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When I worked on 2001 - which was my first feature film - I was deeply and permanently affected by the notion that a movie could be like a first-person experience.
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I meet astrophysicists almost every week who say that they went into their line of work because of '2001.'
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I took IMAX public back in the early '90s.
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I wouldn't apply high frame rates to a love story or a thriller or a film noir or a mystery.
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It was the point where things became much more abstract and less literal than in the bulk of the film, which was hardcore rockets and space and planets - all a fairly straightforward evolution from what I had been doing before.
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I think 'Avatar' is much more appropriate to high frame rates because it's like a ride, and it's futuristic, and vividness and sharp edges and clarity would be an asset.
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I got hooked on immersive cinema when I worked on '2001,' which was initially shown on these Cinerama screens, which were all 90 feet wide and deeply curved.
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I have the deepest respect for Terrence Malick and greatly enjoyed helping him on 'Tree of Life.' I consider him to be a good personal friend and professional contemporary.
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I like the unknown. That's what Terry Malick has always really liked. He's always looking for the unexpected.
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I visited a scientist who had a helmet with magnetic fields controlled by computer sequences that could profoundly affect your mood and your perceptions.
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When I was a young man in school, I used to read science fiction and really liked it. And as I became a young artist, I was filling up my portfolio with alien planets and spacecraft and things like that.
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There was every reason to honestly say that 3D was a gimmick. And it's largely true. And it's largely pretty bad. When you put a filter in front of the projector, and you put on your glasses and cut the light in half again, the movies are dim as hell, and they give you headaches and eye strain, and it's terrible.
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There's a consistency in my work that pops up independent of the limitations of the technology.
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There's been a bit of confusion about Showscan. The basic problem was, it was film and it was 70 mm and it was a lot of it, so the negative cost was very high, the print costs were very high, and it also required conversion of the projectors and theaters and a lot of costs. I just couldn't get any traction in the theatrical movie industry to do it.
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The diversity of content is now offered from streaming and downloading, so young people are really not going to theaters because they don't see any particular benefit.
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I'm developing some high-frame-rate 3-D processes that are going to be, I hope, indistiguishable from reality. This will be quite an unusual cinematic event - you don't just tell an ordinary story, it's more of a first-person experience where the melodrama doesn't get in the way. Being inside the movie rather than looking at the movie.
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My personal feeling is that ultra-high frame rates and ultra-vivid giant screen movies can be like a window onto reality. And if you recognize it as such, you can write your screenplay, direct your movie, edit it, and present it as a live experience - not like a movie.
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We're not that far from being able to plant images, memories, and emotional states directly into the brain.
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Working on '2001' was my film school. Stanley Kubrick was my mentor.
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If you want people to come to theaters, you better do something different.
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Clearly, if we'd had the kind of computer graphics capability then that we have now, the Star Gate sequence would be much more complex than flat planes of light and color.
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There were IBM logos designed for the film, and there were IBM design consultants working with Kubrick on the layout of the controls and computer screens.
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I learned a lot on '2001.'
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I'd formed a research and development company under the banner of Paramount Pictures back in about 1975, and its mandate was to explore advanced forms of entertainment, not just movies.