The Hobbit Hyper-Reality Paradox: Polarisation amongst Audiences for a 3D HFR Film Pioneering the use of high frame rate (HFR) in combination with computer generated imagery (CGI) and stereoscopic 3D, Peter Jackson hoped that The Hobbit trilogy would transport viewers to Middle-earth like never before. While our research indicates that many people enjoyed this richer, magical realism, a significant minority of viewers found these technological innovations distracting and unconvincing. For these respondents, the use of HFR 3D led them to adopt a mediatedi mode of engagement in which heightened awareness of cinematic artifice disrupted suspension of disbelief. Given that the purpose of these technological enhancements was to create a more believable, realistic and immersive experience, this presented as a paradox. Visual spectacle, apparent realism and the transparent mode of reception In the case of The Hobbit: AUJ, the majority of our respondents adopted a transparentii mode of reception. Thoroughly enchanted by the film and the technology associated with it, these 1,511 respondents suspended disbelief and generally entered the cinematic world relatively effortlessly, and most identified the film’s visual effects as enhancing their immersive experience. While some had to occasionally make an effort to remain immersed in the film by ignoring or downplaying disruptive visual effects, all agreed that the film was praiseworthy for pioneering, if not yet perfectly executing, the use of cutting-edge film technologies. Alienation and disaffection A smaller group of respondents were unable to immerse themselves in the world of The Hobbit: AUJ due to particular visual artefacts generated by the combination of CGI, 3D and HFR technologies. These respondents found the film’s visual aesthetic displeasing, with the ‘spell’ of The Hobbit being broken at those moments when the film’s visual effects became too obvious or jarring. Many of those who felt alienated or disaffected by the film’s technologies drew on the Lord of the Rings trilogy as a benchmark for comparison, and expressed criticisms of The Hobbit’s extensive reliance on digital visual effects. Key issues deemed problematic by these viewers included the seemingly unnatural and weightless movements of characters, the separation of people and objects from backgrounds, and the way in which HFR exposed flaws in costumes, prosthetics and set design. Accounting for divergent responses We found that responses to The Hobbit’s technological innovations may be linked to pre-release anticipation, previous media studies education/technical expertise, familiarity with digital effects and 3D, and prior affection for Tolkien’s written works or Jackson’s earlier Middle-earth films. Specifically, Fans of Jackson’s The Lord of the Rings films were most likely to be enchanted by The Hobbit: AUJ. In turn, they were less critical of technological advancements, and most experienced an immersive viewing experience. Fans of Tolkien’s works were more likely to be alienated by the film’s technological advancements, which were commonly posited as a distraction from the narrative, resulting in a mediated mode of viewing. A clear relationship was found between appreciation of technological enhancements and narrative immersion: o Amongst those who anticipated appreciating the film’s technological advancements, almost 99% experienced moderate or strong narrative transportation. o Amongst those who generally disliked the film’s technological enhancements, fewer than 6% experienced high levels of enchantment and resulting immersion. Respondents who were cinematically technically ‘savvy’ expressed a higher level of discontent regarding the technological enhancements used in The Hobbit: AUJ. Key conclusions We found that the specific combination of technological innovations in the Hobbit generated paradoxical perceptual and experiential effects for different individuals. Specifically, the combination of stereoscopic 3D, HFR, and CGI generated a hyper-reality paradox in which there was a more apparent visual disjunction between real life footage and CGI, evidently compounded by additional visual artefacts which made real life characters and scenes at times appear animated or artificial. As The Hobbit’s real life footage was rendered significantly clearer and more like real life – indeed, hyper-realistic - with the use of HFR, it appears to have outpaced the capacity of CGI to believably match that reality, and so undermined the film’s perceived (seamlessly layered) realism. Hence, the CGI began to look more obviously fake for some viewers, and may have seemed even more so in 3D due to additional visual artefacts produced by stereoscopic projection. The end result disrupted narrative engagement for a number of otherwise primed and positively-predisposed viewers of The Hobbit film franchise. However, most viewers, and especially existing fans of the franchise, were able to ignore or overlook any visual or perceptual disruptions in order to preserve their enjoyment of a muchanticipated experience of re-immersion in Middle-earth. Key data There were 1922 responses to the English-language survey. We identified 1,511 respondents as enchanted Hobbit fans, only 11 of whom explicitly disliked enhancements. We identified 111 respondents as disappointed Tolkien readers, 19 of whom explicitly disliked enhancements. We identified 68 critics of technological enhancements, 59 of whom explicitly disliked enhancements. We identified 58 respondents as bored and disillusioned Hobbit critics, 34 of whom explicitly disliked enhancements. We also identified 21 mildly entertained casual viewers, none of whom disliked technological enhancements. i See Michelle, C. (2007). Modes of reception: A consolidated analytical framework. The Communication Review 10(3), 181-222. ii Op. cit. For further discussion of our findings on this topic, please see: Michelle, C., Davis, C.H., Hight, C., and Hardy, A. (forthcoming). The Hobbit hyper-reality paradox: Polarisation amongst audiences for a 3D HFR film. Convergence: The International Journal of Research into New Media Technologies.
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