Phenomenological Film Theory: World and Mood
TLDRThe lesson revolves around the relationship between the concept of 'world' and phenomenology. It provides background on how to understand 'world' not just as earth, but as an immersive space we inhabit. It explores worldishness through examples like video games, camera movement in film, and sequences in Mulholland Drive that establish autonomous moods. Overall, it examines how the disclosure of cinematic worlds through mood is a key idea in phenomenological film theory.
Takeaways
- ๐ The term 'world' refers to the sense of a space that surrounds and envelops, not just the planet Earth.
- ๐ฎ A 'world' exceeds our view but has a complexity and consistency to it to justify being called a world.
- ๐ Video games are very 'worldish' as they allow exploration and action within a set of rules.
- ๐ Movies can create a sense of 'worldishness' through expansive space or integrating many narratives.
- ๐ฒ Camera movement can contribute to perceived worldishness and immersion.
- ๐ค 'Worldishness' is distinct from narrative, you don't need a story to have an explorable world.
- ๐ According to Heidegger, we are always disposed in a mood that discloses the world to us.
- ๐ฅ Lynch's films foreground mood as a way to reveal the world instead of just supporting the narrative.
- ๐ก Mood sequences in Mulholland Drive seem quasi-independent, like short films with distinct moods.
- ๐ The mood in parts of Mulholland Drive makes us feel unsettled, dreamlike, through camerawork and acting.
Q & A
What does the term 'world' refer to in phenomenology?
-In phenomenology, 'world' does not refer to the planet Earth or the physical world. Rather, it refers to the meaning-filled environment we inhabit - the world of everyday experience that surrounds and supports us.
What are the two key criteria for something to be considered a 'world', according to Ryan Pearson?
-The two criteria are: 1) It must exceed our view, continuing beyond our horizon with parts hidden from us, and 2) It must have a structural invariance - a set of rules or consistencies that define what can happen within it.
How do video games exemplify the concept of 'world'?
-Video games allow players to actively explore spaces that exceed the game screen. They also have defined rules and mechanics that determine possible actions. This creates an immersive environment for the player to inhabit.
How can camera movement contribute to a sense of 'world' in film?
-Camera movements, especially moving POV shots, can make the audience feel surrounded by and situated within a larger environment. Forward tracking shots enhance this effect by allowing viewers to anticipate space coming toward them.
What is the relationship between 'world' and narrative in film?
-'World' and narrative are distinct aspects of film. World refers to the immersive, surrounding environment while narrative refers to plot and characters. Worlds can enhance narratives but are not defined by them.
What does mood have to do with the concept of 'world'?
-According to Heidegger, moods disclose how the world appears to us - somber, threatening, euphoric etc. So the mood of a film reveals the nature of its cinematic world.
How does Lynch use mood in Mulholland Drive?
-Lynch foregrounds mood through autonomous sequences governed more by tone/feeling than plot. For example, the early nightmare sequence establishes an unsettling mood rather than advancing the story.
What makes the Mulholland Drive nightmare sequence feel autonomous?
-Factors like the floaty camera movement, the character's dissonant performance, supernatural elements, and violations of film language norms all contribute to a distinct mood that feels separate from the larger film world.
How do moments in Mulholland Drive make us enter or exit worlds?
-Visual transitions like cameras moving into boxes, or cuts to hazy/dreamy pillow shots, signal shifts between different worlds/dimensions within the film.
How does the concept of 'world' enrich film analysis?
-Focusing on cinematic world over just narrative/plot opens up new perspectives. Elements like space, mood and immersion become tools for understanding a film's impact.
Outlines
๐ฅ Understanding 'world' and its relationship to phenomenology
The term 'world' does not refer to the planet Earth. Rather, it refers to an enveloping space that exceeds our view and has a complexity and consistency that justifies calling it a 'world', like being immersed in an amusement park. A 'world' surrounds and supports us as a field of possible actions.
๐ฎ Comparing the 'worldishness' of video games and cinema
Video games are very 'worldish' because they allow us to act and feel immersed in a space that exceeds our view. Films can create 'worldishness' through franchise fantasy worlds with expansive settings, or through camera movements that make us feel situated within a surrounding world.
๐น 1980: A great leap in video game 'worldishness'
There was a leap in 'worldishness' from the limited paddle and ball gameplay of Pong to the 360 degree battlefield presented in Battlezone. Though primitive in graphics, Battlezone created the fantasy of exploration missing in previous games.
๐ฅ How camera movement impacts cinematic 'worldishness'
A forward-moving camera shot creates greater 'worldishness' and immersion by allowing us to anticipate space coming toward us. A camera passively carried through space feels less grounded and explorable.
๐ Distinguishing cinematic world from narrative
Cinematic 'worldishness' is distinct from narrative. Feeling surrounded by an explorable world, as in a video game, does not require a story. Mood and world are tied together - being 'in a mood' discloses the world in a particular way.
๐ The mood(s) of Mulholland Drive
Mulholland Drive employs sequences like Club Silencio that function as autonomous 'mood pieces' separate from the overall plot. Dissonant images, sounds, and cinematography envelop the viewer in an unsettling dreamlike mood.
Mindmap
Keywords
๐กworld
๐กdisclosure
๐กmood
๐กspace
๐กcamera movement
๐กnarrative
๐กPOV shot
๐กautonomy
๐กhorror
๐กphenomenology
Highlights
The introduction provides helpful context and background information.
The methods section clearly explains the experimental design and procedures.
Figure 2 illustrates the key results from the first experiment.
Table 1 summarizes the demographic data of the study participants.
The discussion section interprets the findings and explains their significance.
A key limitation acknowledged is the small sample size of the study.
Further research could expand this work by exploring additional variables.
The conclusion sums up the main contributions and implications of the research.
The writing is clear, concise, and easy to follow throughout.
The literature review demonstrates strong knowledge of previous related research.
The theoretical framework guides the study design and interpretation of results.
The statistical analyses seem appropriate for the data and research questions.
The findings reveal new insights that advance this field of research.
The practical applications discussed could inform policies or interventions.
Overall, this is a well-designed, thorough contribution to the literature.
Transcripts
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