Florian Cramer: Bokeh Porn Poetics, On the Internet Film Genre of DSLR Video Camera Tests

By Ourania (Rania) Dalalaki

florianc

Florian Cramer - 'bokeh porn poetics: On the Internet Film Genre of DSLR Video Camera Tests'. Photo by Anne Helmond.

Florian Cramer (media theorist, director of the Piet Zwart Institute) participated in the first day of Video Vortex to provide the audience with an insightful overview of the  Bokeh Porn concept. In his presentation he introduced us to Bokeh Porn as a subculture within online video aesthetics and the associations that connect it to Vimeo aesthetics.

This subculture of Bokeh Porn  has to do with past movements of amateur film making, computer operating systems and, last but not least, the DSLR video revolution. A revolution that enabled the proud owners of the commercial technology of DSLR cameras to participate in the production of more cinematic videos and has chosen Vimeo as the medium that better presents its final projects. The community that has adopted this aesthetical approach is not a pure amateur community but also a filmmaking one; its presence is not only found online (although the online community is enormous and apparent in fora and websites such as dvxuser,slashCAMeoshd) but also offline, with the recent example of the International Amsterdam DSLR meetup.

Florian Cramer presented the origins of Bokeh: in photography, the Japanese term Bokeh represents the aesthetic quality of the blur or, simply put, the blurry and out-of-focus background of the image; an effect that used to be captured in filmmaking only through professional cameras, as it has certain particular technical requirements (large film size, wide lense etc). This filmmaking aesthetics genre was originally introduced to broader audiences in post-1960 Hollywood film production with the movie “Who’s Afraid of Virginia Woolf”; Bokeh is part of the mainstream visual language ever since.

The proliferation of such technology, that spreaded via DSLR video cameras, made it possible for the average amateur consumer to successfully achieve the Bokeh effect and integrate it in filmmaking /video production. A good, “typical” in the words of Cramer, example of an amateur video implementing this cinematographic technique, pushing the “blur” effect to the point of making Bokeh the central aspect of the whole film, is the online video “Light Benders” by Ben Carino, available on Vimeo. A second example can be also found online: “The Bathroom“ (created by user pilpop) clearly illustrates the formula for Bokeh Porn which can be summarized as such: experimental productions applying Bokeh, introducing frames with soft colors, smooth shots and a piece of instrumental music to accompany the creation. Furthermore, in his presentation, Florian Cramer stressed the major role that the camera plays in such productions to the point of becoming the main actor in the film, the pure materialized version of McLuhan’s dictum “the medium is the message”, the Narcissus that is reflected in more contemporary ponds for the sake of the directors’  gratification.

YouTube Preview Image

As Cramer informed his audience, the term Bokeh Porn was theorized by Simon Wyndham in his web log, in an attempt to depict the core of the culture that developed around Bokeh. More explicitly, according to Cramer the baseline of Bokeh Porn aesthetics is concluded in the production of short “test” demo films, where narratives are generally absent. This absence is not meant in order to serve modernist purposes but to fulfill the creators’ desires to film mainstream videos, in a non experimental implementation of an originally experimental technique. Bokeh Porn directors are not entirely amateurs yet they are individuals who, coming from amateur culture, wish to produce works that look and feel like professional ones. To achieve that, they have become vital parts of this subculture characterized by the obsession, fetishization of technical equipement, driven by the notion that the filming procedure is more important than the film itself, underlined by the presence of only one narrative that describes the Bokeh filmmaking process. Bokeh Porn stands for pure continuity, for “fluidum” instead of Barthes’ “punctum”, for the wish to expose the dream factor of the film -the camera itself.  Bokeh, in the words of Florian Cramer “is a form of visual fetishism, is not avant-garde but porn” (quote captured by Anne Helmond).

This short presentation on Bokeh Porn aesthetics concluded with inquiries that investigated the associations between Bokeh and reactions towards the flat digital image and the connection between this genre and the revival of analog aesthetics (seen through innovations such as the Hipstamatic application for iPhone devices). More specifically, the speaker argued for the haptic, tactile quality that we used to know as a cinematic quality. He also underlined the fact that with Bokeh Porn aesthetics this touchable, tactile quality is materialized through the camera as a production tool. All in all, for Florian Cramer, users implementing Bokeh Porn aesthetics in amateur, demo, filmmaking production stand as other Alices in Wonderland, holding their cameras – the dreamworld of cinema- in their hands.

A decade of online video

by Carlos García Moreno-Torres

2010 has finished, and yes, this is a big deal for Online Video; for such a young thing, every turn in the calendar is, and this is a big turn in the calendar. Not only a year, but a whole decade comes to an end, and looking back we can see that each year offered milestones for video on the web: 2000 to 2005 was the prehistory of online video with some small sites mostly offering video downloads that one played locally. In 2005 Skype introduced videocalls and not yet knowing its monumental consequence, YouTube was born. In 2006 YouTube was bought by Google and by 2007 it consumed as much bandwidth as all of the Internet did in 2000. Video had already changed the whole deal of the Internet.

In 2009 the iPhone joined the party and became a major player in online video with the release of the iPhone 3GS, the first model to include a video camera, multiplying uploads to Youtube by 4 in the first week. Now, about 35 hours of video are uploaded every minute to YouTube – in other words, there are almost 6 new years of video available only on YouTube.

But there’s online video beyond Youtube. A good example is Vimeo, a site that was actually born one year before Google’s video giant. With a different purpose, focusing on user created content, it has grown to become one of the biggest video sites, and the standard online video web platform for audiovisual creators, with a large artist user-base.

Three big online broadcasting companies (Justin.TV, UStream and LiveStream) were founded in 2007, and have continued to grow, making internet broadcasting accessible to anyone and more and more common. Websites focused on entertaining clips like Metacafe or Dailymotion have expanded non- stop following YouTube’s footsteps, and Facebook having integrated video sharing feels like centuries ago. Videochat expanded from Skype to all other major IM services (MSN Messenger, Yahoo, Gmail…), and even more traditional media companies like newspapers include videos in their online editions now, with some social-video news on their way to becoming mainstream (like the dutch zie.nl).

If we look to a different screen, the one found within our living rooms, we can see how PlayStation3, Xbox360, Netflix, Hulu, Boxee, Apple TV and, more recently, GoogleTV have been progressively half taking-over, half partnering with the traditional audiovisual industry networks to bring online video to our televisions.
But it’s not all about the platforms. Online video is maturing as fast as the technology that supports it makes possible. We’ve seen the constant increase in the resolution of video, 3D online video is a reality (as we wrote a few weeks ago), and HTML5 and the new possibilities it will bring are around the corner. With a need to rule and organize on the go, the basis for open video online (referring, by open, to both content and techology) are also in constant evolution: WebM, Wikimedia, open video databases such as the Open Images project (facilitated by the Netherlands-based Institute for Sound and Vision)…we can be sure that the next generation of online video is coming, and it will be here sooner than later.

Nevertheless, and in spite of the great growth that online video has had (and is expected to keep having), not all the stories are about success. 2010 was also the year of Chatroulette, a Russian company that allows users to randomly video-chat with other users and jump to a new random connection at any time in the exchange. It achieved great popularity, created some Internet celebrities and had some real celebrities talking about it and taking part…and after being one of the year’s big hypes…it just vanished. Today you can still visit Chatroulette, but the number of users has dropped drastically, and it’s now an internet old glory, just like Altavista or Lycos.

When looking for something more tangible than all of these proliferating platforms and formats, we find the people behind the videos, with the greatest example being the important role online video played in Obama’s presidential run in 2008 showing, for the first time, the potential and power of this media.

But what will we see in this new decade? Will online video evolve into open video practices? Will it get shaped into a new industry controlled product delivering professional content to our homes and devices? Will people still watch “Charlie bit my finger” in 2020? Or going a little further: will people still gather around a screen after a dinner to watch the latest YouTube hit?

Well, it’s impossible to tell right now, and if good news is we’ll certainly have the answer in only ten years, excellent news is that the process and the daily discovery will be amazing and exciting.
Welcome into a new era.

Online video and 3D

by Carlos García Moreno-Torres

Ever since Avatar came out 3D seems to be the magical word that makes any movie a blockbuster. All of a sudden, the audiovisual entertainment industry (films, TV and videogames) has been trying to convince us that a 2D world doesn’t make sense anymore, releasing all kind of 3D products, from movies to Television sets & TV channels, videogames, cameras and photography books.

Steve Jobs recently said that users don’t want to see amateur clips, that they “want Hollywood movies and TV shows (…) they want professional content and everything in HD”. Of course this is not necessarily true (although some of his thousands of fans might take his word as gospel), but the truth is that big feature films are now easily reachable online (HULU, Netflix, Apple TV…) and the times of terrible quality pirate videos seems to be on its way out. So, no matter if the competition is Youtube or professional content, the truth now is that you can have good movies in HD and even decent popcorn at home.

In this era of the movie theater at home, the film industry needed something to get people back to the cinema, to enhance the experience and add something you can’t have from the comfort of your living room (besides avoiding the costs, the queues, the car ride, the parking…), and they decided it would be 3D.

After a year where the motto seemed to be you just need to make it 3D to make it a success, it looks like theaters won’t be able to hold the exclusive on 3D for as long as they would like. 3DTVs and cameras keep coming onto the market, PS3 and XBOX360 support 3D, and the Nintendo 3DS is coming out soon, with a 3D screen that doesn’t need glasses. Nevertheless, the evolution seems a little slower for the screens we spend more time on, that are our main window to the online world: phones and computers.
But, is it just a matter of time until we replace all screens for glasses-less 3D screens? Will we experience real 3D interfaces and websites anytime soon? In my opinion this doesn’t seem likely. As for online video, things are different.

Over a year ago YouTube quietly added 3D support. No big Apple-style announcement, just a new feature developed out of the endlessly productive 20% time free that all google engineers have to work on the projects that they’re passionate about (same 20% that gave birth to Gmail and Orkut). The solution, simple and elegant, has been evolving all these months, and allows you to select the 3D technology you’re using (different kinds of glasses, 3DTV or none at all to see both 2D views next to each other). Some of the other biggest online video sites like Vimeo also supports 3D.

This just shows how online video doesn’t necessarily stay in the “amateur hours” of Youtube and the artsy clips of Vimeo, but keeps and eye on the industry, not forgetting about 3D and the growing community of 3D creators that work and share their expertise online.

Interestingly, in a time when 3D is the big hype, it has been growing quietly in the guts of online video, and although most users don’t seem to notice it now (only about 5000 3D videos on Youtube!), the structure is being built so it will be ready and available when 3D screens invade the computer market.

If that finally happens (and according to the current industry tendency, it seems inevitable), Hollywood will have to find a new way to get people to theaters. Maybe they should try making good movies, that always worked.