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INVESTIGATIVE STUDY

WEEK 1

During week one we were introduced to the module and started discussing deepfakes.

The aim of this module is to develop an essay investigating a chosen aspect within visual effects. 

Deepfakes

What is deepfake?

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Deepfake is when video, recordings or imagery has been digitally altered and manipulated to misrepresent someone else.

With advanced technology such as AI, people can produce synthetic media of a person saying or doing something that was not actually done or said.

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Most deepfakes are harmless, being used for education, parodies and even mainstream media like films.

However, with such powerful and impressive technology it`s easy to see why there are fears deepfakes could be used for fraud, or impersonating important authority figures that could influence political events. 

But for the most part, deepfakes offer us a whole new world of creative content we all can enjoy. 

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A key element in deepfakes is to spread misleading information, especially in news, with the purpose and aim of damaging the reputation of a person or entity.

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Deepfakes videos of people in power and of influence are growing rapidly popular all over the internet. A video of a motionless President Zelensky emerged on YouTube where he asked Ukrainian troops to lay down their weapons, in a voice different from his usual tone. 

 

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But what about next time? We might not be as lucky if or when a new video resurface. 

AI technology is getting better, and deepfakes are getting harder to spot.

 

Synthetic media can be used as a political weapon in international armed conflicts, and carries humongous consequences.  

As deepfake technology continues to get easier to access and more convincing, Zelensky is unlikely to be the last political leader targeted by fake video.

The video was quickly defeated and disclosed as a deepfake. Zelensky benefited from the videos poor quality and it's unnatural look. The body double's face didn't match its body, and its voice sounded different from that of its target. 

Deepfake of former US President Barack Obama.

Deepfakes in film

Due to Walker's sudden death during production, some scenes were completed using CGI and his brother(s) as body double.

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The film crew produced 350 additional shots of Walker to flesh out his role in the movie, 90 of which used archived footage of the actor from previous outtakes or shots from earlier Fast and Furious films, which were then relit and repurposed. 

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The other 260 shots were completed by having Walker's brothers preform his scenes in character, only for their faces to be replaced with CGI versions of Walker's during post- production. 

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WEEK 2

Developing ideas

Potential interest of subject areas  

  • Invisible effects

  • Deepfakes

  • The uncanny valley

  • Matte painting

Mindmap in HD quality​

WEEK 3

Designing a question and writing a proposal

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  • Word count of 500-600

  • A clear focused title or research question

  • A list of searchable Keywords

  • An Introduction to the Investigative Study

  • Include the aims and objectives

  • A Methodology or list of five key sources (references) - these should be annotated

  • Any important images as figures

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The proposal should contain:

Title of essay: example

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Is the world of cinema heading towards a future of synthespians, vactors and cyberstars? In which living actors may compete with digital images for major roles in films.

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Subject areas I can cover:

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  • Has VFX gone too far?

  • De-aging 

  • Deepfakes

  • The Uncanny Valley

  • Digital Humans

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WEEK 4

Proposal Draft

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Research question

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Is the world of cinema heading towards a future of synthespians, vactors and cyberstars? In which living actors may compete with digital images for major roles in films.

 

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Keywords: Synthespians, Digital de-aging, Hollywood cinema, Realism, Visual effects, Digital cloning

 

 

In this essay we will investigate if real actors are cast out of major movie roles due to the rise of digital imaging and manipulation technologies. I’ll inspect and scrutinize several types of CGI used in digital imagery in vactors. Afterward I’ll examine these techniques and conclude if they are a valuable asset, or if their purpose is immoral and unsafe. Lastly, we will try to answer the question of whether today's film industry is making it near impossible for new actors to break into the entertainment market.

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I will oversee and discuss Hollywood’s gray area, and weigh the pros and cons of whether the usage of such advanced artificial technology is replacing jobs from professionals who are qualified with special expertise or ones departments. Whether it is unsafe as well as unethical, or if these techniques are the key to open up a new world of cinematic masterpieces.

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Subsequently, I will immerse myself in digital de-aging and discuss the limitations of Hollywood’s “youthification” technology in terms of the shifting ontologies that characterize the transition from cinematographic to the digital image. I'll also do a practical test as a part of my investigative study essay.      The test will consist of a raw shot I will de-age, using the software After Effects and the face editing app FaceApp.

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What are Synthespians, Vactors and Cyberstars?

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Synthespian is a blend of the words; synthetic and thespian. It is a virtual human, virtual persona, or a digital clone that is a computer-generated three-dimensional character, either in a wholly animated film or in one that is a mixture of live action and computer animation. 

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The rise of the Digital Cinema

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In today's modern digital age, computer-generated special effects have gotten a significantly bigger role in Hollywood's cinema. Traditional film technology is universally being replaced by digital technology, the logic of the filmmaking process is being redefined.

The relationship between “normal” filmmaking and special effects is similarly reversed. Special effects have become the norm of digital filmmaking. The same applies for the relationship between production and post-production. Cinema traditionally involved arranging physical reality to be filmed through the use of sets, models, art direction, cinematography, etc. Occasional manipulation of recorded film was negligible compared to the extensive manipulation of reality in front of the camera. In digital filmmaking, shot footage is no longer the final point but just raw material to be manipulated in a computer where the real construction of a scene will take place. In short, the production becomes just the first stage of post-production. (Manovich, 2016, p. 29). 

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Perceptual realism, is a term Stephen Prince proposed in 1996, which indicates that a perceptually realistic image is one which structurally corresponds to the viewers audiovisual experience of three-dimensional space. Perceptual realism depends on contextual cues about light, color, texture, movement, and sound in ways that correspond with the viewer's own understanding of these phenomena in daily life. (Prince, 1996, p. 400).

Perceptual realism is quite frequently used in today's cinema. An example of perceptual digital imaging used is the manipulation technique called deepfake. Deepfake is a method in which one uses an artificial intelligence product to create a realistic, high-quality video of a person with a fake or replaced face.

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  • Short about the positive and negative sides of deepfake

  • Maybe write a bit about digital humans

  • De-aging: The de-aging of Hollywood: How deepfakes are keeping us young: The Irishman, The uncanny valley

  • Has VFX gone too far?

  • Hollywood's gray area: Ageism and sexism

Behind the scenes of how ILM made the groundbreaking de-aging effects used in The Irishman

References

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Breznican, A. (2019, December 9). The Irishman, Avengers: Endgame, and the de-aging technology that could change acting forever. Vanity Fair. Retrieved from https://www.vanityfair.com/hollywood/2019/12/the-de-aging-technology-that-could-change-acting-forever 

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Creed, B. (2000). The cyberstar: Digital pleasures and the end of the unconscious. Screen, 41, 79– 86. 

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Stadler, J. (2019). Synthetic beings and synthespian ethics: Embodiment technologies in science/fiction. Projections, 13(2), 123– 141. 

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Loock, K. (2020, April 6). “Forever young”: Digital de-aging, memory, and nostalgia. Flow. Retrieved from https://www.flowjournal.org/2020/04/forever-young-digital-deaging/ 

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Prince, S. (1996). True lies: Perceptual realism, digital images, and film theory. Film Quarterly, 49(3), 27– 37.

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Prince, S. (2012). Digital Visual Effects in Cinema: The Seduction of Reality, 3, 99-145.

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The Irishman | Industrial Light & Magic (ilm.com) 

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WEEK 6 and 7

De-aging experiment

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I started experimenting on my practical part of the assignment these weeks. Pexel.com offer photos and videos you can download for free on their website. I found a video of a woman on a bus, where the shot was up close and focused on her face, whilst the background is blurry and unclear. I downloaded the video, imported it into After Effects, and rendered it out as a PNG sequence.

 

After that, I went through the sequence looking for a shot where you could see most of her face, her eyes open and face pointed towards the camera. This shot would be our reference image. 

Next, I imported the photo into FaceApp and added my preferred effect.  

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I genuinely thought I would have to import every png frame into FaceApp, put the face effect on, and then export the image back to a folder with fully manipulated images. I surprisingly didn't have to do that, the app EbSynth is a photo manipulation software that brings pictures to life. All you have to do is editing one keyframe, and let EbSynth do the rest by analyzing the input keyframe into many small pieces which are then reassembled to form the output frame.

The actor in this shot is not in the correct age-range that qualifies for de-aging. She is still young and has no signs of age. The result was not bad, but due to her lack of wrinkles, age spots or blemishes - instead of looking younger, she just looks heavily airbrushed. The aging effect, however, turned out great, I am impressed by the realism. 

Note for my practical part: use footage of an older person to make it easier to see the effect.

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Click the button below to be redirected to my De-aging page, where I write more thoroughly about the practice including my result of the digital de-aging project.

WEEK 8

Digital Visual Effects in Cinema: The Seduction of Reality

Stephen Prince

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In chapter 3 - Actors and Algorithms, 

Stephen Prince starts by defining the different epochs that constitute the art of the digital age. Then he continues by going into depth of the eras, and highlight the achievements and the downfalls of each of them. Next, he gives us an overview of the pipeline and timeline in the industry, from the start: the importance of the traditional animation till the use of digital technology and artificial intelligence. 

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Performing Illusions: Cinema, Special Effects and the Virtual Actor 

Dan North

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In chapter 5 - The Synthespian, 

Dan North examines in this chapter the arrival of the synthespian, and argues that the arrival of the virtual actor as a significant possibility, like the creation could turn out to be. He writes about the history of the synthetic character and how it came to be popular in the mainstream cinema, from the beginning - till today's latest vactors.

Next, he he predicts the future of vactors and their consciousness.

Lastly, he includes his suggestions and theories about the future and what it holds in store.

 

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Dan_north.jpg

On the Realist Aesthetics of Digital De-aging in Contemporary Hollywood Cinema

Kathleen Loock

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In this article, Kathleen Loock examines digital de-aging, a filmmaking tool that has taken a firm hold in contemporary Hollywood cinema. Loock writes about the history of the de-aging technology, and how far it has come today. She weighs the pro and cons and includes the ethical questions and fears surrounding the matter. Indeed, she bring up the controversial, not talked about, topic: women in Hollywood - about ageism and sexism, and how difficult it is being a woman in the entertainment industry today.  

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Kathleen Loock.jpg

David Fincher - Invisible Details

This documentary focuses on the work of film director David Fincher. He is known for his dark atmospheric movies, consisting of big amounts of CGI.

WEEK 9

Sample Chapter

What are Synthespian, Vactors and Cyberstar?

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You have probably heard the terms synthespians, vactors and cyberstar being tossed around quite often in the film world, but what are the meanings behind them? These three words are synonyms of each other. Synthespian is a blend of the words: synthetic and thespian. Vactor is short for virtual actor, and cyberstar is a mixture of cyber and star. It is a virtual human, virtual persona, or a digital clone that is a computer-generated three-dimensional character, either in a wholly animated film or in one that is a mixture of live action and computer animation. 

Dan North describes a synthespian as a photorealistic, potentially autonomous human simulacrum, as written in his book Performing Illusions, Cinema, Special Effects and the Virtual Actor, where he examines the world of cinema from the early film’s creative history to the start of the digital age.  

 

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The coming of the virtual actor

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The word Synthespian appeared in the late 1980s, the term has been a trademark for the Kleiser-Walczak Construction Co. Formed by digital animators, Jeff Kleiser and Diana Walczak, who was dedicated to exploring the creative applications of computer animation to human figure as representation in the entertainment industry. In 1988 their first CGI character, Nestor Sextone, was shown in a short film at a conference. Reactions from the audience raised speculations about the acting capabilities of such a synthetic character, which led them to coin the term ‘synthespian’. Following years Kleiser-Walczaks technology got more advanced, better and more realistic. Synthespians was intended to showcase future possibilities at industry symposias, the revelation, invention was quickly picked up by the mainstream cinema as a possibility to expand the quality of brief shots of dangerous or impossible stuntwork. Moving forward synthespian took on the roles normally occupied by extras or stunt performers and that is how virtual actors were introduced to the digital cinema. (North, 2008, p. 149-150)

In Andrew Niccol’s 2002 film S1m0ne, the career of a disillusioned film director, Victor Taransky (Al Pacino), is endangered when his temperamental lead actress (Winona Ryder) walks off the set. Forced to think fast, the producer replaces her performance in the film by creating a digital synthespian “Simone”– the first believable synthetic actress. Taransky’s move saves the production and his film becomes a huge success, as well as its digital star Simone. A new problem arises for Taransky – maintaining the façade which is Simone’s true identity. The public takes her for a charismatic, flesh-and-blood ingenue, and Taransky struggles to prevent the fraud by manufacturing media appearances by his virtual star. According to Stephen Prince, the film conjures a world in which digital synthespians are undetectable and easily replaced by digital simulations of human beings. What might have been a promising concept of illusion, actually ends up reminding us of how distant a prospect its premise really is.  

 

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Hollywood’s gray area

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In the last 30 years, the usage and creation of vactors have increased. Digital humans, such as synthespians, are becoming the omnipresent in entertainment. Modern blockbuster movies rely on digital humans in some form: from it being used for digital body doubles, fantasy creatures played by a human actor, head replacement etc. The need for digital humans is increasing due to new forms of entertainment that are fully digital, hence the need for digital assets.

As Stephen Prince explains in his book, Digital Visual Effects in Cinema: The Seduction of Reality, today’s digital cinema has given filmmakers new powers to manipulate and composite images at high level of perceptual realism. According to movie producer Jon Landau, the goal for the new digital era was to introduce performance capture to the world, and for it to be the 21st century version of prosthetics.

Before the age of CGI technology and greenscreens, filmmakers had to rely on live-action practical elements like special effects, to make the impossible look possible. In previous years, an approach to portray extreme changes in a character’s age throughout a film is to use traditional special effects, SFX. Example on SFX can be- makeup, prosthetics, wigs, and costumes. No matter how impressive the makeup would be – viewers would still feel like the actors were wearing things on their faces. Eric Barba, a visual effects supervisor, clarified why this approach does not work:

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“The problem with old-age makeup is that it is additive whereas the aging process is reductive. You have thinner skin, less musculature, everything is receding. There is no way to do that 100 percent convincingly by adding prosthetics.”

 

A conventional approach to visualize aging across a span of time, is to have a character played by multiple actors of different ages. However, no matter how much the actors resemble one another or how skillfully executed the performances may be – viewers will still feel the deception and know that they are seeing different actors. (North, 2008, p. 136-137). Today, in the digital age cinema has come a long way, instead of using different actors or heavy makeup, filmmakers use aging, de-aging and head replacement technology such as deepfake. Many speculates around the topic of which synthespians is to be used, as Dan North point out, the technology is still in its infancy, and one is still attempting to predict its future. (North, 2008, p. 154-155). Barbara Creed came with a suggestion from the year 2000, she predicts that –

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“Although a film, animation aside, has not yet been made with a computer-generated or virtual film star in the main role, this appears to be the future.” (Creed, 2000, 80).

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Ontological Anxiety and Fears

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Have visual effects in the digital era gone too far? There are concerns and ontological anxiety connected to the technology of digital imaging. In the digital age, Manovich observes, “Special effects have become the norm of digital filmmaking, - the production becomes just the first stage of post-production” (Manovich, 2016, p. 29). Today, digital images can be manipulated, fabricated, or edited to replicate photorealistic scenes that have never actually been shot. Kathleen Loock points out that –

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 “The fact that digital images no longer have to correspond to real-life referents has caused ontological anxieties and a distrust of the image, of its manipulation and fabrication, and, more generally, of deception and erasure” (Loock, 2021, p. 217).

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Synthespians we encounter today tend to have familiar faces of existing stars we know and love, hence strengthen the already ongoing fears and anxiety. People fear real-live actors may eventually be replaced by vactors, resulting in new risen ethical, legal, and ontological concerns and issues. Could technology soon make professional actors redundant?   Deceased actors have been digitally resurrected - for instance, Peter Cushing (who passed in 1994) made his appearance as Grand Moff Tarkin in Rogue One: A Star Wars Story, more than 20 years after his death, Carrie Fisher (who passed in 2016) appeared as Princess Leia in Star Wars: The Rise of Skywalker. A more recent altered actor is Paul Walker, who suddenly died during production of the seventh installment of the Fast and Furious franchise. Walkers’ death didn’t kill his character, on the contrary, scenes were completed using CGI and his brother(s) as body double. In an interview with The Hollywood Reporter, VFX supervisor Joe Letteri explained how and why they carried on after Walker’s passing.

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“There really wasn’t room to let anything slip. It was too important to complete the story in respect to Paul’s memory – to make sure that when you watched it, you didn’t think about any of the work that we did. If you were a fan, you were watching Paul’s performance and saying goodbye.”

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Even though the filmmaking crew made the choice of making the movie into a tribute for Walker, there is still other examples where the deceased actor and its family haven’t given their consent. Resurrections like Walker’s raise moral and philosophical questions about the rights of the dead, the usage of their likeness in commercial projects, about legal implications and restrictions, legacies and permission of the heirs, and about how deceased stars should be able to shape their digital afterlives.

 

 

 

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Bibliography

 

​Breznican, A. (2019, December 9). The Irishman, Avengers: Endgame, and the de-aging technology that could change acting forever. Vanity Fair. Retrieved from https://www.vanityfair.com/hollywood/2019/12/the-de-aging-technology-that-could-change-acting-forever 

 

Creed, B. (2000). The cyberstar: Digital pleasures and the end of the unconscious. Screen, 41, p. 79– 86. 

 

Loock, K. (2020, April 6). “Forever young”: Digital de-aging, memory, and nostalgia. Flow. Retrieved from https://www.flowjournal.org/2020/04/forever-young-digital-deaging/ 

 

Loock, K. (2021) ‘On the realist aesthetics of digital de-aging in contemporary Hollywood cinema’, Orbis Litterarum, 76(4), p. 214-225.

 

Manovich, L. (2016). What is digital cinema? In S. Denson & J. Leyda (Eds.), Post-cinema: Theorizing 21st-century film (pp. 20– 50). REFRAME Books.

 

North, D. (2008). Performing Illusions, Cinema, Special Effects and The Virtual Actor, Wallflower Press. p. 148- 178.

 

Prince, S. (2012). Digital Visual Effects in Cinema: The Seduction of Reality. New Brunswick, N.J: Rutgers University Press. p. 99-145.

 

Prince, S. (1996). True lies: Perceptual realism, digital images, and film theory. Film Quarterly, 49(3), p. 27– 37.

 

Stadler, J. (2019). Synthetic beings and synthespian ethics: Embodiment technologies in science/fiction. Projections, 13(2), p. 123– 141. 

 

The Irishman | Industrial Light & Magic. Available at: https://www.ilm.com/vfx/the-irishman/. (Accessed: 31 October 2022)

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