Thursday, March 21, 2013
Film reflected in the human eye
Simply beautiful!
I could spend days watching the human eye move in response to film.....Oh, that's right, I do!
Friday, March 08, 2013
Park Chan-Wook on crosscutting
Interesting interview with Park Chan-Wook about STOKER on aintitcoolnews.com. here are some excerpts on his distinctive visual style.
"But it's not always the case that you can explain everything with words. For instance, "Why do I want to use the color red here? Why do I want the camera to move forward here?" Sometimes I make those decisions because I just feel that that would be the best thing to do here. But after I'm finished making the film and watch it later on, I realize why I made those choices. Take the crosscut for instance. I always thought that decision made no sense because of some musical explanation or reason. That is to say, there is a rhythm to the way scenes are crosscut, and I just like the rhythmic nature of using crosscut. However, later I realized, having seen the film again, what I really wanted to express by using these crosscuts is the concept of fate. In other words, crosscut mixes different individuals' past and present, reality and fantasy. Crosscutting is an effective way to weave these together, and the result that I was looking for in doing so is saying, "It is all a fabric, part of a bigger fate."
Discussing a beautiful transition between Nicole Kidman's hair and a field of grass:
"That particular transition didn't really take much in the way of deliberation. It's something that easily came out, so much so that I can't even remember the thought process that brought me there. It was almost instinctive. All throughout the film, I decided to use crosscutting technique. Once I decided on that, I promised myself that I will have one principle that I will abide by, and that principal was each shot, and how they move on to the next - whether the cuts would crash or whether the cuts would continue on smoothly - how each shot transitions into the other shot in these crosscut sequences, it needs to be something very well designed. So I applied many techniques to achieve this, be it match cut, dissolve, what have you. It's born out this base principle. But I did think that this particular transition was particularly important because it was a transition from a mother moment going into a father moment."
STOKER is an audiovisual masterpiece that perfectly continues Chan-Wook's style into Hollywood. At times the aloofness of the characters, lack of explanation and depth of character can make it seem cold and distancing but I personally marvelled in the film's style and this more than made up for its problems of pacing and failure to thrill (which is ironic considering how Hitchockian it feels!).
The style is opitimised by this wonderful trailer recut to DJ Shadow
Thursday, January 31, 2013
Using Superpowers in Virtual Reality to Encourage Prosocial Behavior
Rosenberg RS, Baughman SL, Bailenson JN (2013) Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLoS ONE 8(1): e55003. doi:10.1371/journal.pone.0055003 (link)
A new study from Stanford University shows that being given the superhero power of flight in a virtual environment immediately changes your likeihood to help another person in the real-world:
From DiscoveryNews
"For the study, 30 female participants and 30 male participants were immersed in a foggy virtual reality city and given the power of flight — like Superman — or the experience of riding as a passenger in a helicopter. Those groups were then assigned one of two tasks: help find a missing diabetic child in desperate need of an insulin injection or leisurely tour their virtual environment. Therefore, the study was a two-by-two design, with participants assigned to one of four groups.
Monday, January 28, 2013
Walter Murch on the collaborative creation of continuity
Friday, January 25, 2013
Steven Spielberg on attentional synchrony
Monday, January 14, 2013
1+3 yr MRC PhD studentship on Autism, home eyetracking and cultural differences (Japan/UK) available
I am very pleased to be able to announce that Dr Atsushi Senju and myself have a fully funded PhD studentship starting October 2013. Details below.
The project will be utilising similar home eyetracking technology to that recently demonstrated by Tobii at CES. See the video above for a sneak peek.
>>>>
Thursday, December 20, 2012
The vision science of 48fps

Given the recent release of Peter Jackson's The Hobbit in High Frame Rate (HFR) 3D there has been a lot of discussion about the pros and cons of moving from the entrenched 24fps to 48fps (or even the 60fps proposed by James Cameron). I recently weighed in on the vision science behind the perception of higher frame rates for Tested here:
http://www.tested.com/art/movies/452387-48-fps-and-beyond-how-high-frame-rates-affect-perception/
The article is a nice summary of the topics the journalist and I discussed but his personal dislike for HFR overshadows several of my points about why I think the move to 48fps or higher is necessary and will become the standard in cinema. To understand the problems with the current 24fps filming and projection process you need to understand how we are able to see a rapidly presented series of still images as a continuous moving sequence. Here is a passage from an encyclopaedia entry I wrote on film perception a few years ago:
Smith, T.J. (2010) Film (Cinema) Perception.
"Movies consist of a series of still images, known as frames projected on to a screen at a rate of 24 frames per second. Even though the frames are stationary on the screen and are momentarily blanked as a new frame replaces the old we experience film as a continuous image containing real motion. The two perceptual phenomena contributing to this experience are persistence of vision and apparent motion. Persistence of vision refers to the continued activation of visual neurons after visual stimulation has been removed. During film projection the light is obscured as the frame is changed. If this only happened 24 times a second (Hz) there would be a noticeable flicker. To avoid this flicker each frame is blanked three times by a shutter. This creates a presentation rate above the critical flicker fusion rate of 60Hz. Above this rate persistence of vision ensures that the blank is masked by continued activation of visual neurons and we perceive the projected image as continuous.
The motion we perceive in film is apparent because it is based on static visual information not real motion. It is commonly believed that the apparent motion perceived in films is beta movement. Beta movement is perceived when a simple object such as a line is alternately presented at two different locations around 10 times a second. The two lines are perceived as a single line moving smoothly between the two locations. Due to the slow rate of presentation and the large distances covered, long-range apparent motions such as beta movement are thought to be processed late in the visual system and require inferences based on knowledge of real motion and the most likely correspondences between objects in the image sequence.
Beta movement, along with other long-range motion phenomena such as apparent rotations and transformations may occur during film perception but they cannot account for the majority of motion perceived in film. The 24Hz presentation rate used in film is too fast for long-range motion and film frames are too complex, making the task of identifying corresponding objects in subsequent frames very difficult. Instead, apparent motion in film is due to the same short-range motion system used to detect real motion. Motion detectors in the early visual system respond in the same way to the retinal stimulation caused by real motion and by rapidly presented (>13Hz) static images that depict only slight differences in object location. This processing occurs very early in our visual system and does not require perceptual inferences. The directness with which film is processed results in an experience of motion that is indiscernible from real-motion."
As you can see there are two processes involved that allow us to see a series of frames as motion: persistence of vision and apparent motion. Frames need to alternate faster than ~60 times per second (i.e. Hz) if we are going to perceive constant luminance, i.e. not perceive a flicker. Old film projectors reached this threshold by using a shutter to present each frame twice (=48Hz) or three times (=72Hz). Modern digital projectors don't have a shutter as the images is constantly present and doesn't need to accommodate the next frame being registered in front of the lens so instead they present each frame 3 times ("triple flash"=72Hz). This is sufficient to remove the flicker but when we move to stereoscopic 3D digital projection we encounter a problem with the amount of light presented during each frame. Most 3D projectors (such as RealD) alternate the left/right eye images, with each being presented at 24fps (24fps x 2 eyes = 48Hz). Each of these left or right images are subsequently flashed 3 times creating a total flicker rate for stereo 3D movie of 144Hz (72Hz per eye)! This ensures that we don't see the flicker in either eye even though they are alternately blind to the image.
Unfortunately, due to the radial polarisation needed to ensure only the left image is seen by the left eye and the right image by the right eye the amount of light reaching the viewer's eyes is significantly less than a traditional 2D presentation. This creates a murkier image and makes it harder to perceive apparent motion as our eyes cannot create the correspondence between moving objects in each frame. This problem is exaggerated by the film being photographed at 24fps per eye. Moments of high camera or object motion create motion blur in the image as the camera's shutter is open too long. This motion blur makes the edges of objects hard to locate and decreases our perception of apparent motion, making the image appear to jump across the screen instead of flowing smoothly. Given that this motion stuttering is happening alternately between the two eyes it makes it difficult for our visual system to fuse the 3D image, resulting in a loss of depth perception and eye strain.
The solution to both problems of light loss and motion stutter in a stereo 3D movie is to increase the frame rate. I'm not sure whether the new HFR/48fps projectors use a double or triple flash but whichever they use the rate of presentation per eye will exceed the critical flicker fusion rate (double flash = 96 Hz; triple = 144Hz per eye). Because each frame is a sharper image with less motion blur the left and right images registered by our eyes will be brighter, clearer and easier to fuse in depth to perceive 3D. Camera and object motion will be clearer as we are better able to perceive apparent motion between the crisper edges of objects and the overall effect should be less cognitive load on the viewer and less eye strain.
The bizarre irony of Peter Jackson's decision to move to 48fps in an attempt to get 3D cinema closer to reality is that it has revealed the artificiality of the Hobbit. As I say in the Tested article, like the move from SD to HD the increased in information on the screen makes the imperfections of the image easier to see. The move to 48fps may not be increasing the spatial resolution of the image but by increasing the temporal resolution (i.e. frame rate) it makes each pixel easier to see and each face prosthetic and matte backdrop easier to notice. Suspension of disbelief is harder in the quiet sequences at the beginning of the Hobbit and it is only when the action picks up in the final act when the higher frame rate and 3D really gel. Many reviewers have reported growing used to the 48fps as the movie progresses and have noted that the chase sequences at the end of the movie are easier to see, more fluid and result in less eyestrain than typically experienced in 3D movies. It is only when Jackson presents a combination of filmed live-action, sets and digital characters or backdrops together on the screen at the same time and gives the viewer time to interrogate the image that viewers seem to have issue with the higher frame rate. We would only really know the impact of the 48fps on filmgoer experience by performing a controlled psychological test on audiences. Viewers would have to be naive to which frame rate presentation they were seeing and various aspects of their experience of the film monitored. Only then could we see if it actually had an impact on their experience without any pre-existing bias against it or resistance to new technologies getting in the way.
Personally I believe the creative potentials of stereo 3D is massive and only starting to be tapped with movies like Scorsese's Hugo and (apparently, although I'm yet to see if) Ang Lee's Life of Pi. If higher frame rates encourage more filmmakers to experiment with 3D without having to worry about viewer eye strain and discomfort I think it is a great step forward.
p.s. Merry Christmas :)
Tuesday, December 11, 2012
Sight & Sound video essay
http://www.youtube.com/watch?v=3GGI5mVH6pg&feature=player_embedded
The video essay discusses the careful use of staging and choreography to introduce the viewer to spaces and characters critical to several of Anderson's films including Hard Eight and Boogie Nights. The use of steadicam in all of these sequences varies from the bravura long and complex sequences of Boogie Nights and Magnolia to subtle uses in There Will be Blood and Punchdrunk Love. This analysis reveals the many ways in which steadicam can create affinity or conflict between what the viewer wants to see and how the camera moves relative to the characters in the scene. This affinity was clearly demonstrated in my analysis of the eye movement behaviour during the table-top sequence of There Will be Blood (as posted on David Bordwell's blog here). By choreographing the camera moves to natural attentional cues such as dialogue switches, character movements and the introduction of characters in from the side of the frame the filmmaker can make a reliable prediction about where most viewers are likely to be attending.
As discussed in the video essay, eyetracking film viewers gives us a direct line to the viewer experience of a film and can be used to validate filmmaker intentions for such sequences. It also provides us with ways to test hypotheses about how production decisions can influence the resulting viewer experience. With the decreasing cost of steadicam equipment and digital production in general the use of such techniques is becoming more and more common. But what this video essay, and my eyetracking research shows is that such sequences will result in viewer disorientation and confusion unless they are carefully designed with viewer sequential attention in mind. For example, our recent paper in Journal of Vision (http://www.journalofvision.org/content/12/13/3.full) shows how viewer attention can be altered for the same sequence of close-up shots just by excluding audio. I have recently reviewed the influence of such factors and compositional decisions in general in a journal article and book chapter:
Smith, T. J. (in press) Watching you watch movies: Using eye tracking to inform cognitive film theory. In A. P. Shimamura (Ed.),Psychocinematics: Exploring Cognition at the Movies. New York: Oxford University Press.
Smith, T. J. (2012) The Attentional Theory of Cinematic Continuity, Projections: The Journal for Movies and the Mind. 6(1), 1-27. (pdf)
There have been very few empirical studies looking specifically at the influence of steadicam shots on gaze behaviour but one recent study by Wang and colleagues (http://www.journalofvision.org/content/12/1/16.full) showed how powerful such shots could be for creating similarity in gaze across viewers. Using long steadicam clips from Russian Ark and Children of Men, the authors showed that introducing cuts and scrambling the order of frames within the steadicam sequences disrupted gaze behaviour but the control of each shot over viewer attention was so strong that viewers were able to very quickly reorient to the disordered sequences and re-attend to the centre of interest. This study shows that by using a carefully choreographed steadicam shot, the director can give the viewer the illusion of freedom to roam a continuous shot whilst actually constraining where they look when, creating continuity of attention within the frame and across viewers.
Tuesday, October 16, 2012
Guest post: Camera Views of Candidates’ Debates Could Play Key Role in Winning Style
Friday, April 13, 2012
UCLA Visual Narrative workshop 20-22nd June 2012

I'll be presenting my research on film cognition and eye movements as part of UCLA's workshop on Visual Narrative, June 20-22nd 2012. The workshop will present a wonderful array of approaches to understanding the nature of narrative in visual media including film, TV, comic books and on-line visual media. Other presenters include Elisabeth Camp (Philosophy, U. of Pensylvania), Dorit Abusch (Linguistics, Cornell), Elsi Kaiser (Linguistics, USC), Matthew Stone (Computer Science, Rutgers), and George Wilson (Philosophy, USC).
Tuesday, April 10, 2012
Real|Reel article

- Smith, T. J., Levin, D. T. & Cutting, J. (2012) A Window on Reality: Perceiving Edited Moving Images. Current Directions in Psychological Science.21: 101-106 doi:10.1177/0963721412436809 (print version) (preprint)
- Smith, T. J. (2012) The Attentional Theory of Continuity Editing,Projections: The Journal for Movies and the Mind. 6(1)
- Smith, T. J. (2012) Extending AToCC: a reply, Projections: The Journal for Movies and the Mind. 6(1)
Tuesday, April 03, 2012
Rear Window Timelapse
Friday, March 23, 2012
A Window of Reality: Perceiving Edited Moving Images
Tuesday, February 14, 2012
Cut detection experiment
Sunday, February 12, 2012
Cognitive Film Theory bibliography
Thursday, February 09, 2012
UCL Festival of the Moving Image
Both films explore issues related to the fantasy of reality (and vice versa) and it will be my task to bridge the two with some demonstrations of exactly how illusory our experience of the real-world is.
Friday, February 03, 2012
Gazing at Blade Runner on BBC Film 2012
Wednesday, December 14, 2011
SCSMI 2012: where Kuleshov is King!
Wednesday, October 12, 2011
Smooth Pursuit on BBC Breakfast
The BBC Breakfast pieces can me seen here (it starts 15:22s):
http://www.bbc.co.uk/news/12550706
The clip they chose to feature was not included in my earlier discussion. It is very interesting from the eye movement perspective because it shows how our attention picks out motion and tracks it even when it is momentarily out of view. For instance, when the shot begins the viewers do not know what they are looking at so their gaze defaults to screen centre and the vanishing point of the train tracks.
The sound of a car's engine and the slight motion in the distance captures viewer attention and everybody looks in the same place.

As the camera pans right the viewers continue tracking the car. Because the car and the camera are both moving this means that the viewer's eyes may actually be stationary on the screen but they perceive the car as moving. In the real-world we would either pursue the car by rotating our eyes with it or rotate our head to keep the car at the centre of our gaze without moving our eyes. The pan in this example serves the same purpose as a head rotation.
As the car disappears behind the building the fact that the camera continues to move with the car and we hear the car's engine implies that it will reappear. Viewers try to find the car by saccading to the screen edge in anticipation of the car's reappearance.
Whenever a door or window appears in the building all viewers zoom in on it trying to catch a glimpse of the car. This high degree of attentional synchrony is expressed by the heatmap that appears periodically during the clip. If you want to know more about how this heatmap is calculated look at our paper:
Mital, P.K., Smith, T. J., Hill, R. and Henderson, J. M. (2011) Clustering of gaze during dynamic scene viewing is predicted by motion. Cognitive Computation, 3(1), 5-24 http://www.bbk.ac.uk/psychology/our-staff/academic/tim-smith/documents/Clustering_of_Gaze_During_Dynamic_Scene_Viewing_is_Predicted.pdf
The building ends and all viewers saccade to the edge that they believe the car will appear. The continued engine sounds reinforces our belief that it continues to exist and as the camera pans left and stops tracking we wait patiently. When the car finally appears our diligence as viewers is rewarded.

That one gracious shot demonstrates how a combination of slow, deliberate camera movements and choreography of action can lead to incredibly focussed viewing and induce viewers to perceive actions and details, such as the car's existence and motion behind the building, without actually showing them. Compare this shot to the long-take in my previous analysis to see how two completely different shots can lead to similar coordination of viewer gaze. Masterful!
So, that was what was going on in that brief clip from BBC Breakfast. Now all I need is to get on the couch with Sian and Bill!








