Upload
tfs-ezine
View
212
Download
0
Tags:
Embed Size (px)
DESCRIPTION
xyzxyzxyzxyz
Citation preview
6
The principle of Art Deco which is natively
French started off as an artistic movement in
the 1020s on the streets of Paris. While it
drew inspiration from other movements like
Neoclassical, Constructivism, Cubism,
Modernism, and Futurism, it continued to dis-
tinct itself from them. Although many design
movements have political or philosophical
roots or intentions, Art Deco was purely deco-
rative. Its essential stress laid on functional
artistic design. The primary re-discovery of
ancient architecture in this age led to its re-
vival in the form of Art Deco. Much like the art
and architecture of ancient civilizations, Art
Deco is based on pure geometry. This charac-
teristic is the heart of Art Deco. Art Deco
moved out of his native home in Europe in the
30s to USA, from here it spread to non-
European countries such as China,
Indonesia, New Zealand, and India.
7
A unique combination of factors led to the adaptation of
Art Deco style of Architecture here in Mumbai(then
Bombay). Increase in tourism and travel in the early half
of the 20th had made Bombay a cultural hub for western
artists. Many touring European ballet, opera, theatrical
and musical troops entered the Bombay scene. The up-
per classes and the business community which predomi-
nantly lived in the town side of Bombay readily accepted
western contemporary trends such as Jazz, horse racing
and cinema. The social and cultural ambience in
Bombay was hence very conducive to the incorporation
of Art Deco into what would become quintessentially
Bombay.
Besides tourists, Bombay was also becoming a political
hub in the pre-independence movement at this time. The
Chamber Of Princes was the official body responsible for
negotiations between the Nawabs, princes and mahara-
jas of India and the British government. These Nawabs,
princes and maharajas started building houses here so
as to avoid staying in hotels. Almost all of these houses
were built in the Art Deco style, creating the appropriate
patronage for this style.
The increasing number of graduates in Architecture from
foreign universities brought in the new wave of architec-
ture in a way no one could have thought of and with intel-
lectual ideas flying around Bombay was soon to become
the Paris of India. In November 1937 the first
Architectural Exhibition ever to be held in India which
was organized by the Indian Institute of Architects at
town hall displayed the modern trends in lifestyle all over
the world, and as unsurprising as it would be- Art Deco
was everywhere!
The movements standing testaments were the new of-
fice building in the fort, Bungalows on Malabar and
Cumballa Hill and Juhu, apartment blocks in Marine dri-
ve, Backbay reclamation and most importantly all the
then new cinema halls such as Regal Cinema, Eros
Cinema and Metro Cinema.
The most glamorous symbol of the Art Deco movement
was Cinema. Remember the times when actresses used
to arrive in a limo, walked down a red carpet in a dress
which in today’s standards would be called vintage, wav-
ing out to fans while walking to sun stone clad cream col-
ored building for the premier of a movie which would
generally sound like have a name on the lines of dream
girl? Well that was the 30s in Mumbai in all its blazing
glory and art deco was the architecture and the life style
statement at the heart of it all.
Art Deco in Mumbai
8
Art Deco
A cinematic
experienceThe Regal Cinema was designed by Charles Steven, son of
Fredrick Steven (The man behind CST). For its time Regal was
the ultimate epitome of glamour. It was probably the first Indian
cinema hall with completely air conditioned halls, underground
parking and even a lift. Following this example the Idea of cine-
ma being a luxury set in and cinema halls like Plaza Cinema
(Dadar) Central Cinema(Charni Road), New Empire Theater etc.
followed suit.
Art Deco and Cinema reached a peak with Eros, which was right-
ly termed as the great grandpa of luxury cinema. Designed by
Sohrabji Bedhwar, this building still stands today as a living mark
of the good old 30s.
Like Regal and Eros, Metro was the last word in luxury. The
2,943 square yard plot was formerly occupied by the Air force
and was acquired by Metro Goldwyn Corporation on a lease for
999 with a ground rent of Rs.1 per year! Thomas W lamb, a New
York based Architect laid the plans for the Metro. The complete
interiors were imported from the states. The most sticking feature
of the architecture is large mural paintings on both sides of the
auditorium.
The introduction of Art Deco architecture to the cinema culture is
probably one of the most important landmarks in our cultural his-
tory. The idea of a movie date, the idea of having the red lounge
seats at movie halls today, the idea of 5 star service at a movie,
delivery at seat amongst many other things dates back to the 30s
when the art deco reformation made cinema into more of an ex-
perience and less of a medium for common man.
Art Deco and
cultureArt Deco was a cultural statement. If not for the rest of the world,
at least for Bombay it was and will be.
The luxury which was native to this style was an expression of
the lifestyle and culture then. People wanted change, people
wanted to move away from the Victorian world (The British
Empire as a whole), people wanted to travel, people wanted to
exchange culture. People wanted to look forward to a new inde-
pendent age and Art Deco was just the right style to exhibit this.
The way Robert McGregor would put it
“There was going to be no more poverty, no more ignorance, no
more disease. Art Deco reflected that confidence, vigor and opti-
mism by using symbols of progress, speed and power.”
The development of Art Deco rapidly replaced Bombay’s Image
from a Victorian to a modern and cosmopolitan city. This archi-
tectural style created a cohesive image of the city, combining its
physicality and its style. While the Victorian era which stood for
power drew to an end, Art deco symbolized a shift towards a
modern Bombay and a modern India with contemporary aspira-
tions. This period renewed Bombay as a city by opening itself up
to the trend of Art Deco and truly keeping Bombay connected
with the world and being the world’s gateway to India.
10
If, like me, you’ve been following coverage of the 2010
Consumer Electronics Show, you will have noticed that the big
trend this year was 3D TV’s. All of the major flat panel manufac-
turers were in Las Vegas showing off HDTV’s capable of display-
ing content in 3D. This fact, coupled with the runaway success of
James Cameron’s 3D film “Avatar,” has brought the third dimen-
sion back into the limelight. With so much buzz around 3D, you
might be wondering whether this is the future of cinema. Don’t
believe the hype. Here are the top five reasons why 3D has no
future:
There isn’t enough content
It is true that in an effort to lure people back into theaters, the stu-
dios have been pushing 3D hard lately. Unfortunately, it’s not as
simple to produce a 3D live action film as it is a 3D animation. To
achieve 3D in animation, one instructs a computer to render a
second channel of video slightly offset from the first.This is not
significantly more onerous than creating an ordinary 2D CG ani-
mation. For live action films, however, 3D requires special cam-
eras that are heavy and inconvenient to use. The practical up-
shot of this is that most of the 3D films being produced today are
animated. This, of course, has implications for watching 3D films
both in the theater and at home. If 3D continues to fail in winning
over live action filmmakers, there simply won’t be much to look
at.
The upfront cost of 3D hardware is toosteep
The reintroduction of 3D into mainstream movies has seen a
modest degree of success over the past few years. Theaters
have been able to charge more for tickets to 3D screenings,
which has helped them in offsetting the exorbitant cost of up-
grading their projection hardware. But 3D still accounts for a
mere fraction of overall ticket sales. This is because even with
higher ticket prices, exhibitors cannot afford to make all of their
screens 3D-ready. The cost of upgrading is also a problem in the
home theater market, where HDTV’s have finally made their way
into a majority of American homes. The vast majority of these
households have only recently bought in. Is it really reasonable
to expect people who just shelled out serious money for their
new flat screens to go out and buy another $3000 TV? The val-
ue-add, especially considering the endemic lack of 3D content, is
just not enough to justify the purchase. Even if the consumer in
question did have the money, they would be wiser to spend it on
upgrading their sound system, before going to 3D.
The quality of the experience is inconsistent and problematic
I then went and suffered through all 172 minutes of it again in
RealD. The IMAX 3D experience was not great. First, the glass-
es were recycled and although I was seeing the film on opening
day, they seemed somewhat warped. Even after I had changed
glasses, the 3D illusion was broken every time I moved my head.
It was exhausting to have to hold one position for close to three
hours, but it was either that, or stare at a blurry image. I walked
out of the IMAX 3D screening with a crick in my neck. The RealD
screening did provide a better overall 3D experience. The illusion
was not broken by head movements and so I was able to watch it
in a more comfortable position. Unfortunately, when I left the
RealD screening, I had a headache that lasted for an hour and a
half (more on this special 3D headache later).
The Top Five Reasons Why3D Has No Future
11
The glasses are a literal barrier to entry
While there have been many advances in 3D technology
over the years, one thing that has not changed is the need
for glasses. Depending on the particular type of 3D technolo-
gy, these glasses work in slightly different ways, but the re-
liance on them to send offset images to the brain is still a
mainstay of any 3D viewing experience. This is also true of
the latest 3D HDTV’s which, we learned at CES, will ship
with battery-powered 3D glasses. This is an annoyance at
the theater, but can you imagine having to put on a pair of
glasses to watch TV in your living room? And what do you do
if you wear reading glasses? How about when friends come
over to watch the Super Bowl, or theOscars? The glasses
make a hard sell even harder.
Filmmakers, James Cameron included,do not really understand 3D
Film, like photography and perspective painting, is already a
three dimensional medium. Monocular cues like linear per-
spective, occlusion, and shadow, to name but a few, all pro-
vide the same sense of depth perception in a film, photo-
graph, or painting as they do in real life. It is true that binocu-
lar cues add dimension to the other depth cues (when look-
ing at objects up to 100 feet away), but it is a subtle effect
and not the only way we see depth in the world or in film.
While many filmmakers have an intuitive understanding of
the principles of human perception, it’s not something that
they study formally. Most get by in 2D, because there are es-
tablished filmmaking conventions that they conform to which
happen to play well with human perception. Unfortunately,
3D hasn’t been around long enough for such conventions to
develop. 3D filmmakers end up using 2D film techniques that
induce depth cues which are then contradicted by some of
the 3D binocular cues that are layered over everything.
When your brain is presented with such conflicting depth in-
formation, it will choose one version over the other, but when
such conflicts happen many times over the course of a few
hours, you end up with a perception headache.
There are many other factors that influence our perception of
3D, including the focal length of the lens, the composition of
the shot, and the movement of the camera, but modern film-
makers don’t seem to be aware of the effects of these impor-
tant factors on the perception of their films. This is why
watching a 3D movie doesn’t really feel like being there, it
just feels like its own, somewhat annoying, thing.
The push for 3D comes from a confluence of the old desire to
create a more immersive cinema experience and the con-
temporary need to get people excited about going to the
movies again. Unfortunately, the current 3D technology fails
to deliver on the former and so it is destined to fail at the lat-
ter. A much more fruitful approach would be to adapt
Douglas Trumball’s Showscan technology. What Trumbull
demonstrated was that by shooting and projecting film at
higher frame rates, he could create a much more immersive
and realistic experience than what we get with a traditional
24 frames per second projection. His system, which involved
70 mm film shot and projected at 60 frames per second was
dismissed as impractical and excessively expensive. In the
digital age, this objection is no longer relevant. It is already
possible to design reasonably priced digital cinema cameras
and projectors that shoot and project at high resolutions and
fast frame rates. This, it seems to me, is the next logical step
in the evolution of cinema. Not the gimmick that we now call
3D.
14
Decisions, decisions! Up until recently I, like many other illustra-
tors, had been using Photoshop as my main illustration tool.
However I abandoned it and picked up my watercolour brushes.
What!? Why? Well, back in 1995, when I first started out as an il-
lustrator, Photoshop was the new weapon of choice for a ‘fresh-
out-of-college’ illustrator like me. I was bowled over by the effects I
could achieve (mainly invert, curve and blur at the time).
Photoshop had only one level of undo (control z) and no layers.
The only way to go back in your design was to save different ver-
sions of your work as you progressed, but hard drives were the
size of knicker draws at the time, not the great vacuous caverns
that are available today. So you’d usually just plough on forward,
hoping your computer didn’t crash, until you’d finished. Whatever
command you instructed the software to do, you had to be pretty
sure that was what you wanted, because one more commands
down the line and you couldn’t undo it! You had to be brave!
Photoshop is now a much more powerful piece of software. You
can effectively go back in time and re-edit everything in your de-
sign. Now this is fantastic. But. Well for me, I started to notice in my
own work that my use of colour was like everybody else’s – flat. I’d
try a load of different colours out until I decided on the one I wanted
(hue/saturation, brightness/contrast… etc). If something wasn’t
working I’d move the layers around, try a few effects, scan some-
thing else in… etc. I realized I wasn’t making my mind up and mak-
ing a decision about what I wanted. Having too much choice was
making my working methods vague.
I wanted to shore things up. I had some experience of using water-
colour. I used to paint bowls of fruit at the kitchen table when I was
a lad. I knew that when the colour went onto the paper it was diffi-
cult to get off, as it stains like claret on white carpet! If you painted
over it you’d run the risk of everything turning to sludge brown.
Because of its permanence, your drawing had to be spot on even
before you started. Now this is the polar opposite of Photoshop.
After being sure your drawing is spot on, you have to be one hun-
dred percent committed to the colours you’re going to be using.
You have to make a decision and stick to it. If it goes wrong you
have to start again.
The decision-making in the production of an illustration is one cru-
cial part of the process. I also believe that limiting the options I
have forces me to make better decisions throughout the creative
process. When you have a number seven brush loaded with
Cadmium Red you have to be sure that where you’re putting it is
where you want it because once it’s on it’s not coming off. This kind
of decision becomes even more loaded the closer to finishing the
illustration you get. But you’ve got to make it.
Photo Stop!
Revolution not
Evolution There is a high possibility that you are a soft-
ware addict. Daniel Mackie talks about return-
ing to traditional art had made him a better
designer.
The Classical Comeback-Liquid Comics
Virgin/Liquid comics belong to one of the new schools of Graphic story
telling. Moving away from the stereotypical comic super heroes, they brought
in a new wave of digital art to re-interpret age-old stories that have dominated
the Indian market. Their latest release Ramayan 3392 A.D, written by
ShamikDasgupta and artwork by Abhishek Singh, has amazing quality in both
the production and the story. Technological themes, often culminating in the
same situations, replace the spiritual themes of the ancient texts. This reflects
the classical Indian belief that the history of the universe repeats in cycles,
eventually causing history to repeat itself in similar, yet alien ways.
The company has many other titles as well in production. Sadhus, Devi,
Snake woman are available in the Indian market.We had the pleasure to chat
with one of the founders of this company Mr. Sharad Devrajan.
How did you start this venture?
My partners Gotham Chopra, Suresh
Seetharaman and myself originally founded this
company (which was then called VIRGIN
COMICS) in 2005 with the Virgin Group includ-
ing author Deepak Chopra and filmmaker
Shekhar Kapur. In 2009, the founding manage-
ment team was able to work with Virgin to com-
plete a management buy-out and renamed the
Company to Liquid Comics.
From what we have been told, Liquid has
quiet a star-studded backing in terms of con-
tributors. Can you tell us something about
them?
Liquid collaborates with leading talent from
around the world to craft original stories and
character properties to be further leveraged into
other media. The creators include John Woo,
Guy Ritchie, Nicolas Cage, John Moore,
Shekhar Kapur, Deepak Chopra, Dave Stewart,
Jonathan Mostow, Grant Morrison, Marcus
Nispel, Stan Lee, Ed Burns, Duran Duran,
Hrithik Roshan and more.
Unlike most graphic novel series, Liquid
takes its characters from Mythology rather
than creating them. Any particular insight
that led to this decision?
Liquid has created one of the world’s largest
comic book libraries of characters and stories
tied to the myth and lore of India and is ideally
positioned to capitalize on the growing demand
for youth entertainment with 550 million people
under the age of 25 by Year 2015. Similar to the
multi-billion dollar success of Japanese anime
and Manga comics, Liquid intends to market its
groundbreaking mythic content to audiences
worldwide, leading the transition of India from
an “outsourcer” to “a source” of dynamic cre-
ations and creators
What were your plans initially? What is your vi-
sion regarding the future of Indian comics?
Similar to the phenomenon we have seen with
Japanese anime and Manga, which have influ-
enced every aspect of popular culture and me-
dia today, our mission is to spark a creative re-
naissance in India. The next JK Rowling or Stan
Lee is sitting in a village somewhere in India and
our job is to find them, support them with the
right resources and training and then give them
a pedestal to share their unique ideas and vision
with the world.
Our hope is to create a haven for the country’s
most innovative creators and launch a new
wave of characters from India that simultane-
ously appeal to audiences from Boston to
Beijing to Bangalore. It’s about reversing the
funnel and taking our great characters, stories
and creators to the world. Already our artists
such as Mukesh Singh and Jeevan Kang have
worked on books with some of the world’s lead-
ing creators and have built fans around the
world who marvel at the work they do. The best
is yet to come.
17
18
Western super heroes vs. Indian super heroes. If you had to
pick, which one would you?
The western superhero was really defined in the 60's by Stan
Lee and his creative partners and largely a result of the cold war
ethos and fear of the atomic age - many of the heroes of that era
that still thrive (Spider-Man, X-Men, Fantastic Four, Daredevil
etc) get their powers from mutations or unknown radiation that
played on the fears of that time. In the same way Indian creators
must tap into their cultures and prevailing contemporary issues,
hopes, dreams and fears to serve as the source of inspiration for
their characters.
Can you tell us a little about trends in the Indian graphic
novel reading market?
As the Indian market begins its evolution and begins to define it-
self, it may find parallels in markets like France and Japan,
where Superheroes are not necessarily the defining ethos and
many other genres successfully thrive. At Liquid we believe, just
as western comics were defined by "Man versus Science" and
Japanese comics were defined by "Man versus Nature" (seen in
Akira, etc where the industrial age unchecked leaves mans place
with nature disrupted and leads to post apocalyptic wastelands
or technological monstrosities), Indian comics/heroes can find
rich storytelling in the concepts of "Man versus Mythology" how
modern heroes interact and deal with the mythic undertones that
have defined Indian theology and philosophy for decades. We
think stories like the Matrix deal with Maya the illusion in a very
contemporary fashion - and India’s young creators should find
ways to tap into the great mythic heritage of the country to tell
contemporary and fresh stories that can speak to audiences
worldwide (such as the mythic undertones of Star Wars, Matrix,
Harry Potter and most recently, Avatar).
What does the future look like for Liquid?
We do have a number of film and television projects in develop-
ment, such as the Warner Bros. film adaptation of Gamekeeper
with director Guy Ritchie; Virulents with director John Moore;
Voodoo Child with Nicolas Cage; Ramayan 3392AD with
Mandalay Pictures; The Leaves with Summit Entertainment; The
Sadhu with Hollywood Gang; The Stranded with the Syfy
Channel; Beyond with Deepak Chopra and First Family with
Fremantle Media Enterprises.
19
Creating Classics-Valmiki Comics
Just when I was thinking that apart from Raj comics in India there could be no one here creating some-thing as spectacular as what Liquid comics were doing, I got the first copy of “Sixth” by Vimanika. Assoon as I turned to the first page, I understood this was a force to reckon with. Brilliant art and a goodstoryline, exploring the life of Karna reincarnated in the present world. Their other series Moksha isabout Lord Hanuman after Ram's life has ended, as he is immortal. Karan Vir is a writer, editor, publish-er, and conceptual director of Vimanika Comics, he has conducted years of research in terms of Indianmythology.
Tell us about your history, how did you get into comics/
graphic novels and how did you start this venture?
Well to start with I was never really into a lot of Graphic novels
and comics; I used to read Amar chira katha, Dc & Marvel comics
at the most. But I was deeply moved by the stories of our past,
and used to hear them from my brother every night as bedtime
stories. Sometimes LOTR also was narrated to us at a stretch,
for days, an hour every night. So I thought if the U.S could pre-
sent such a myth that never was history so well, then I think peo-
ple like me can present our myth that was really our history very
well. Initially I wanted to make movies, but because of lack of
funds I couldn’t. So I thought - Why not do it in comics? It’s faster,
less money is required and Virgin comics was going to launch in
India, so they too were a part of my inspiration to start Vimanika
because I thought if they staying there (the founders, I mean)
they could connect with our stories here, then I am an Indian
staying in India and I think I should value our stories and do my
best to portray them and yes, not to forget my sister form the U.S
who is now the Director of P.R and Marketing in the U.S for
Vimanika. She encouraged me to go for it all the time.
What were your initial plans and future vision regarding
Indian comics?
We wanted to make them cinematic with top quality artwork from
the best artists in India, which we did and still are doing, and
that’s why we won an award for the Best comics in India - 2009
from CNBC TV 18 and Animation Xpress – The Golden Cursor
Award.
Tell us about the people working along with you.
Well, we have Sudhir and Amit, artists of great potential and they
are ace pencillers, Colorists, of course from the best animation
studios and not to forget Mr.Suresh Deegwal, who is an award-
winning artist himself. Deepam chatterjee is our writer who is a
researcher, author and one of the 137 Scholars in India who real-
ly know about Mahabharata.
What are the challenges that you faced in this venture as
you started?
20
We have had distribution challenges, display challenges in book
stores, a lot of book stores did not believe we would really sell,
same with the distributers but in time our fans and subscribers
had them convinced. We also had problems with funds, but
thank god I had my parents who supported us with that. Also, it’s
a great challenge to find the correct artists and writers because
there are a lot of writers in India but very few comic writers, and I
mean published comic writers not just wannabe comic writers.
What made you decide the final look and feel of the comics,
how do you decide the level of maturity in the comics and
what would appeal to the readers?
It is many things and not just one. From the originality in the
script to the basic anatomy in the art to the narration of the story,
if all this is good than the maturity level is there. It should not be a
spinoff or a rip off of something that is present in many types of
collateral in the entertainment industry of India.
So can we expect games, memorabilia, movies based on
your comics? Tell us your plans regarding the same.
Yes for sure!
We are on Mobiles now so you will be able to download us in
India on all phones and services. For Web comics and Games
we are in talk with many organizations and will keep you updat-
ed. Also, Legend of Karna “The Sixth” – the first signature title of
our comics is in the making as a cartoon series for TV. We are
also in talk with a lot of production houses for movies as well. T-
shirts, toys and other merchandise will be on their way too sub-
sequently.
What can the readers expect in the future. can you give us a
sneak peak?
Yes. We are launching a special limited edition of our most await-
ed 4th title “I am Kalki”
25
Camera Owner To
Music PhotographerThe Camera
This one really depends on your budget, but the
best thing that I would recommend is to go to your
local camera store and see what feels best in your
hands, it’s the next section that really matters. If
you’re planning on using your camera for mainly
concerts, I would advise buying the body on its own
and investing in your own lens as the kit lens is use-
less in most venues.
Lens
So, now you have your camera you’ll want to invest
in some glass! For concerts, you generally need to
shoot as wide open as your lens goes so getting a
lens that shoots at a minimum of 2.8 is almost es-
sential.
Check out the Tamron/Sigma range, both manufac-
tures offer midrange lenses (17/18-50mm) so again,
check out your camera store for which you prefer.
For slightly extra reach, there is also the 24-70 lens.
This is generally for full frame users, but I preferred
it to the 17-50mm on a cropped camera as it meant
you could really get in close to the performer at the
70mm end of the lens. If you’re looking to spend
more money, both Canon and Nikon have incredible
midrange lenses that really are worth the extra
money.
At this point, you probably won’t need a 70-200mm
too often, but you’ll need it if you’re ever shooting in
an arena/festival.
Here’s the lens that will get you out of sticky situa-
tions pretty regularly, the nifty fifty! It’s cheap and
cheerful, I think it retails at around £80 at the mo-
ment. The 50mm 1.8 shoots at a pretty wide aper-
ture so it picks up plenty of light. (If you’re looking to
spend more money, the 1.4 is amazing)
Flash
Whilst flash is generally not allowed at gigs, when
you’re starting out I would recommend having it as
an option, you can decide once you’re at the venue
if you’re going to need it or not. Most small venues
don’t really mind if you shoot with flash, so clear it
with the band first and it will generally be ok. Try and
avoid shooting the full performance using flash
though, it’s fine for a few songs, but you have to re-
member that the audience has paid to see the band
and it distracts them.
26
Settings
So, now you have your equipment, what to do with it? About 85%
of concerts are pretty dark, so you need to set up your equipment
at quite a high iso. This depends on your equipment but I would
generally start at iso 800 and then work my way from there. As
previously mentioned, you need to shoot at a wide aperture, so
set your lens to shoot as wide as it can go (usually 2.8) and you
need to freeze your performer, so I wouldn’t start any lower than
1/125.
If you’re shooting a performer that is going to be jumping around
a lot, you’ll need a much faster shutter to freeze them, generally
1/250 and above, to achieve this you may need to up your iso to
get enough light in.
Where to start shooting?
So now you have your equipment and know how to set it up, you
need somewhere to take photos. At the beginning, unfortunately,
you can’t just walk into an arena and demand to take photos of
Metallica! The best place to find out about local gigs is get your-
self onto local forums and MySpace and message local bands
playing in your area and ask them if they could set you up with a
photo pass in return for a few web size photos for their MySpace
account. Most won’t have a problem with that and will be fine. Go
to the door of the venue and you’ll be on the guestlist.
Red lights
Most jobs have their bad points, this is mine. I get asked all the
time how to deal with red lights, unfortunately there is very little
that you can do about it sometimes. The easy way out is to
switch the image to black and white, red lighting usually comes
out quite nice in b/w.
The hard way? I generally deal with them by upping my iso fur-
ther than I really need to expose for the lights correctly, obtaining
a faster shutter and this will usually minimize the burning effect
that can often occur under harsh red lighting. Then in post, turn
down the saturation on the image and then adjust the white bal-
ance accordingly so it still looks natural.
Focusing
This is another question that im asked quite often, personally I
use one shot as servo simply doesn’t work a lot of the time at
gigs. One shot will grab the focus of the artist, and then lock it un-
til you press the shutter. Why not to use servo? Servo will be con-
tinually looking for any adjustments in your focus, so if an artist
does something like point at your lens, the camera will skip to fo-
cus for the hand generally and you’ll miss your shot. Also, if a
performer is standing still and then jumps, it will re-adjust the fo-
cus and you’ll miss the jump where as it would have been better
to keep the same focus point.
When to use servo?
If you’re shooting a metal gig where the performer is headbang-
ing it will be a total nightmare to keep focus.
The exception to this rule is The Prodigy, always servo for them!
How to focus in dives? Focusing in really dark venues is always
tough, sometimes you just have to look for a little bit of contrast
on the singers face and then grab focus. If the artist is standing at
the mic though, a trick to use sometimes is to focus on the mic,
and then manually focus from there to nail the focus.
Without a doubt the best way is to have your own website, this
way you can control how the images are displayed and who can
access them. Other ways are to get onto Flickr, MySpace or even
create a Facebook group. The one that is probably going to work
best though (alongside your own website) is to get onto local fo-
rums and after a gig post one photo (don’t post them all or they
won’t bother to go to your website) and a link to the rest of your
shots. This will get your name around and hopefully the right
people will look at it.
27
After a four-year wait, Sony has returned to the enthusiast/semi-
pro end of the DSLR market. Having made little impact in that
market with the A700 that very closely resembled the conven-
tional DSLRs made by Canon and Nikon, Sony has spent the in-
tervening time developing something a bit different. The A77
builds on the company's 'translucent mirror' technology, and
uses an electronic rather than optical viewfinder. The final result
is a product that may look traditional, but is able to promise the
unconventional.
Spec-wise the A77 is impressive: it features a new 24MP APS-C
CMOS sensor, 12fps full-resolution shooting and the highest res-
olution EVF we've ever encountered (a 2.4M dot OLED finder). It
also uses a new 19-point AF sensor, 11 points of which are
cross-type (sensitive to detail in both the vertical and horizontal
axis). Clever use of the main sensor's live view allows the A77 to
track objects as they move across the frame, enabling the cam-
era to have a better understanding of which AF point it should be
using at any given time.
Last year's SLT-A55 gave some clues about how Sony hoped to
bring its electronics know-how to bear in a high-end camera. Its
fixed, semi-transparent mirror design meant Sony could do away
with a conventional optical viewfinder and use an electronic dis-
play. It also meant that the phase-detection autofocus that gives
DSLRs much of their immediacy could be used all the time. The
result was a camera that could shoot at an impressive 10fps,
could focus quickly in video mode and offered full-time live view
with consistent DSLR-like behaviour in a way that no camera had
really managed before.
Unsurprisingly the A77 takes all these capabilities a lot further
than the consumer-level A55 - it combines the latest processor
with an electronic first curtain shutter to offer the level of respon-
siveness the more demanding enthusiast/semi-pro users will ex-
pect. The A77's massively improved viewfinder is also key to en-
suring the A77 can hold its own against the very stiff competition
it faces from the likes of Canon's 7D. (You don't have to read par-
ticularly far between the lines to conclude it was this feature Sony
wanted to perfect before launching an SLT into this market.)
And, as with the A55 and a handful of other recent Sony cam-
eras, the A77 offers in-camera GPS. It can be a really useful fea-
ture for organising and retreiving images, as allowing tagged im-
ages to be geo-located on sites such as Flickr. As with all GPS
settings, it can take a while to locate enough satellites, or strug-
gle to find them at all in built-up areas. Then, of course, there's a
battery penalty to be paid.
But despite all this technological wizardry, the A77 is actually a
remarkably conventional-feeling camera. It may have a plastic
top-plate, rather than the A700's tank-like magnesium-alloy con-
struction, and use SD rather than CF cards, but in pretty much
every other respect it looks and behaves like a logical progres-
sion of the series. Overall, despite the fact that it embraces a
rather different set of technologies, it feels and behaves much
like a conventional semi-pro DSLR.
Sony SLT-A77 key specifications:
24MP CMOS Sensor
12fps continuous shooting with autofocus
1080p60 movies with autofocus
2.4M dot OLED viewfinder
1/8000th maximum shutter speed, shutter rated for 150,000 ac-
tuations
ISO 100 - 16,000 (25,600 with multi-image combination.
Expands down to ISO 50)
Auto ISO with customisable lower and upper limits
Optional, profile-based correction of vignetting, chromatic aber-
rations and geometric distortion
Pull-out three-hinge tilt/swivel 920k dot LCD screen
Built-in GPS
Top panel LCD
Stereo microphone and external mic socket
AF Micro Adjust
Dust shake sensor cleaning
Gear’d: Sony SLT-A77
29
Art is a great status symbol in modern society and because of
that it can be quite intimidating to the casual viewer. For many
the first impulse is to blow it off, to see it as a worthless play-
thing for the rich and boring. This is too bad, not only because
art can be a great source of pleasure in our lives, but because
even a passing acquaintance with art can enrich and deepen
our understanding of the world around us.
Fortunately, developing a casual understand-
ing of art is not all that difficult. It is true that
some people devote their entire lives to study-
ing the minutest details of an artists’ work, but
there’s no need to become an expert to have a
meaningful relationship with art. All it takes is a
moderate attention to detail, a little bit of pa-
tience, and a willingness to reflect on your own
feelings.
Here, I’ll show you a quick way to approach
and appreciate a painting, although the ideas
here can be applied to works in other mediums
(sculpture, drawing, even architecture and
fashion) quite easily. There’s no shortcut to un-
derstanding I can give; great art rewards the
hundredth viewing as much as he first, and you
can spend a lifetime pondering the decisions
an artist made in one painting. Instead, I’ll try to
give you a process to follow that will help you
get the most out of a painting the first time you
see it.
While I’m on the subject, a word about “great
art”. Andy Warhol said that if you want to tell a
good painting from a bad one, first look at a
thousand paintings. There are no hard and fast
rules about what makes a piece great,
mediocre, or bad; remember, Van Gogh’s work
was once considered amateurish and forget-
table. There are, of course, standards that mat-
ter within the professional art world, but you
don’t owe the professionals anything, so don’t
worry too much about what they think qualifies
as “great”.
Take a Look
Art should appeal to you first through your
senses. That doesn’t mean a painting has to be
beautiful to be good, but it must grab your eye
in some way. Give a work a moment to do its
thing — some works are intriguing in subtle
ways. A work might grab your attention through
its subject matter, it’s use of color, an interest-
ing juxtaposition of objects, it’s realistic appear-
ance, a visual joke, or any number of other fac-
tors.Once you’ve gotten an overall look at the
painting, ask yourself “what’s this a picture of?”
That is, what is the subject of the painting? The
subject might be a landscape, a person or
group of people, a scene from a story, a build-
ing or city scene, an animal, a still life (a collec-
tion of everyday items like a bowl of fruit, a pile
of books, or a set of tools), a fantasy scene,
and so on. Some paintings won’t have a sub-
ject — much of the work of the 20th century is
abstract, playing with form and color and even
the quality of the paint rather than representing
reality.
The painting above, by the Dutch artist
Breughel, represents the Tower of Babel.
Scenes from the Bible or from classical mythol-
ogy are popular in older work; since the end of
the 19th century, scenes of everyday life have
become more common. If you know the story,
you’re one step ahead of the game, but it’s pos-
sible to enjoy the work without knowing the sto-
ry it illustrates.
30
What’s That All
About?
Look for symbols. A symbol, very simply, is
something that means something else. The
Tower of Babel is a well-known symbol in
Western society, representing both the dan-
gers of pride and the disruption of human unity.
Often a painting will include very clear symbols
— skulls, for instance, were often included in
portraits of the wealthy to remind them that
their wealth was only worldly and, in the grand
scheme of things, ultimately meaningless. But
just as often the symbolism is unique, the
artist’s own individual statement. Don’t get
caught in the trap of trying to figure out “what
the artist meant”; focus instead on what the
work says to you.
How do they do that?
The next consideration is style, which is essen-
tially the mark of the artist’s individual creativity
on the canvas. Some artists follow well-estab-
lished styles — many Renaissance portraits
look almost exactly alike to the casual viewer,
for instance — while others go out of their way
to be different and challenging. Some artists
create closely detailed, finely controlled works,
others slap paint around almost haphazardly
creating a wild, ecstatic effect.
It may not seem as obvious as the subject and
symbolism, but style can also convey meaning
to a viewer. For example, Jackson Pollock’s fa-
mous drip paintings convey the motion and
freedom of the artist in the act of creation, de-
spite being completely abstract. Vermeer’s
Milkmaid, on the other hand, is notable for it’s
incredibly fine detail and careful application of
thin glazes of oil paints (which doesn’t come
across in a photograph, alas) which create a
luminous quality, imparting a kind of nobility
and even divinity to the simple act of a servant
pouring milk.Some artists create closely de-
tailed, finely controlled works, others slap paint
around almost haphazardly creating a wild, ec-
static effect.
My Kid Could Do
That!
A large part of the appeal of art is emotional —
some artists go out of their way to inspire
strong reactions ranging from awe and lust to
anger and disgust. It’s easy to dismiss work
that upsets our notion of what art could be, and
any visitor to a gallery of modern art is likely to
overhear at least one person complaining that
“any three-year old with a box of crayons could
do that!”
Knowing that an artist may be deliberately
evoking an emotional response, it pays to take
a moment and question our immediate reac-
tions. If a work makes you angry, ask yourself
why. What is it about the work that upsets you?
What purpose might the artist have in upsetting
you? Likewise, if your feelings are positive,
why are they positive? What about the painting
makes you happy? And so on — take the time
to examine your own emotions in the presence
of the painting.
This is by no means a complete introduction to
art, let alone a complete course, but it should
help get you started in appreciating art. The
more you know, the better the experience will
become, but you don’t need to know much to
get at least something out of a painting. Keep
in mind these 4 concepts (I’m trying not to call
them the “Four Esses”) — subject, symbolism,
style, and self-examination — and pay a visit to
your local art museum or gallery and see if you
don’t find something worth your time.
33
In talks with
Mario GarciaAn email conversation with Mario Garcia, one of the world’s
most renowned newspaper designers.
There’s a lot of buzz and speculation about
“the future of Journalism”. In your opinion,
what are the most important tasks and chal-
lenges going to be in the next few years?
There is a future of journalism, no doubt. But it will
be a journalism radically changed from what we
are accustomed to. Storytelling will be at the cen-
ter of it, but the stories will adapt to the platforms
in which they appear. Print will not be king, but will
play a role. I think that one cannot separate a dis-
cussion of the future of journalism from business
models that will make journalism affordable by the
companies that produce it. I believe there will be
dramatic changes in the business models. Good
journalism is expensive to produce, so we will
have to adapt, and make radical shifts to accom-
modate it.
Many people seem surprised how popular it is
to read the news or even whole books on mo-
bile phones. What’s your reaction?
I am not surprised at all, because I am 62 and I am
inseparable from my iPhone and sometimes I
read parts of the Sunday New York Times on the
phone, and I like it – although for me, nothing
takes the place of the printed copy in my hand, but
I adapt and I read where I can. That is the way the
world moves. One cannot stop this.
Probably an intentional switch between your
iPhone and the printed issue of the New York
Times could be part of the storytelling concept
…
Yes, could be. But when I read the Times in my
iPhone, is when I am in some remote place in the
world where I have no access to the printed ver-
sion.
If a picture is worth a 1000 words, an info-
graphic or interactive data visualization is
worth … ?
Infographics are not as strong as photos, since
they have to be studied, which takes a few sec-
onds more. Photos and videos do convey the
meaning of the story on the spot.
What do you think about the data visualization
and visual storytelling work by the New York
Times? Do you think other publications are
going to step into their shoes?
Indeed, this is the way to go, but the New york
Times has a large, well trained staff of people who
can do these things. For the rest, this is a goal, but
quite a distant one at the moment.
In modern journalism, the writing of an article
does not end with its publication. The subse-
quent conversation and discussion is a vital
part of it, but current design solution do not
have much to offer. What are your ideas and
suggetions for improvement?
This is already happening in digital media; interac-
tivity is a top priority for users who wish to interact
with editors and with other readers; it is more diffi-
cult to do this in print, but major titles around the
world are developing blog summaries and read-
ers’ pages in print to bring in this need of the user
to interact. Every newspaper should have, at least
once a week, a blog summary page, what the top
topics are, and what the readers are contributing
through online, from photos to stories, to com-
ments.
Many people seem surprised how popular it is
to read the news or even whole books on mo-
bile phones. What’s your reaction?
I am not surprised at all, because I am 62 and I am
inseparable from my iPhone and sometimes I
read parts of the Sunday New York Times on the
phone, and I like it – although for me, nothing
takes the place of the printed copy in my hand, but
I adapt and I read where I can. That is the way the
world moves. One cannot stop this.
The technological bandwidth is between
added graphical codes within the content or
even more advanced: image recognition.
What’s your take on digitally augmented pa-
per?
To think that we may be reading a story about food
– tapas, for example – and really smell what the
writers talk about (or taste the wine)? I know that
mobile phones are driving a lot of this technology
(look at the iPhone) and I am perplexed and
amazed (like a child) by it all. Remember, I am 62
years old. Now about newspapers, and putting
stories within the palm of our hand, and making all
the other senses come alive, not just vision – if
this is the future, I want to live another 40 years to
enjoy it.