sotka to dance on it. While searching for the place to build a
nest however, she encounters a dust storm, that ends with the ground
rising from the sea. Sotka burns when laying a golden egg. The egg
cracks and the universe is born.
The story itself can be described as symbolic, and consequently
any literal realism was not the goal of the visualization. However,
Sibelius’s music is very powerful in nature and certainly demands a
similar strength in visual realization. Unlike L’Enfant, which was in-
fluenced by the varied advancements of computer generated imagery,
STARTING POINTS 43
I was quite confident in beginning, as to what was possible with the
virtual set illusion. I relied on a simplistic idea, of how to enchant the
viewer. Much of this was done through animating the set, so that all
the time it was in rigorous movement. The motivation driving the
virtual set was to emphasize the dramatic story of the creation, thus
guiding the emotional response of the spectator.
The production time of this production was again long. There
were approximately 100 shots, each of which required a particular
animation. The animations were calculated during 2008-2010. Maya
Fluid simulation techniques were used extensively. Maya Fluid is
an extension of Maya Software, which allows you to generate quite
complex physical phenomenon, such as fire, fog, clouds and sea in
an efficient way. The animated natural phenomenon supported the
story and the music by intensely depicting the event of creation. An
extremely tedious phase of the production was to pre-plan the ani-
mations, so that they were consistent with the acting and dancing as
well as the pre-edited structure. Since I knew we could not reach the
exact level of convincing quality as that of the expensive special ef-
fects films, a sincere, fluent appearance of movement was crucial. The
design elements were extremely simple, just clouds, fogs and weather
in motion, and a self-evident artificiality was part of the look of this
picturesque film.
44 IMMERSED IN ILLUSION
was too considerable, then no kind of illusion would be possible and
no kind of immersion in the fictional world would happen. But based
on test shootings and the eventual production of L’Enfant, the no-
tion of illusion persistently seemed to govern the experience of the
virtual set. The three-dimensional space simply existed there, even in
the rough test shooting. But what existed there also, was a rough sense
of digital artificiality.
Thus it was clear that the virtual set delivered contradicting in-
formation, and how this contradicting information can be analyzed
formulates the key focus for my research. The question is there: what
do I see, when I see a virtual set? Do I see the environment or the
picture of the environment? I have ended up looking for the answers
to these questions especially in these works. My research expectations
originate from the idea, that a two dimensional picture is always a
treated surface. The virtual set is also such a surface and in order to
understand what this ‘treatment’ in question is, ecological and cogni-
tive film theories are of great value. The virtual set makes us confront
a design environment that is executed as a two-dimensional image
despite the fact that it depicts a three-dimensional one. The virtual
set, throughout the production process is essentially flat. It is only
the simulation process of the virtual set, that makes us respond to the
virtual set in equal ways to those in which we respond to real spaces,
both on the film making level and as spectators.
Thus some analysis, as to how the pictorial illusion overall can be
understood and categorized, is needed. In which respect is the vir-
tual set similar to the traditional production design illusion? I am
assuming that the virtual set differs clearly from traditional produc-
tion design illusions in terms of what is technologically possible. Fur-
thermore, production design illusion as such doesn’t exist in vacuum,
as a single snapshot illusion; it is related to the general experience of
the film as an illusion. How do the virtual sets of the L’Enfant and
Luonnotar succeed to build their fictional worlds out of flat surfaces?
How can the concept of the world of film be understood, especially as
a three-dimensional mental construction? In which respect does the
world of film relate to our emotional response to the film itself? In all
of these questions I assume I can gain insight through my practice-
based research.
STARTING POINTS 45
2.5. Research question
As discussed above, the focus of my research is the virtual set as an
illusion. This also implies an understanding of the film being an il-
lusion itself. I will base my definition of what kind of illusion film is
in terms of cognitive film research. The term illusion is understood
fundamentally through ecological psychology, as something that is a
consequence of our perceptual system being confronted with pictorial
strategies of the virtual set, production design or at the top level, the
film itself. By differentiating the various kinds of pictorial illusions,
some understanding of the mechanism of the virtual set illusion can
be gained. In the cognitive framework, I will be asking: what is it we
see, when we see a virtual set?
Of the production aims of L’Enfant and Luonnotar, the most
important is their circumstance; that they both utilize the virtual set
completely, yet they have a story to tell, even an emotional impact to
make. In the chain of creating a cinematic illusion, the perception of
the virtual set is crucial. Does it succeed in meeting the challenges
every production design has to conquer in order to be able to cre-
ate a world of cinema? The special effects film has brought us a very
convincing type of digital scenery usage. This prompted the ques-
tions: What if the whole piece is filmed in the Chromakey studio with
the virtual set? To what extent can we escape medium awareness, or
are we left as spectators at the mercy a synthetic digital realm? Is the
awareness of the medium different with the virtual set than with the
traditional production design?
These issues touch the fundamental question of the experience
of the film as a fictional world. In the next chapter, this question is
brought forward by the ecological film theory and the psychological
research of film. Discussing of the virtual set as a world creation prob-
lem thus touches such basic issues, such as the immersion in the world
of film and the emotional response to it.
46 IMMERSED IN ILLUSION
STARTING POINTS 47
48 IMMERSED IN ILLUSION
II ECOLOGICAL APPROACH
ECOLOGICAL APPROACH 49
3. COGNITIVE CONSIDERATIONS
3.1. Cognitive turn in film theory
One of the basic aims of this research is to focus on what happens in
the frame of film fiction, when an artificial, simulated phenomenon
such as the virtual set is picked up by our perceptual system, which
has evolved to encounter the environment on a daily basis. In my at-
tempt to clarify this problem, I will refer to cognitive film theory and
to a great extent, ecological psychology. Thus it would be appropriate
to first look at what the cognitive turn in film theory has meant over-
all in the theory of film.
Cognitive film theory can be seen as relatively multidisciplinary.
Its formation can be seen to take place in the 80’s, when such influ-
ential works as film researcher David Bordwell’s Narration in Fiction
Film (1985) and film researcher Noël Carroll’s Mystifying Movies: Fad
and Fallacies in Film Studies (1988) were published. Narration in the
Fiction Film was largely based on “New Look” psychology, the first
row of cognitive research in psychology (Bordwell 2008). Such pio-
neers as cognitive psychologist Ulric Neisser (1976) proposed, that
the mind has an active role in building the structures of meaning, on
the basis of incomplete information. In 1980’s cognitive theory, or-
dinary comprehension and memory seemed intriguing. Such human
activities as recognition, comprehension, inference-making, interpre-
tation, judgment, memory and imagination are among those, which
50 IMMERSED IN ILLUSION
cognitive theory seeks to understand. In order to do so, such entities
as perceptions, thoughts, beliefs, desires, intentions, plans, skills, and
feelings needed to be identified (Bordwell 1989, 12-13). The general
idea here is reductive in nature: it is possible to recognize and indi-
vidually understand the separate components of mental functions.
On the other hand, Carroll’s Mystifying Movies provided a pro-
vocative disquisition, where the general target was “Marxist-psycho-
analytic-semiology”. Hereby, cognitive film theory positioned itself
against the dominant film theories of Saussurean linguistics (1990
[1916], 2006 [2002]); Metz’s semiotics (1974 [1971], 1982 [1977]);
and the prevalent psychoanalytical view originating from the work of
Sigmund Freud. In the “Case for Cognitivism” Bordwell (1989, 11)
wrote:
ECOLOGICAL APPROACH 51
were published. The more recent cognitive theory suggested that there
existed relatively universal psychological structures that humans have
evolved, that were relevant to viewing films. Also, the use of recent
empirical approaches whilst describing these psychological structures
was brought to the fore. While Anderson concentrated on visual in-
formation processing, Tan’s main interest was on the emotional re-
sponse to the film. Grodal’s Moving Pictures is a comprehensive theory
of cinema that is grounded in cognitive science and focuses especially
on brain function. Since the work of Anderson and Tan are of central
interest to this thesis, I will further explore their ideas in the following
chapters. Before that however, it may be useful to consider Gibson’s
theory of visual perception.
52 IMMERSED IN ILLUSION
in three dimensions, as well as our capacity to evaluate the distances
of objects are skills we respond to while producing scenic illusions in
art. The virtual set is there especially to create an environment, a space
for the character. In the virtual set, the sense of depth and movement
are created artificially, thus being profoundly illusional, and so how
can we recognize, understand and analyze these illusions? This is a
question to be further explored in the light of the ecological theory
of perception.
What are then the key ideas in Gibson’s theory of vision and how
did he arrive at his solutions? During World War II, Gibson was in-
tensely researching how to train pilots effectively. The most difficult
task in flying was landing and take-off, since it needed proper posi-
tion and speed. Gibson presumed that good depth perception was an
elementary prerequisite for good flying. He discovered though, that
the tests based on the pictorial depth cues or training utilizing depth
information brought little success in achieving better flying. These
results prompted Gibson to seek new ground in the theory of human
vision in psychology (Bruce et al. 2004, 302) and in a revolutionary
way, Gibson disregarded the traditional idea of space perception.
Gibson’s last book The Ecological Approach to Visual Perception
(1979) summarizes his ideas. Here Gibson poses a single question:
how do we see an environment around us? At this point Gibson has
given up explanation of the orthodox theory of the retinal image.
Instead, he establishes his idea of vision on the concept of the ambi-
ent optic array. This approach emphasizes the perception of surfaces
in the environment. According to Gibson (Ibid. 35), we don’t live in
space; instead we live in an environment consisting of substances and
a medium. The medium is a gaseous atmosphere and surfaces separate
the substances from this medium (Ibid). Gibson specially emphasizes
the ground, on which all animals live. The surfaces of the environ-
ment need to be distinguished, and a way to do so is to differentiate
surfaces by texture. Examples of textures could be pebbles, grains of
sand, blades of grass: these are structurally based on statistical regular-
ity and their elements have an average size and spacing that remain
approximately constant. The properties of surfaces are (among oth-
ers): layout, texture, the property of being lit or shaded, the property
of reflecting certain fraction of illuminating. These properties either
ECOLOGICAL APPROACH 53
will or will not resist change (Ibid.).
Gibson insists that we need an adequate geometry to describe the
environment. Mathematical abstractions as plane or points cannot be
seen like surfaces. Gibson (Ibid.) writes: “A surface is substantial; a
plane is not. A surface is never perfectly transparent; a plane is. A sur-
face can be seen; a plane can only be visualized.” Surfaces in turn are
illuminated by ambient light that consequently reaches the observer
according to the structures of the surfaces. Gibson (Ibid. 51) writes:
“Only if ambient light has structure does it specify the environment.”
Furthermore,
54 IMMERSED IN ILLUSION
gradient of a vanishing surface. Another way texture gradients can
inform the observer, is in the distance and size of objects (substantial
surfaces). In this way, optic array provides us with information about
the surrounding world (Ibid. 25-28). An important aspect in Gibson’s
theory is that transformations in the optic array are essential for visual
perception. While there are invariants in the structure of the array ac-
cording to the nature of the texture elements (e.g. pebbles vs. tile), the
movement of the observer or movement of the objects in the world
brings out variants in the array. For Gibson, the idea that the observ-
ers are actively moving around the world, provides a powerful way to
gain information regarding the world and one’s position in relation to
other structures or one’s own movement.
Another prominent idea in Gibson’s research is the theory of af-
fordances. As such, this theory can be seen as a starting point of the
interpretation of what specific scenery choices mean in the context of
artistic production. This promising approach is by no means limited
to film design, but also applicable to theatrical design. Gibson saw,
ECOLOGICAL APPROACH 55
that in addition to there being information in light for the perception
of surfaces, there is also information for the perception they afford.
Gibson wrote (Ibid. 127): “The affordances of the environment are
what it offers the animal, what it provides or furnishes, either for good
or ill.” For instance, the terrestrial surface is horizontal. Since it is flat,
extended and rigid, it provides support for the animal. However, such
properties as horizontal, flat, extended or rigid are not as such physical
properties, but properties relative to the animal. In this sense they are
unique. The basic affordances of the environment are, according to
Gibson, perceivable directly without an excessive amount of learning.
Gibson (Ibid. 143) doesn’t elaborate very far on this idea, however he
admits: “If the affordances of a thing are perceived correctly, we say
that it looks like what it is. But we must, of course, learn to see what
things really are - for example the innocent looking leaf is really a
nettle or that helpful-sounding politician is really a demagogue. And
this can be very difficult.”
Gibson’s optical theory is specifically interesting from the point
of view of the virtual set for several reasons. 3D renderings are ex-
ecuted as basing on polygonal or nurbs surfaces. Thus the 3D effect
(depth cues) is the consequence of information that is available in
those rendered surfaces. However, Gibson is especially interested in
his theory in moving surfaces. This provides a start point from which
to evaluate the virtual set as a synthetic moving optic array. In this
way we can begin to estimate how the surfaces of the virtual set pro-
vide such information, when compared with the surface information
we pick on a daily basis in the real world. The way Gibson defines
the environment being in a completing relationship with an observer
is also intriguing.
56 IMMERSED IN ILLUSION
that a progressive picture “yields something closer to natural visual
perception than does the arrested picture.” Gibson (Ibid.) further
summarized:
Gibson (Ibid. 301) differentiated the filmic depiction from the or-
dinary depiction, and admitted that even though the observer is not
fully deceived, “the feeling of being present in the world of magic
window is very strong”.
Anderson pretty much continues from here. For him, film is an
illusion, made available by the visual and auditory system of cinema.
He adheres to the strong form of illusionism. It is important to un-
derstand, that while we discuss film as an illusion, we do not speak in
terms of it being a similar illusion to that of a virtual set. The virtual
set is an animated pictorial illusion that is used in order to create a
cinematic illusion.
Anderson’s illusion based account is founded on exposition; that
stimuli (images and sound) interact with a program that runs in the
mind of the viewer. He revises Gibson’s model of direct perception
with the work of David Marr. Marr (1982) accepts the value of eco-
logical optics, where the invariant properties are directly perceived in
the optic array, but sustains the need for algorithmic explanations as
to how properties of the optic array are detected. Even though Marr
(Ibid. 27-29) regarded Gibson’s idea of direct perception as oversim-
plified, he saw it’s advances:
ECOLOGICAL APPROACH 57
perception depends more upon computational problems that have
to be solved than upon the particular hardware in which these solu-
tions are implemented (...) In perception, perhaps the nearest any-
one came to the level of computational theory was Gibson (1966).
58 IMMERSED IN ILLUSION
which we in general interact with the world. Schemata here can be
understood as being a mental set or representation that takes place
beyond ordinary recollection.
Anderson also suggests that we can more deeply understand how
filmmakers run these programs by looking at the “hardware”, i.e. the
brain, neurons, and the neural system generally. This path has been
taken in recent film research, for instance film researcher Pia Tik-
ka’s Enactive Cinema (2008) as well as in Grodal’s Embodied Visions
(2009). Both researchers find a specific interest in the so called mirror
neuron system. The mirror neuron network is a relatively recent find.
Mirror neurons are neurons that fire, for example, when a monkey
tries to grasp something, but also when it witnesses other monkeys
grasping. A similar function of these mirror neurons is also antici-
pated in humans. The key idea is that the neuron mirrors the action
of others, as if the observer themselves would be acting (Rizzolatti and
Graighero. 2004, 169-74). Tikka (2008, 220) sees that mirror neu-
rons can explain “the human ability to imitate, understand, and an-
ticipate the actions, intentions, and emotions of others”. Tikka (Ibid.
229) also suggests that the mirroring process as mental imitation is
central in the film experience. Mirror neurons are discussed further
in chapter 8.5.
However, now is the time to look, how a new ecological under-
standing of moving picture theory is applicable to the area of the
virtual set? Here, we can gain much understanding by considering
the perceptual system that picks up the virtual set. Due to the rules of
visual perception, we are able to capture the virtual set as something
more than it is. Instead of seeing it as a two dimensional animation
behind the character, we are able to see it as a space for character to be
in, which involves a question of nonveridical perception. Our percep-
tual system has developed over the ages in order to provide veridical
or reliable information on our surroundings (Anderson 1998, 14).
Thus nonveridical perception implies a perception or an interpreta-
tion, that does not accurately represent our reality. Yet we sometimes
experience illusions and this is also the case with the virtual set. Thus,
it is worthwhile to look at what is the information derivable from the
virtual set, from which we are able to produce this nonveridical per-
ception. We encounter the virtual set with a perceptual system that is
ECOLOGICAL APPROACH 59
thoroughly developed for other purposes, so we can assume therefore,
that we may gain an understanding of the virtual set through an un-
derstanding of our perceptual system.
60 IMMERSED IN ILLUSION
other words, this means that the viewer resonates the character’s cog-
nitive, emotional and situational experiences (Ibid. 187, Tikka 2008,
229). Neuroscientist Vittorio Gallese has presented the basis of this
phenomenon as embodied simulation as forming the basis of all inter-
subjective understanding. Gallese (2005, 42) summarizes:
In other words, the fact that the members of the audience are fas-
cinated by - or even lose themselves in - the fictional world would
appear to be one of the most important primary motives. The plea-
sure of observation and the pleasure of losing oneself in the fic-
tional world may be considered two sides of the same coin.
ECOLOGICAL APPROACH 61
Thus concluded; films are watched, since they produce a specific kind
of emotion. In addition to the need to be involved in the fiction, there
is a need to appreciate the artefact. These needs form the basic motiva-
tions for film emotions.
The question of emotion in relation to this research was raised
from practice. It was especially L’Enfant, that made me ask, whether
sincere emotions can be aroused on the basis of a production that
clearly takes place in a synthetic world. To a certain extent, this is the
question: whether the artefact emotions are highlighted or whether
the fiction emotions are disturbed by the fact of ‘non-credibility’ -
that the set is something that could not exist in reality. As such, I feel
the discussion of film emotions is crucial in terms of this research.
This also refers to the structures we have developed in terms of under-
standing, what is the credible production design, and what kind of re-
lationship we assume it to bear to the thing we value as the real world.
62 IMMERSED IN ILLUSION
ECOLOGICAL APPROACH 63
64 IMMERSED IN ILLUSION
III TOWARDS
VIRTUAL SET
ILLUSION
66 IMMERSED IN ILLUSION
rangement. However, keeping in mind Gibson’s perspective, we can
look how movement has been approached in film theory. Film re-
searcher Stephen Heath has differentiated in his large-scale, synthetic
essay “Narrative Space” (1986), the aspects of mobility in film. Natu-
rally Gibson (1979, 74-75) as an ecological psychologist wouldn’t use
the term ‘space’, but rather the term ‘environment’, since space re-
fers to something that exists independently of the observer. However,
Heath’s categorization is illuminating and I have found it suitable for
my purposes. “Narrative Space” essentially sees the cinematic space as
an expression of the Renaissance perspective, depicting three-dimen-
sional objects upon a plane surface (Heath 1986, 386).
According to Heath, the mobility in film can be seen as “move-
ment of figures ‘in’ film, camera movement, movement from shot
to shot”. What Heath sees as a distinctively special feature of film is
providing movement between the shots. Movement of figures “gives
the means of creating perspective” (Ibid.), and furthermore it can
(in a shot), “’bring out the space, show relative positions, suggest
depth” (Ibid). All this can be understood eventually in Gibson’s terms
as information of size, distance and orientation. Thus, for example, a
character walking in a room makes us conscious of the room’s envi-
ronment and gives us information on the distances between objects
within the room. Camera movement means the establishment of ‘the
eye-camera’, where the camera executes the same movements as the
head and “is strictly regulated in the interests of the maintenance of
scenographic space” (Heath 1986, 388-389) or “a version of space”
(Ibid.). In ecological psychology it is fundamental fact, that “one sees
the environment not just with eyes but with eyes in the head on the
shoulders of a body that gets about” (Gibson 1979, 222). From an
ecological point of view, our understanding of camera position as pro-
viding a meaningful artificial array is based on this resemblance of the
eyes positioned in a certain physiological manner.
When thinking of production design, Heath’s last category is
instructive: whilst producing cohesiveness, mobility can also show
the unlimited angles of the space, reinventing it for again and again.
Movement from shot to shot “is apt to receive the comparative moti-
vation” (Heath 1986, 388-389) since the film (despite editing), gives
us a life-like experience of how we see things. In this way, movement
68 IMMERSED IN ILLUSION
4.2. Chromakey inputs
A single shot taken in the virtual set differs quite crucially from one
taken in the traditional set. A shot in a virtual set usually consists of at
least two image sources, whereas the traditional film usually consists
of only one (although this doesn’t apply to the special effects type
film). The first image is the input from the Chromakey studio and
the second image is the input from the virtual set software. The two
images are then composited together. Manovich defines compositing
in the following steps: First, there is the “construction of a seamless
3-D virtual space from different elements”; second, a “simulation of
a camera move through this space” and thirdly, a “simulation of the
artifacts of a particular media” – (the last two steps mentioned are
optional).
Thus a character moving in the space (which is included in the
first of Heath’s categories) is an illusion as the character is truly mov-
ing in a Chromakey studio. This consequently means challenges for
the unity of the scenographic vision within the shot. Will the live
character be technically integrated in the digital background? Do they
actually seem to be located in the digital environment? The keying
systems vary, with some of them bringing out a very subtle and fine
integration of the character and the background, whilst others pose
difficulties as they provide a visible seam between the character and
the background. In L’Enfant, for instance, the seams felt tremendous-
ly problematical, and seem to seriously threaten the coherence of the
scenographic vision. This is especially problematic, since the charac-
ters get the most obvious attention of the viewer. As Heath (1986,
388) states, “”film is said to destroy the ‘ordinary laws’ of pictorial
organization because of its moving figures which capture attention
against anything else”. So everything unusual is respect to characters,
like seams between them and the background will stand out.
In the scene earlier described, the focus is on the establishing
shot of this scene with the boy and the squirrel, and the final out-
come consists of three video sources. The first two inputs are from the
Chromakey studio, and from these inputs, the input of the squirrel is
scaled in size, in relation to the virtual set. Thus the dancer acting the
70 IMMERSED IN ILLUSION
Figure 6: The use of matte channel
(L’Enfant et les Sortilèges 2004).
The height in the visual field concerns object positions in the field
of view, or in frame. Objects occupying higher positions are gen-
erally farther away. This information typically measures relations
among the bases of the objects in a three-dimensional environment
as projected to the eye or camera.
72 IMMERSED IN ILLUSION
tion to occlusion and relative height, the use of Renaissance perspec-
tive couples with the information of relative size and relative density.
Together, these four - occlusion, height, size and density, form a strong
source of depth information especially in pictorial representations.
Perspective as a whole has been referred as a depth cue in itself (Bruce
et. al. 187). I would rather see the definition the way Cutting refers
to it, where the linear perspective can be seen also as an artificial con-
vention utilizing the sources of depth information, so I will speak of
perspective information as meaning the four of Cutting’s depth cues.
Relative size and relative density show how big objects are in re-
spect to each other and how many of them are seen on the examined
area. Cutting also provides other depth cues, such as aerial perspec-
tive, however, in the case of the virtual set, the four specified seem to
be the most relevant. The relative size and relative density can be easily
seen in the example scene, as the respective change of pattern on the
walls and on the floor. Altogether, for the boy to walk in the room and
be persistent in size in relationship to the set elements like floor pat-
terns, a very precise camera angle and lens values were needed. This
assured that the perspective in the Chromakey studio input camera as
well as the perspective of the virtual set camera were equal in respect
to each other. If it were not so, the effect was a bit like the one in the
famous Ames Room (invented 1934 by Adelbert Ames, Jr.), which is
a distorted room used to create an optical illusion. As a result of the il-
lusion, one person standing in the room appears to be a giant and the
other appears to be a dwarf. Similarly the boy started to either grow-
ing or diminishing in size whilst moving in a room, unless the studio
camera settings were matched with the settings of the virtual camera
used for rendering the virtual set image. This shows, how vulnerable
the 2D image is, when used as an imaginary scenic space.
74 IMMERSED IN ILLUSION
the end, the size of the background limited the eventual movement:
the pan, for example, couldn’t continue beyond the background’s
boundaries. The system naturally allowed the change of frame. For
instance the background of the Figure 8, A close-up of the background
plate (L’Enfant et les Sortilèges 2004), is a close-up of the background
plate in the Figure 9, The original background plate (L’Enfant et les Sor-
tilèges 2004). In this way, background plates allow different framings.
However, it is also clear that when zooming, panning or tilting, a true
accommodation of the lens doesn’t happen in the background plate.
If the orientation of the camera changes in the 2D virtual set, it
basically needs a new and appropriate large-scale background for the
new position. The backgrounds of the boy’s room (before a fantasy
changes it again), consisted of eight major background angles. For
special storyboard purposes, such as the shot seen in Figure 7, a spe-
cific background for the purposes of this precise camera-angle was
needed.
Structurally, the 2D virtual set system provides uneven logic in
76 IMMERSED IN ILLUSION
haps filmed on different days. In production design it is also common
to construct a singular filmic location out of several locations, for
instance in the case of the shot and the reverse shot. We see the char-
acter and expect him to see something, and this “something” is shot in
a totally different place from where the character is shot. Maintenance
of the scenic space is always a challenge in production design.
Shot to shot transitions are a double sided coin. As Anderson
(1998, 91) writes: “Through a process of trial and error, filmmak-
ers have learned to construct a fictional world on film, that when
interfaced with the human perceptual system, is seen by that system
as having both spatial and temporal continuity. The final continuity
of a motion picture, if it is to be effective, must be foreseen in every
phase of the production.” Thus, in production design practice there
are several conventions that both make uncontinuous objects appear
continuous, although on the other hand, continuity is something to
emphasized consciously through the set.
78 IMMERSED IN ILLUSION
5. ILLUSION DEFINED
5.1. Question of illusion
One of the main purposes of my research is to ask, what kind of illu-
sion does a virtual set produce. I see a virtual set as a specific case of
cinematic illusion or rather a pictorial illusion that contributes to the
cinematic illusion. A virtual set illusion shares similarities with the
illusion techniques used in painting or photograph, especially in the
way it creates the illusionary sense of depth. On the other hand how-
ever, it reaches out to be alike of cinematic illusion, where a spectator
imagines themselves to be present in the flow of the fictional world.
These characteristics are the starting point from which to study the
particular quality of the virtual set illusion. I am assuming that the
virtual set illusion presents features which no other illusion technique
has done previously. In a way, it also raises the question as to what has
become possible with the aid of computer technology. In this sense,
the virtual set has provided a new and powerful way for us to immerse
ourselves in our inner fantasies.
As earlier discussed, I base my research on cognitive film theory as
well as ecological psychology. My assumption is, that through under-
standing our everyday perception, we can better define what we see,
when we view the virtual set. I suggest that what we see can partially
be defined as an illusion or several illusions. Thus, it is important
to ask, how the concept of illusion explains the perceptual processes
80 IMMERSED IN ILLUSION
of the production designer is thus to make the immersion of the view-
er in this world possible. Like Tan (1996, 36-37), I see film viewing as
a goal-directed activity, and an important motivation for experiencing
the cinematic illusion is the need for a genuine emotional and imagi-
native engagement with the film. In order us to experience immersion
in the fictional world of film, a certain spectator engagement with the
film needs to take place. How does an illusion-based account explain
this engagement? How does the virtual set illusion work in terms of
creating this fictional world of film? Do we feel comfortable with im-
mersing ourselves in virtual realities? These are questions I am looking
to explore, as in terms of world-creating especially, digital technology
has presented new possibilities for the field of film.
In my research, the question of illusion is considered in the frame-
work of the artistic productions, L’Enfant and Luonnotar. In L’Enfant,
the emphasis was on way the illusion of depth was created through the
virtual set, and how this illusion of depth was related to the cinematic
movement. In Luonnotar the emphasis was shifted more towards the
illusion of the vision as a constantly changing optic array. The prob-
lems identified during the production of L’Enfant had an impact on
how the virtual set design process of Luonnotar was approached. Both
productions exemplify a digital world creation, not possible with a
traditional set. In L’Enfant, the boy’s room is magically transformed
according to his fantasies: it grows in size, changes in color, starts to
grow grass and an oak tree. In Luonnotar, the main character makes
an adventurous journey through the ancient space and earth, huge
in scale. A major problem is however, whether these fictional worlds
grow as convincing entities, and if not, what might be the reason.
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Like Carroll, Tan thinks, that the pretend theory is false: accord-
ing to it, film as an artefact would not be able to arouse genuine
feelings. Tan rejects pretend theory as being phenomenologically
untrue according to the facts. Our film emotions are not pretend-
ing, but something he terms as ‘witness emotions’. Viewers have the
impression that they are present “in the guise of the invisible witness
or spectator” (Tan 1996, 240). Illusion theory would assume, that
the spectators would truly believe what they see is reality. That case
is never true since the spectator consciously knows that what he is
watching is an artefact. However, Tan believes that illusion can be
discussed in a more flexible way than being labeled with a strict deci-
sion of reality status. For Tan (Ibid. 228), a decisive factor of illusion
is the ambiguous question of belief and disbelief: “The one of which
I consider the most important is of psychological nature the fact that
one cannot resolve to believe or disbelieve something.” Tan sees Car-
roll’s thought theory as providing a solution to the dilemma created
by the pretend and illusion theories. A mental representation - an idea
or thought, can evoke true emotions in the same way as a true event.
We are capable of imagining in our minds that something exists and
that subsequently opens the path to genuine experience.
Tan goes on further to meditate on film researcher Richard Allen’s
concept of projective illusion. Allen explores the different kinds of il-
lusions and ends up with quite a sophisticated concept of “projective
illusion.” Allen (1997, 98) writes:
Most illusions are deceptive in two respects: they deceive the senses,
and they lead us to make false inferences. We see something that
does not really exist. These two kinds of deception are distinguish-
able, however: We may experience sensory illusion without being
deceived into believing that what we see is real. The definition of
illusion as deception must be modified. An illusion is something
that deceives or is liable to deceive spectator, but the deception
need not to be of epistemic kind. Sensory deception does not entail
epistemic deception.
84 IMMERSED IN ILLUSION
concept of seeing-as for Allen (Allen 1997, 101) is based on the phi-
losopher Ludwig Wittgenstein’s (1968, II xi) discussion on the seeing-
as phenomenon, where we experience a change in the way we see an
object in the course of perception. The duck-rabbit figure is one fa-
mous example of this, in which one sees the image first as a duck and
then as a rabbit. An important characteristic of this event is that one
cannot see the duck and the rabbit at the same time, but only one at
a time, sequentially. For Wittgenstein (Ibid.), this example illustrates
how our cognitive thought of an object cannot be separated from our
perception. ‘Seeing-as’ the figure as a rabbit or a duck doesn’t involve
illusion: it is a matter of our focus, as to which one of the two choices
we see.
Thus, Allen reasons, some illusions are experienced involuntary
and no matter what, they deceive the senses. These would be the il-
lusions that are necessarily experienced. Some illusions though are
more context-dependent, and thus are not necessarily experienced.
Furthermore some illusions involve seeing-as. Here the characteriza-
tion is subtle: “Seeing-as opens up the possibility of a limited escape
from the hold of an illusion that would otherwise be necessarily expe-
rienced” (Allen 1997, 106). According to Allen (Ibid.) illusions could
be categorized as follows:
1. Illusions that are necessarily experienced but do not involve
seeing-as (Müller-Lyer illusion).
2. Illusions that are not necessarily experienced as illusions and do
not involve seeing-as (Reproductive illusion).
3. Illusions that are necessarily experienced and do involve seeing-
as (Trompe l’oeil illusion).
4. Illusions that are not necessarily experienced as illusions but do
involve seeing-as (Projective illusion).
The Müller-Lyer illusion (Figure 13, Müller-Lyer illusion) falls to
the first category and is a classical example of an illusion that in a
powerful way, deceives the observer. This spatial illusion originates
from the second half of the 19th century, which was an era of picto-
rial illusions and a formative time in experimental psychology. Picto-
rial illusions as such as the Müller-Lyer were used as two-dimensional
stimuli in perceptual experiments, thus giving the vision “the aura of
scientific respectability” (Wade 2005, 128). The Müller-Lyer illusion
depicts a situation, where two parallel lines of equal length are experi-
enced as lines of unequal length. The trick of this illusion is that even
when you are told that the lines are of equal length, they still seem to
differ. The Müller-Lyer illusion confuses our judgment, because the
information gained through our senses is deluding.
According to Allen, the Müller-Lyer illusion presents a type of
illusion that in every way is impossible to escape - our thoughts can-
not actualize the way to do so. The Müller-Lyer illusion employs the
artful use of pictorial perspective for the purpose of manipulating the
senses. Gibson considered this kind of imagery as simply oddities pro-
viding no use in the study of perception. Gibson (1979, 244) refers to
the pictorial depth cues as follows:
Painters invented the cues for depth in the first place, and psy-
chologists looked at their paintings and began to talk about cues.
The notions of counterbalanced cues, of figure-ground reversals, of
equivocal perspectives, on different perspectives on the same ob-
ject, of “impossible objects” - all these come from artists (...)
86 IMMERSED IN ILLUSION
Gibson’s view might be well justified, however, in the research of per-
ception and illusion, the target is often art and conventions of it.
Even though constructed sets soon replaced the painted ones, this
form of illusion is still in use in newly applied forms in film produc-
tion design.
Painted backdrops have partially turned into digital enlargements
in current production design practice. Nowadays it is quite common
to use a digital enlargement of a photograph as a scenery backdrop
behind the window of the studio set. Before the digital revolution,
matte paintings were used on film. In famous special effects films such
as The Raiders of the Lost Ark (Paramount Pictures 1981), there can
be several scenes were only a small amount of the picture area is truly
three dimensional. The idea of combining a two dimensional picture
with the live character is thus not new in the practice of production
design. Whether on stage or in film however, the usage of trompe
l’oeil has meant the creation of the imaginary space.
As mentioned, the trompe l’oeil illusion dates back to the Renais-
sance and the invention of the artificial, linear perspective. In Allen’s
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Some important aspects of trompe l’oeil still need to be discussed.
Architectural illusionistic paintings require a spectator to be in an
exact position in order for an image to be seen in the correct per-
spective. However, very seldom does the schema of the architecture
allow the visitor to enter to this precise place in the building. On the
contrary, what the spectator usually sees at first sight is the distorted
version. Despite this, Kubovy points out, spectators very much enjoy
the experience of trompe l’oeil. Kubovy (Ibid. 80) calls this a mental
collusion with the artist - mental collusion meaning “an operating
much closer to the roots of perception, more an order of a suggestion
than a frame of mind.”
Another notable characteristic of trompe l’oeil brought up by
Kubovy (Ibid. 71), is the fact that the trompe l’oeil technique was
not solely dependent on the linear perspective, but in fact contained
a variety of techniques to simulate a sense of texture. Different types
of simulation were named, for instance according to the color of the
simulated object: grisaille meant the simulation of the grey stone,
whilst camaïeu meant the simulation of such materials as bronze, ter-
racotta, onyx, marble or wood. In terms of our future discussion on
3D computer graphics, this is an interesting observation.
90 IMMERSED IN ILLUSION
Allen (Ibid. 96) differentiates a situation in the making of a film,
“where a matte part of the shot functions as trompe l’oeil” thus ulti-
mately creating a reproductive illusion. This refers to the case where
a matte painting is used as a so called scene extension in order to give
the idea that the portrayed things are in the landscape that in fact
does not exist. Due to digitalization and the integration of digital
technologies in filmmaking, it has become far more easy to meld arti-
ficial digital elements with live shootage. Manovich (2001, 295) quite
rightly poses the following question:
92 IMMERSED IN ILLUSION
construction. These scenic models have allowed a fair amount of test-
ing and trying, experimenting on a small scale. The computer aided
previsualization methods such as digital models were generally ac-
cepted in production design at the beginning of 90’s. Ideally they
would produce optimal possibilities for preproduction examination,
such as the preview of precise camera angles. The virtual set as I see it,
has developed gaining influence from both digital previsualization in
architecture as well as from computer animation. What is possible to
experiment with or conduct with the virtual set has grown more com-
plex as more sophisticated software and hardware has been developed.
This certainly allows the kind of sophisticated simulation application
that Tikka refers to, that had not been possible in the pre-computer
age.
Simulation can been seeing as a functional process aimed at hav-
ing an effect on our senses, which in-turn means simulation is not
necessarily just a visual phenomenon. The real time virtual set can be
regarded as one form of visual simulation and a close relative to all
virtual reality simulation. An interesting question from the viewpoint
of this research is; how the concepts of illusion and simulation relate
to each other. Every illusion isn’t necessary a simulation, but does the
concept of simulation imply the one of illusion? Philosopher Brian
Massumi (1987, 2) suggests, that the general idea of the simulation
is, that “the simulacrum is a copy of a copy whose relation to the
model has become so attenuated that it can no longer properly be
said to be a copy. It stands on its own as a copy without the model”.
Thus we might say, the virtual set vies to be a copy of the real set,
that we might have been able to construct in our imagination. How-
ever, according to philosopher Gilles Deleuze (1983, 48), to define a
simulation as a copy, is most likely not enough to explain what the
simulation essentially is. The concept of copy denotes that there is an
internal, essential relation of resemblance with the model. However,
the simulacrum manifests only external and deceptive resemblance
to the model. This is the way the simulation and illusion are linked
together: the resemblance of the simulacrum with the model can be
determined as an illusionary.
A similar view of simulation is offered by the French philosopher
Jean-Paul Baudrillard and his famous writing “Simulacra and Simula-
94 IMMERSED IN ILLUSION
the illusionary qualities the virtual set has, it quite soon alarms us,
that the world we encounter is fake. Within the focus on digital illu-
sion, we will be delving eventually into to the essential questions of
digital simulation.
96 IMMERSED IN ILLUSION
though, Manovich doesn’t refer directly to the real world and its ob-
jects, but a mechanical reproduction of that world - mechanical re-
production being one aspect of the photograph.
However, if we think of Allen’s categories of illusion, we might
not refer to a virtual set as a reproductive illusion, as being a kind
of fake photograph as such. Rather, the illusion of the space of the
virtual set is compelling, more like a trompe l’oeil illusion we cannot
but experience even though we are aware of its’ picturesque quality.
This is the motivation of the virtual set; as trompe l’oeil, it is meant
to produce a nonveridical perception and invites us to experience the
dual quality of the image. Philosopher Richard Wolheim (1987, 46)
has characterized this experience as seeing-in:
98 IMMERSED IN ILLUSION
Figure 14: A strong effect of perspec-
tive (L’Enfant et les Sortilèges 2004).
Gibson (1979, 22-23) has pointed out, how the moving image con-
tains more information of space and distance than a still photograph.
Figure 16-2
trating example, of how crucial is not only the information, but also
misinformation. In order to exemplify this, they arranged a test, how
we perceive motion in digital simulation. Three running figures were
constructed digitally, one consisting of dots, another of sticks and
the last was fully designed polygonal model. Each of these figures
was animated in a running motion and then showed to a test audi-
ence. The audience was asked which of the three figures moved in the
most natural way. Although the movement itself was equal for each
of the figures, the test audience consistently felt, that the dot figure
moved most naturally. The full polygonal model was felt to be the
least natural. The test is interesting and Anderson notices “as viewers
we perceive information that is present and seldom miss information
that might have been there but is not, unless its absence is called to
our attention” (Ibid.). Also, “there is little information that tells us
that the figure (dot figure) was constructed using dynamic simulation
and hand-tuned control algorithms. The stick figure and polygonal
figures give us comparatively much more information, but the ad-
Figure 22-2
This is the way the moving optic array conveys information not
only of our fixed position, but our position as a moving entity. In
Luonnotar, almost all of the shots with the character were shot on the
This is what we can call seeing the world and oneself in it. Im-
mersion in Roger’s (Ibid. 221) thinking includes an embodiment in
camera: “The camera shows us our own view of the other world, and
that view shows us ‘we’ (...) are in relation to it.”
Both Anderson and Tan see the unbroken diegesis as an immense
emotion-producing effect. Tan (1996, 237-238) explores, how “the
viewer is shaken out of the illusion by the fact that artefact itself
comes to the fore”. Anderson (1998, 124) states:
Gallese and Freedberg (Ibid. 201) further discuss how the embod-
ied simulation in aesthetic experience functions. Important elements
are 1) the viewer’s bodily engagement in gestures, 2) identification
with the emotion of observed others, and 3) the feeling of empathy
for bodily sensations. With the virtual set we have a clear problem:
if the scenic environment does not hold the same reality status as a
character, the characters or the observed others do not truly ‘experi-
ence’ the artificial environment. For instance, a character grasping a
digital object might not turn out to be convincing, but alternatively
creating a situation whereby we inadvertently come to notice the fake.
This problem clearly implies that the feelings of empathy experienced
via mirror neurons are quite crucial and automatic. What if the em-
bodied simulation is not necessarily genuinely experienced with the
virtual set? It is much the measure of how successful an illusion is, that
the feelings of empathy to may be felt.
Thus it is an important function of the scenic environment, that
it allows goal oriented action, that can be ‘mirrored’. Based on the
productions L’Enfant and Luonnotar, the problems specifically arise,
when there is a need for character contact i.e. touching the virtual set.
As discussed, many virtual sets often include real elements such as
props and furniture. This was a strategy especially in L’Enfant, where
the boy needs to interact with the scenic elements. For example, in
the scene with the temper tantrum during which the boy throws ev-
erything off the table, it would have been quite difficult to achieve
with only the digital elements. This is shown in Figure 26-1 - 26-2,
The use of real elements (L’Enfant et les Sortilèges 2004). However, there
are scenes, where the boy shakes the grandfather clock, blows the fire
etc. Especially, the touch with the grandfather clock seems perhaps
unintentional or diffuse, indicating that touch with a virtual element
is hard to enact. These scenes where such interaction is required seem
to make it obvious that the virtual set is not real, and that the virtual
set and the character are not in the same reality. In other words, the
virtual set challenges the embodied simulation process and we are
urged to imagine we are bodily present, in a place that is ultimately a
digital illusion.
Figure 26-2
Figure 27-2
takes over and makes him see objects and events in a surrealist way.
The room is transformed, becomes fluid and open to change, yet re-
sistance to change is our everyday concept of an architectural room.
Film philosopher Siegfried Kracauer (1960, 188-189) writes on
surrealistic film:
ence, thus actualizing the human scale as the basic relational measure-
ment.
While the concept of space itself has become liquid, the explor-
ing of such space has become unobstructed. Extraordinary camera
movements have been seen in new digital film, made possible by the
camera simulation in the virtual environment. For instance, in Ma-
trix (Warner Bros. 1999), quite complex spiral dollies were presented.
In Luonnotar, the camera depicts a free flowing movement from the
perspective of the flying Luonnotar. However in this free movement,
the terrestrial domain will become broken allowing the scope of infi-
niteness. Hereby, the ecological environment as an experiential level
is fragmented. The new order of the virtual set depicts the physical
world as an imaginary experience which goes beyond the limits of
the ecologically understood environment. It is important to notice,
Figure 30-2
Clearly, Asp also describes here what we could term the conceptu-
al meanings of production design. The thematic network inspired by
the characters is often a fundamental source for the designer to inter-
pret a script as a metaphor. However in this connection, most impor-
tant are the next two statements. Firstly, again, the production design,
can be thought of as a world. It is not a real world, but it resembles it,
and gains strength in being alike, but still, it is a whole world. This is
on a metaphorical level with the essential meaning that every design
shares. Secondly, it is a world that inhabits and describes the charac-
ters, thus building on a narrative. However, a production design itself
isn’t the diegesis as such, since diegesis consists also of elements other
When touched, they touch back, when struck, they strike back; in
short they interact with observer and with one another. Behavior
affords behavior, and the whole subject matter of psychology and
Production design as such deals only with places and objects and
the task of a designer is to define their outlook. However, the imag-
ined behavioral attitudes of the characters cannot be left out when
thinking of these: character’s behavioral attitudes influence the design
choices precisely in the way Asp has described.
Reality and realism are among the central terms used to describe
media representations. Because they are central, it is no wonder
they are used in many different ways, giving rise to ambiguity and
inconsistency (...) Our notions of what is real are based on many
different elements, and in given representation these various ele-
ments may each have their own reality status.
CONCLUSIONS 181
11. THE OUTCOME OF THE RESEARCH
11.1. Merging the art and the theory
Since there practically exists very little research in the area of produc-
tion design, this research has been to much extent, a process of creat-
ing a theoretical application of my own. The attempt to create an un-
derstanding of the virtual set through ecological psychology lays some
basis for an overall apprehension of ecological production design theory,
which would especially explain the relationship of the perceiver and
design environment according to Gibson’s ideas. This is though just
a beginning: more work is needed and will be hopefully executed,
and I see this viewpoint as promising. The future results might not
be limited to the area of film design, but also to the field of theater
scenography. In Finland, Teemu Paavolainen’s Theatre/Ecology/Cogni-
tion. Theorizing Performer-Object Interaction in Grotowski, Kantor, and
Meyerhold (2011) is an existent example of this development.
Thus, my research has been tightly bound with ecological psy-
chology. I have evaluated my artistic work from several aspects of it.
Basically, my interest has been pinned on such major ecological con-
cepts as the ambient optic array and affordances. I have also searched
the psychological viewpoint as to the conceit of spectator immersion
in the illusionary world of the virtual set. I have voluntary chosen to
work within quite a precise context, therefore it is clear, that all the
aspects of the artistic work will not be covered in this research. Both
CONCLUSIONS 183
sible to imagine without my own knowledge of production practice.
This implies naturally, that the virtual set technology is subtle, and
even more subtle it seems, when one thinks of all the variety of ap-
plications that are actually used in the field. However, my attempt has
been to generalize, and to find some overall trends of the virtual set.
Therefore the details of technique have not been in the forefront.
All the issues brought up in theoretical discussion originate from
practice. It has been the practice of L’Enfant that manifested the idea
of a compelling trompe l’oeil illusion; it was Luonnotar that revealed
the question of changing optic array. In both Luonnotar and L’Enfant,
the new possibilities of the virtual set were both presented and real-
ized in the realm of diegesis. The new digital world created in both
productions raised questions that I attempted to address by means of
related theory. The discussion of Chromakey technology and what
it meant overall to the whole artistic process was based on my own
experiences: this lead to presenting the idea of affordances in the con-
text of production design. Therefore the framework of practice is very
meaningful, in terms of thinking of the conclusions of this research.
Sometimes reasoning has been purely based on practice, like the eval-
uation of the quality of the virtual set illusion as being compelling.
This kind of tradition is relatively new, but I am assured, it brings
good possibilities to emphasize the essential substance.
CONCLUSIONS 185
position of a camera in respect to the design) were left to the designer.
Generally I feel that the real time virtual studio allows possibilities
that are too limited for narrative film, however it might find quite
excellent use in television programs. Post-produced virtual set, in con-
trast, provides almost unlimited possibilities and eventually the ques-
tion will be, what kinds of workflows are economical. Thus, neither
of the research productions themselves provide a model of how virtual
set productions should be done. In real life, the use of computer aided
design technologies will be combined with traditional production de-
sign practices, and most likely the productions that use only virtual
set, will be marginal. The outcome of this can clearly be seen in the
contemporary film industry, that has forcefully integrated the virtual
set as one part of the whole film making process.
What these two productions, L’Enfant and Luonnotar both stand
for, is a mode for an observer to encounter the virtual set and they
provide methods or ways with which to perceive the digital universe.
Both productions tell their own versions of how we become aware of
the virtual set space. Do we approach it as digitally modeled entity
that we can reach with sophisticated camera tracking systems, that
replace the mechanical reproduction system of the camera? In such a
case, we can speak of the virtual set as an illusion of a set. Or do we
approach the whole virtual set as an animated artificial vision replac-
ing metaphorically our own perceptual system? Here we might speak
of our vision of the virtual set as an illusion. Both ways however, chal-
lenge the traditional way of thinking of a set as a persistent, one might
say, invariant, location. Virtual set truly exists only through percep-
tion and in accordance with it. The traditional idea of literal presence
is no longer valid in the context of the virtual set.
CONCLUSIONS 187
proach does not solve all the problems of the virtual set, but it was a
solution that was suitable given the content of Luonnotar, where the
scenery was aimed to depict the primitive forces of nature. In summa-
ry, this implies, that while working with virtual set, all kinds of strate-
gies need to be developed in order to better achieve an impression of
the flowing optic array. For example, in television design, where the
real time 3D virtual set is commonly used, a lot of moving inserts
are used as a part of the virtual set. Also, the digital effects in film are
most often very rapid and drastically animate, visualizing explosions,
fires etc. In general, to get the digital effect or scenery to move is an
important goal for film practitioners.
Even if the surfaces of the virtual set do not correspond to the
surfaces in the real world or even traditional film, they are convinc-
ing enough to create a powerful 3D illusion. The L’Enfant virtual set
hardly ever fails to position the character in the environment. This
is due to the texture gradients that very correctly create a sense of
space. The virtual set is very accurate in respect to depth cues: occlu-
sion, height in visual field, relative size and relative density turn out
precisely. Therefore the illusion of space is quite persuasive. It is rather
due to the misinformation that the artificial optic array portrays, that
the digital environment might turn out looking unnatural. By misin-
formation I mean the information that reveals the technology itself.
This of course is not the intended result and a disadvantage of the
technology.
As discussed, the practical working process of the two produc-
tions analyzed entailed a clear shift in the design emphasis. While
the process of L’Enfant concentrated on creating the model of the
virtual set, the process of Luonnotar concentrated on digital produc-
tion design as a changing optic array. Therefore the design of Luon-
notar emphasized the scenery not as static images, but more as clips
of animation. This implies, that the virtual set indicates a new kind
of design practice, where the skills of modeling and animating a set
are fused. One might ask, to which extent this changes the profession,
will there be new divisions of labor or will task of digital production
design include also animation.
CONCLUSIONS 189
trompe l’oeil. As Allen (1997, 107) has noticed, movement brings a
sense of presence, which eventually implies “a fully realized though
fictional world that has all the perceptual immediance of our own”.
Here, the virtual set would acquire the features of projective illusion -
illusion as a diegetic effect.
The virtual set involves seeing-as, seeing both the surface of the
virtual set projection and the surfaces within that surface projection.
However, as a projecting illusion, the virtual set is not necessarily ex-
perienced in the same way as trompe l’oeil. The virtual set is context
dependent unlike trompe l’oeil: our knowledge of what we are seeing
can break the hold of the illusion. The initial perceptual experience
of the virtual set is, however, different: the illusion is experienced as
compelling. Thus the multi-level experience of illusion can in its dif-
ferent aspects, provide inconsistent results. This, of course will result
in that the experience of the virtual set is equivocal. In this; firstly, we
may come to the conclusion, that the performer is placed in the vir-
tual realm (trompe l’oeil level). Secondly, we note we can then give up
the illusion by recognizing that what we see is only a film (projective
illusion level). This is not to say that the trompe l’oeil cannot be re-
vealed, but this can happen only after the illusion is first experienced,
and this is precisely why trompe l’oeil remains fascinating.
In practice the moving trompe l’oeil illusion gives many options.
In both L’Enfant and Luonnotar there was only one scene that was
realized in full 3D simulation of the virtual set. That was scene in
L’Enfant, which is seen from the bat’s viewpoint while he approaches
the boy. The figures of the scene are presented earlier (Figure 16-1
and 16-2, The viewpoint of the flying Bat). All the other scenes either
utilized the real time 2D virtual set (L’Enfant) or motion perspective
(Luonnotar). This means, that any possibility for movement, even if
limited in terms of three-dimensionality, is a very powerful addition
to the still and motionless trompe l’oeil illusion. 2D virtual set tech-
nology covers quite many needs from the point of view of cinematic
expression. While in television it seems worthwhile to have real time
3D virtual set systems, in film it is useful to consider, when true 3D
simulation is really needed as 3D simulation always requires much
more rendering capacity, than any of the 2D virtual set methods.
CONCLUSIONS 191
in small scale productions such as Luonnotar, it was possible for the
main character to fly in outer space or surf in the middle of the storm.
The camera’s movement can more accurately be termed as navigation,
rather than movements such as a pan or a dolly.
Since the digital environment ultimately consists of data, it can
employ all parameter based operations. The objects and places of the
digital environment can also be understood through the concept of
affordance. The digital environment provides new and unexpected
visual meanings to be picked up. Both the productions L’Enfant and
Luonnotar provide examples of this. In L’Enfant, we do not see the
fire just as a warming and illuminating phenomenon; it becomes a
frightening figure that dances for the boy. In Luonnotar clouds twirl
as if they would be an animate expression of Luonnotar’s mind. In
ecological optics there is a definite distinction between the animate
animals and the inanimate objects of the environment. In the digital
environment, this distinction will fade. People and objects will share
the same qualities of aliveness and through such notions as metamor-
phosis and animism we can better understand what it is, that digital
environment provides us.
The quality of digital environment we have earlier discussed, and
liquidness should as well, be understood eventually as a means to af-
ford. The digital environment provides us with a mutability, which
drastically transforms our expectations of what the scenery can offer
us. The logic of the story becomes very important here. We can pre-
sume that every cinematic story defines throughout its course, what
is valid in its own context. For instance in L’Enfant it becomes viable,
that animals and objects change, take other forms and behave atypi-
cality. The same things would not be thinkable in some other story
that took place in a more everyday sphere. Thus virtual scenery wid-
ens the scope of prospective realities, and in doing so, adds surprising
possibilities.
Furthermore, when inanimate objects start to acquire animate
features, it also means that the autocracy of the character diminishes.
In film, it has been quite evident, that the character is a focus of at-
tention. Our immersion in the film is based on the witness emotions
we experience for the character. Now, the objects that have tradition-
ally remained in the background, start to have expressive qualities.
CONCLUSIONS 193
have attempted to show, how the virtual set is an illusion nested with-
in the entire film illusion, using Allen’s categories as my tools. The
virtual set illusion that is eventually encountered with the perceptual
system is thus multilayered and lacks the indexical relationship that a
traditional set does. Despite this complexity, if the virtual set succeeds
on a perceptual level to convince the spectator, that the experience
itself can be described as simple.
The conceivable evidence for the immediateness of perception
is precisely the compelling quality of the virtual set. If the virtual
set illusion is compelling, would it not then employ complex mental
representations? It rather infers that it is possible to derive informa-
tion from the environment in a relatively straightforward manner. I
truly believe that there is something to consider in regard to Gibson’s
thinking that the perceptual system is tuned to gain immediate in-
formation without inference from the surroundings. Why does the
virtual set seem to so compelling? Is it perhaps, that we as ecological
creatures are accustomed to seeing a person as always in their relation-
ship to their environment, and our perceptual system simply takes
this proposition as granted? The virtual set provides enough informa-
tion of the spatial situation, so it is initially successful, even though
the disbelief might follow the immediate reaction.
Also, it is interesting to consider that the kind of information
that is sufficient to position the character in the scenic environment,
might well tell something about the information that is crucial for us
to understand our placement in the world and traditionally we think
of depth cues as being integral. In L’Enfant the use of perspective
background images were important. In Luonnotar the method was
slightly different: texture gradients were consciously used instead. The
experiences gained in Luonnotar confirmed Gibson’s statement, that
the information of texture gradients is enough to create the spatial
position.
CONCLUSIONS 195
this, are the many catastrophe films presenting earthquakes or other
of nature’s phenomena. In L’Enfant there was a sophisticated use of
transformations and the boy’s room changed from scene to scene. In
Luonnotar, the set was thoroughly animated so it was experienced as
almost being alive. The virtual set can be accompanied by animism
and this naturally gives production design a new role, where it is not
the rigid background of the story but rather an active agent.
When the emphasis in design changes from creating the sets to
animating the sets, the job description also changes. The virtual set
demands new skills, and also a new kind of division of labor. The
traditional skills of the production designer will be replaced with the
knowledge of the animator. In addition to these changing job descrip-
tions, wholly new job descriptions will be required. A compositor, the
person who combines the different animated layers, is an example of
this, and altogether this means a considerable change in the profes-
sion.
In practice virtual sets exist in many different applications, some
of them being suitable for film, and some for television. The only pos-
sible disadvantage regarding the virtual set will be the fact, that its use
remains expensive and time consuming. Thus it cannot be expected,
that the virtual set will provide the solution for every production. It is
only for the productions, where special kinds of scenery are needed.
The changes the virtual set brings are nevertheless quite funda-
mental. It is almost as if the human would be detached from his eco-
logical niche to govern his universe in unobstructed ways. This is an
interesting position from which to look to the future - how will film-
makers use the possibilities that virtual set has to offer?
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REFERENCES 203
FIGURES
Figure 1: A virtual set background (L’Enfant et les Sortilèges 2004).
Figure 2: A character and a virtual set background (L’Enfant et les Sortilèges 2004).
Figure 3: A virtual set background plate used in the Armchair dancing scene in
L’Enfant (L’Enfant et les Sortilèges 2004).
Figure 4: A virtual set background plate used in the Princess dancing scene in
L’Enfant (L’Enfant et les Sortilèges 2004).
Figure 5: Texture gradient of a vanishing surface. An illustration by Katriina Pa-
junen.
Figure 6: The use of matte channel (L’Enfant et les Sortilèges 2004).
Figure 7: The use of several matte channels (L’Enfant et les Sortilèges 2004).
Figure 8: A close-up of the background plate (L’Enfant et les Sortilèges 2004).
Figure 9: The original background plate (L’Enfant et les Sortilèges 2004).
Figure 10: The Boy interacts with cage (L’Enfant et les Sortilèges 2004).
Figure 11: The Boy opening the cage door (L’Enfant et les Sortilèges 2004).
Figure 12: The boy pushing the digital Grandfather Clock (L’Enfant et les Sortilèges
2004).
Figure 13: Müller-Lyer illusion from Allen 1997, 99.
Figure 14: A strong effect of perspective (L’Enfant et les Sortilèges 2004).
Figure 15-1 - 15-6: A camera movement in the virtual set (L’Enfant et les Sortilèges
2004).
FIGURES 205
FILMS
BERGMAN, Ingmar: Fanny and Alexander (Cinematograph AB 1982).
BERGMAN, Ingmar: Winter Light (Svensk Filmindustri 1963).
BURTON, Tim: Alice in Wonderland (Walt Disney Pictures 2010).
BURTON, Tim: Charlie and the Chocolate Factory (Warner Bros 2005).
CAMERON, James: Titanic (Twentieth Century Fox 1997).
CONRAN, Kerry: The Sky Captain and the World of Tomorrow (Paramount 2004).
DE BONT, Jan: Twister (Warner Bros 1996).
DONNER, Richard: Superman (Warner Bros 1978).
HAND, David: Snow White and Seven Dwarfs (Disney 1937).
JACKSON, Peter: The Lord of the Rings trilogy (New Line Cinema 2001, 2002, 2003).
LASSETER, John: Toy Story (Pixar 1995).
LUHRMANN, Baz: Moulin Rouge (Twentieth Century Fox 2001).
MILLER, Frank and Rodriguez, Robert: Sin City (Dimension Films 2005).
NOLAN, Christopher: Inception (Warner Bros 2010).
PETERSEN, Wolfgang: The Perfect Storm (Warner Bros 2000).
RASTIMO, Kaisa: Stormheart (Stormheart 2009).
SPIELBERG, Steven: The Raiders of the Lost Ark (Paramount Pictures 1981).
WACHOWSKI, Andy and Wachowski Lana: Matrix (Warner Bros 1999).
APPENDIX 207
AMTEK Näyttämöpukuvalmistajat
Pirjo Heponiemi, Pia Hirvaskoski,
Tanja Lahti, Kalle Laine, Teemu
Leino, Kaisu Luomajärvi, Minna
Manninen, Pauliina Määttänen,
Aija Nurminen, Mia Raitanen, Tiitta
Räsänen, Nina Virkki
Helsingin Ammattikorkeakoulu
Vaatetusalan koulutusohjelma
Eija-Liisa Javanainen, Riitta Niemi,
Sari Perde, Anne Seppä-Murto, Kaija
Vänni, Raija Lindfors, Tiina Pöllänen
MAKE-UP ARTIST Jari Kettunen
2ND MAKE-UP ARTIST Tiina Kiuru
SET DESIGN ASSISTANT Christer Andersson
Tanja Bastamow
CARPENTER Jyri Lahelma
PROPS MAKER Katariina Kapi
ONSET DRESSER Camilla Sirén
MECHANICAL EFFECTS Esa Parkatti
Epa Tamminen
EDITING Marikki Hakola
SHAKE COMPOSITING Sami Haartemo
MAYA 3D ANIMATION Katriina Ilmaranta¨
Andriy Khrupa
Tanja Bastamow
Tapio Schultz
MORPHING Otso Pakarinen
COMPOSITING ASSISTANT Olli Leppänen
COLOR CORRECTION Marko Terävä
ORIGINAL MUSIC Maurice Ravel & Gabrielle Colette
Courtesy of Edition Durand/
BMG Music Publishing Scandinavia AB
MUSIC RECORDING Erato Classics, (P) 1987 CD 0630-19991-2
Courtesy of Warner Classics
MUSIC COPYRIGHT ACQUIRY Näytelmäkulma Nordic Drama Corner Ltd.
PRODUCTION MANAGER Riikka Poulsen
ADMINISTRATION Jaana Hertell-Amokrane
PRODUCTION PLANNING Marikki Hakola
Riikka Poulsen
Sanna-Kaisa Hakkarainen
CASTING CONSULTATION Sanna Kekäläinen
INFORMATION SERVICES Anne Tapanainen
TRANSLATIONS Eija Pokkinen
Aline Vannier-Simola
Pietari Tamminen
FINNISH SUBTITLES Eija Pokkinen
ENGLISH SUBTITLES Outi Kainulainen
GRAPHIC DESIGNER Camilla Sirén
WEB DESIGN Ilari Raja
Camilla Sirén
PRODUCTION ASSISTANT Miikkali Korkolainen
EXECUTIVE PRODUCER Marikki Hakola
APPENDIX 209
Talvi Digital
Klaus Heydemann
Sari Volanen
Niina Tynkkynen
Ulla Simonen
Miia Haavisto
Ulla Saari
Petri Riikonen
Hannele Hakola
Aino Rissanen
Frans Backlund
Magnusborg Studios
Produs Network
Post Control Oy
Leena Hirvonen
EXECUTIVE PRODUCER Marikki Hakola
IN ASSOCIATION WITH YLE Teema
YLE Co-productions
PRODUCTION Kroma Productions Ltd 2010