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    Mariana Tschudi / Camberwell College of Arts

    Internets Organic Narrative

    By Mariana Tschudi

    MA Digital Arts, Camberwell College of Arts.

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    INTERNETS ORGANIC NARRATIVE

    Is technology and interactive narrative allowing us to connect with the organic

    flow of life? An exploration of the work of Chris Milk and Katerina Cisek as

    examples of how interactivity in new media art is influencing video artists to

    grow into organic structures of narrative.

    ABSTRACT

    If we consider art as an anticipatory thermometer of how human mentality is

    going to change, it can be interpreted from the development of virtual art that

    we are shifting from the rational and logic approach that has governed the world

    to a more intuitive and organic one.

    We are currently experiencing a revolutionary shift from an economy based on

    industrial production to an economy based on digital information. As stated by

    some new media theorists like Lev Manovich, this new revolution seems to be

    more profound than any previous one, and we are just feeling its initial effects.

    This affects people in different realms of life. In the visual arts a new

    terminology was created to situate works of art based on digital code or

    numerical representations: new media art. The traditional notion of the

    isolated artist seeking for inspiration is shifting to artists working collaboratively

    in cooperative processes of work. Art pieces are also shifting from being

    contemplative to interactive, and the concept of the spectator is increasingly

    changing from being the witness of an artistic project to becoming apartner in

    crime.

    Considering this collaborative artistic atmosphere, I wonder if narrative is

    reconfiguring itself into a sort of collage-generated nature where authors

    appropriate content and source-code of the World Wide Web for the egoless

    co-creation of different alternatives. Is narrative developing into organic

    structures so that it will resemble the genetic evolution of cellular networks?

    In this paper I will discuss the role of new media arts interactivity in the

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    evolution of film/video narrative by analysing the works of contemporary virtual

    artists Chris Milk and Katerina Cizek.

    KEY WORDS:

    Organic filmmaking, collaboration, interactivity, new media art, virtual art,

    interactive narrative, Chris Milk, Katerina Cizek.

    INTRODUCTION

    Artists are considered to be perceptive people who question and challenge

    societys deepest parameters, bringing awareness and allowing for social

    change to happen. Therefor, artists play the same roll as scientists. Both along

    history have questioned the established and have innovated to make society

    move one step forward.

    Very much of todays art is being developed with software application programs.

    Such digital art is power-free art, with no control of how the work of art may

    evolve on the web. The process of making art over the Internet means

    interconnecting all disciplines in a selfless process. There is a growing tendency

    to see artists working in collaboration. The World Wide Web allows a system of

    interactive complexity in which a collective of artists work under their own

    management helping each other by networking, pooling resources, information

    and knowledge. Artists are breaking from the egocentric vertical power

    structures and sharing instead, ownership, risk and benefits. The power of

    collective creativity goes beyond the traditional notion of film stories developed

    by a single author for a single release movie. In the virtual world it is difficult to

    control authorship because we seem to be getting rid of it through its anarchic

    structure.Many programmers create open source programs anonymously and

    for free so that anyone may contribute to their development. The solitary

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    anguish of an artist seeking to be understood dissipates in a fluid network of

    different disciplines finding coherence in a constantly flowing artistic process.

    This is a forever-morphing concept of art growing in the Internet that resembles

    the organic flow of life.

    Natures evolution of genes and Internets evolution of art

    While this new revolution is taking place in the arts, there is a new concept of

    evolution being studied by biologists. It is called evo-devo, short for

    evolutionary developmental biology. I find a strong similarity between the

    concept of evo-devo and how things develop on the web. Evo devo statesthat all animals share the same basic toolkit or body-building genes (from a fly

    to a human being) and what varies is the context in which the genes develop. If

    the context or network doesnt vary, there is no evolution in the morphology of

    the animal. And as stated by scientist Sean B. Carroll, Professor of Molecular

    Biology, Genetics, and Medical Genetics, Only those variations that make the

    organism fitter will be preserved in evolution; the rest disappears. (Brouwer,

    Mulder, 2007, p 6)

    As Joke Brouwer and Arjen Mulder state in the book Interact or die (2007),

    Exploratory behavior is about creating as much variation as possible, and then

    letting the parts of the network that function and interact select themselves and

    letting the nonworking parts degenerate. (Brouwer, Mulder, 2007, p 4)

    Digital artists working in collaboration resemble the genes of a living organism

    as described in the evo-devo concept of evolution. In the digital culture, there

    is a notion of living art that emerges from codes or digital genes through which

    the living art replicates, recombines and deviates.

    Genes interact through their developmental network, (their RNA) the same way

    digital artists interact through the World Wide Web. And in the same way that

    the functioning parts in genetics select themselves to survive and be stronger,

    users of the Internet select successful programs or codes to interact and make

    them grow better. The more ranking artworks have over the Internet, the better

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    placed and faster they appear on search engines and the more succesful they

    become. If there is no interaction, they vanish. Perpetration of art works in

    virtual world history will depend on the success of the interaction between the

    work of art and the viewer/user.

    Interactive Story Telling in the Web.

    In traditional storytelling, narrative is a chain of events in a cause-effect

    relationship occurring in time and space (Bordwell and Thompson (2008) p.

    75). This definition of narrative can be broken down into plot and story. In a film,

    a sequence of shots is considered the plot and what the viewer imaginesbetween sequences of shots, is the story. Narrative has dramatically changed

    this traditional structure on the Internet. A new 'cinema' with much more

    flexibility is rising in which the users subjectivity while interacting with an ever-

    changing interactive movie is crucial. Choices made by the viewer/users create

    the story. The movie can be played innumerable times, can have more than one

    entry point to the story, and is created through different threaded webs without

    ever exactly repeating the same image sequences, screen layouts and

    narratives.

    When narrative moves to the computer it combines text, video, and navigable

    spaces, and deals with interactivity, collaboration, databases and even real-time

    databases. But even when it combines the confusing multiplicity of these

    mosaic media, the computer offers us new ways of mastering fragmentation. It

    gives us search engines and ways to tag the fragments so that it can find

    things that are related to one another (Murray, p 156)

    We are only experiencing the very beginnings of the interactive story-telling

    capacities of the web. Its potential is unpredictable and immensurable.

    There are innumerable examples of interactive narratives in the web. I have

    chosen to research two artists who, through their work, illustrate the potential of

    narrative in the cyber world.

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    KATERINE CISEK, and the potential of documentaries in the web

    Katerine Cisek is a Canadian documentary filmmaker and web creator who has

    won several prizes like the 2000 Montreal New Talent Award, the International

    Documentary Film Festival of Amsterdam, or the International Digital Emmy, for

    her innovative way of using media and creating programs to reach real

    communities. I consider Cisek to be a great example of a filmmaker who has

    adjusted to the digital environment aftera long career as a traditional

    documentary filmmaker.

    While being a Filmmaker-in-Residence from the National Film Board of Canada,

    Cisek has been directing community-based documentary projects that innovate

    in the use web platforms. Working collaboratively with artists, urban planners,

    urban theorists, activists and residents in different countries they developed

    various ideas and projects that are all integrated under the HIGHRISE

    concept, which is described in their main webpage as a multiyear project to

    document human experience in vertical suburbs. The aim of HIGHRISE,

    however, is much more ambitious than simple documentation; is rather to

    create a series of projects to help re-imagine and re-invent the experience of

    being an urban species living in the 21st century.

    A big global project, winner of several awards that came out of the High Rise

    project was Out Of My Window, a 360-degree documentary project built in

    Flash, which documents the phenomenal diversity that exists behind the

    concrete walls of 13 high rise neighbourhoods in the world.

    When Katerina Cisek wanted to understand the experience of living in towers

    she did not simply interview people and edited the audiovisual material to

    illustrate her point of view; rather she let the story come to her by using the

    web.As she said in an interview with CollabDocs Its not about deciding what

    happens and going and grabbing everything thats going to prove your case.

    (Cisek, K. to CollabDocs, 2011)

    Out of my Windowhas a formidable web scenario esthetically conceived, where

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    http://en.wikipedia.org/wiki/International_Documentary_Film_Festival_Amsterdamhttp://en.wikipedia.org/wiki/International_Documentary_Film_Festival_Amsterdamhttp://en.wikipedia.org/wiki/International_Documentary_Film_Festival_Amsterdamhttp://en.wikipedia.org/wiki/International_Academy_of_Television_Arts_and_Scienceshttp://en.wikipedia.org/wiki/International_Documentary_Film_Festival_Amsterdamhttp://en.wikipedia.org/wiki/International_Documentary_Film_Festival_Amsterdamhttp://en.wikipedia.org/wiki/International_Academy_of_Television_Arts_and_Sciences
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    stories of real people are being told in a very natural way. Cisek offers the users

    the chance to view real-life scenes and situations inside someones apartment.

    The viewer is infused with curiosity navigating all around a strangers room

    through the 360 degree interface. It is possible to find random stuff, click in

    different objects to learn more about the person living in that space. However,

    every one of the 13 people presented in the project seem to have been carefully

    selected, and therefore, Out of my Windowwas not free from content

    manipulation. To retrieve this problem another sub-project of the Highrise

    concept started to come alive to: Participate. This Project permits spontaneity to

    happen, by allowing people around the world to send pictures and stories of

    their life in tower blocks. In Participate the sense of collaboration and crowd

    sourcing comes truly alive and Katerina Cisek seems to act more as a

    facilitator, than as a narrator. As Katerina said, in a collabDocs interview Were

    trying to keep a balance: allowing the research, the story, and the technology,

    to develop in tandem, and speak to one another along the way and its really

    a fantastic process to be part of. (Cisek, K to CollabDocs 2011)

    Katerina and her team wanted to explore even deeper how documentary films

    can unfold inside a web browser, therefore they created their latest project so

    far: One Millionth Tower. This interactive project plays with 2D and 3D

    representations of 6 different towers of Toronto, and has the potential of

    expanding to many more towers of the world. It tells the story of how it is

    possible to transform a physical space by transforming the virtual

    representation of that same space online. Using the arrow keys the user walks

    through the virtual 3D space. There are several layers of assets in the project:

    every building is a 3D object, the floor surface is separate, videos, photos and

    graphics appear at different points, but they all play out together through code

    in a way that you cant tell one apart from the other. The project is created with

    the support of two new trend technologies: webGL which allows the 3D

    experience to happen in the browser, and Popcorn.js, a tool for linking video to

    real time information from the web. This allows for real weather information to

    affect how the virtual world looks in the project. For example, if you are

    navigating through the One Millionth Towerproject and it is foggy in Toronto,then the weather looks foggy in the project.

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    One Millionth Toweropens up a real-time relationship with reality and is an

    example of how the cyber world allows a more spontaneous form of narrative

    through the use of powerful tools that connect the virtual world with the real

    one.

    Together, all of the projects that are branching out of the HIGHRISEconcept

    are creating a network documentary that portrays the world we live in. The

    Kaleidoscope power of the computer allows us to tell stories that more truly

    reflect our turn-of-the century sensibility. We no longer believe in a single

    reality, a single integrating view of the world, or even the reliability of a single

    angle perception. (J. H. Murray, p 160)

    Chris Milk Deeper Audiovisual Experiences in the Cyberspace

    Chris Milk is an American music video director who comparable to Katerina

    Cisek, has also been developing innovative ways of using the cyberspace as a

    medium to engage the viewer in a deeper audiovisual experience.

    One of his projects called The Wilderness Downtown, was created for the music

    group Fire Arcades song We Used to Wait. This is a different type of music

    video, one that brings the viewer's own childhood associations into the work.

    The Wilderness Downtown project, usesHTML5and Google maps to

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    personalize the experience by showing satellite Street View images of the

    viewers first house and neighborhood, bringing old memories back. The project

    interweaves publicly available databases (Google Maps) with multiple-window

    actions in the screen.

    The synchronized video content showed to the viewer makes him/her

    experience the feeling of virtually running through the streets where he or she

    grew up. This project assembles together the audio of a bittersweet song with

    personalized video to create an individualized nostalgic visual experience. The

    era of globalization, in which we are currently living, dyes us all with the

    common sensation of being homogenized. Projects like The Wilderness

    Downtown, brings back to the viewer the sense of individuality.

    Another project directed by Chris Milk is The Johnny Cash Project, a Google

    Chrome project created in 2010. This crowd-sourced venture is a tribute to

    Johnny Cash and a beautiful example of the power of communitariancollaboration on the web. The projects aim was to construct Johnny Cashs last

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    music video clip. Chris Milk took the musicians last song Is not No Grave,

    recorded in the studio before his death. He then put together an extensive

    collection of Johnny Cashs pictures and developed an onlinedrawing tool with

    limited range of brushes, colors and textures. Fans were invited to participate

    and share their visions of Johnny Cash through choosingone of the

    many pictures (frames) available to create their own portrait of Cash. Currently,

    there are over 250,000 contributions, but as specified in the projects main

    webpage, it will continue to grow one frame at a time. All the portraits run one

    after the other in a timeline during the flow of the song, and together they create

    the music video. This wonderful idea resulted in a really touching collaborative

    piece. Chris Milk laid out the parameters of the work and ordered the frames to

    create a cohesive story line but allowed any person in the world to enrich it by

    making each frame personal and thoughtful.

    3 Dreams of Black, the latest project directed by Chris Milk was released in May

    2011. It is a truly immersive 3D world created exclusively for the web. 3 Dreams

    of Black, produced by Radical Media, features a song from the album Rome by

    Danger Mouse and Daniele Luppi and is told from the point of view of a little girl

    who goes to sleep and has three dreams, each with its own interactive

    adventure experience.

    3 Dreams of Blackis created with code, most of what we see is not video but

    real time rendering of visual models. The technology used for this project is

    webGL. With the use of the mouse the user can move around the virtual world

    navigating in three dimensions, to create objects that people will vote on. The

    most popular objects will be incorporated into everyone elses experience of the

    film. 3 Dreams of Blackis a dreamy trippy environment, riddled with surprises,

    and the experience never unfolds the same way twice.

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    http://www.radicalmedia.com/http://www.radicalmedia.com/
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    Chris Milk has directed these pioneering interactive narrative experiences in the

    web to move beyond the classic music video concept. Both, Katerina Ciseks

    One Millionth Towerand Chris Milks 3 Dreams of Black, release their code to

    the public so anyone can learn about these technologies and built on top of

    what they already created. As Branden Bratuhin, One Millionth Towers

    Technical Director, said in a Youtube video posted by the NFB: Everything that

    youve seen in the site you can go back and explore at the technology page.

    Find out exactly how is made, see the code line by line, and take it and make it

    something of your own. (Bratuhin to NFB, 2011)

    This open source characteristic is a tremendous detachment from the traditional

    artistic egocentric way of creating and it is helping us to understand the cyber

    language.

    The dark side of cyber-narrative

    We are currently experiencing the shift from a passive reception of narrative

    films, to active interaction through computer narratives. This has the potential to

    engage the viewer on a much deeper level, although the technique has still not

    been mastered. There remain some big problems concerning hyper narrative.

    The post-modern cinematic strategies of de-centering and non-closure through

    non-cohering narrative threads are strategies that engender the viewers

    distraction rather than deep engagement. (Ben Shaul, N. 2008, p21)

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    According to Nitzan Ben Shaul the only way narrative will adapt successfully to

    the computers nature is when the human cognitive strive for coherence are

    taken into consideration. I consider however that through the computer we are

    accessing another reality that goes beyond the cognitive stimulus, which brings

    with it even bigger problems. There is a risk that the increasing capacities of

    virtual narratives to generate the feeling of real presence in virtual worlds will

    create significant problems of perception. The serious contradiction between

    corporeal reality and artificial image illusion is likely to be at a level that almost

    precludes rational access. (Grau, O. 2003 p 203)

    Conclusion:

    Story telling tools and programs are constantly being created for the web,

    allowing people to access a more personal, intuitive and organic way of

    communicating and understanding a story. The Internet enables artists to pull in

    real-time information to their projects, so that reality influences their narrative.

    Adapting our brains to this new fluid narrative will take some time, but we are

    already facing a new world where the rational mentality is opening up and we

    are learning to cohabit with spontaneity and personalized experiences.

    Based on the open source code characteristic on projects in the web, it is

    undeniable that the Internet is fomenting selfless thinking instead of rational and

    egocentric desires. Modern capitalist life emphasizes individuality to the point

    where a personal computer turns into an extension of a person. The sense of

    community is lost. Paradoxically, the computer is bringing this back.

    The Internet embodies the notion of interconnectivity. This allows collaborative

    ways of developing narrative, which combined with databases and powerful

    search engines, altogether connects the right person with a particular story.

    Therefore, real people living a specific situation enrich online stories by sharing

    their reality, and those stories become even more subjective since Internet

    allows for real time connections to the viewers personal reality. Viewers and

    creators are merging into one another. Furthermore, the network opens up

    kaleidoscopic narrations, which mirroring real life situations, never unfold the

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    same way twice.

    Narrative in cyberspace is adapting to the flow of life. If there is no interaction

    with the story, it fades out of existence. How much time do we need to open up

    to this organic and intuitive way of interactive narrative? The tool to connect into

    a deeper level of narrative, one that brings together intuition and rationality,

    individuality and community, is already created. We just need to follow suit.

    We become what we behold. We shape our tools and then our tools shape us

    (Mcluhan 1964, xi-xii).

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    BIBLIOGRAPHY:

    Aarseth, Espen J. (1997) Cybertext Perspectives on Ergodic LiteratureThe John Hopkins University Press. Baltimore and London.

    Ben Shaul, N (2008) Hyper-Narrative Interactive Cinema. Problems andSolutions. Ed (Rodopi B.V. Amsterdam New York, NY)

    Brouwer, J, Mulder, A. (2007) Interact or Die: There Is Drama In The Networks

    Bordwell, D. & Thompson, K. (2008). Film Art: An Introduction (Eighthed.). New York: The McGraw-Hill Companies, Inc

    Grau, O (2003) Virtual Art: From illusion to Immersion

    Manovich, L. (2001). The Language of New Media.Cambridge, MA: MIT Press

    Mark Tribe and Reena Jana, (2006) Art des nouveaux medias.TASCHEN

    McLuhan, M. (1964). Understanding Media: The extensions of man. NewYork: McGraw-Hill.

    Murray, J.H. (1997) Hamlet on the Holodeck. The Future of Narrative in

    Cyberspace. The MIT Press, Cambridge, Massachusetts.

    Wilson, S. (2003) Information Arts, intersections of Art, Science andTechnology. First MIT Press paperback edition.

    WEBSITES:

    Barreto, R. and Perissinotto, P. (2002) The Culture of ImmanenceAvailable at < http://www.file.org.br/english/conceito.htm> [Accessed 20October, 2011]

    Kinder, M. (1999) Doors to the Labyrinth: Designing Interactive Frictions with NinaMenkes, Pat O'Neill, and John Rechy. Available athttp://findarticles.com/p/articles/mi_m2342/is_2_33/ai_59586987/ [Accessed10 October, 2011]

    Amerika, M. Networks Installations, creative exhibitionisms and virtualrepublishing: an attempt at contextualizing the ongoing ungoing. Story ofbeing in cyberspace.Available at [Accessed 5November, 2011]

    National Film Board of Canada (2011) Highrise/One Millionth Tower - Open

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    Rose, Mandy (2011) COLLAB DOCS. Internet [Accessed 28 October, 2011]

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    Roundtable on media communication and Technology: Healthy MentalDevelopment for children and youth. National Arts Center, October 4,2008. Internet.[Accessed 30 September, 2011]

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