The Hindu (Mumbai)

Kolkata lmmaker Poulomi Basu’s is one of the eight projects at Cannes Film Festival’s new Immersive Competitio­n category

- Aswathy Gopalakris­hnan

he blue œuid that aesthetica­lly drips into a sanitary napkin is most likely the ™rst lesson on menstruati­on that young people who grew up in the post-television era received. Under many layers of euphemisms, taboos, and norms of decency, the blood and pain that come with periods are hushed and hidden. This distance society demands from menstruati­ng women is what

Maya: The Birth of a Superhero, new interactiv­e Virtual Reality (VR) work or ™lm, wants to breach. The viewer, with the help of a VR headset, enters a scarlet fantasy world where they confront tampons, female bodies and demons of pain.

Created by Kolkata-born artist and photograph­er Poulomi Basu and British ™lmmaker C.J. Clarke,

Maya was one of the eight Extended Reality (XR) works competing in a new category, Immersive Competitio­n, at the just-concluded Cannes Film Festival. While ™lms that use XR or immersive technologi­es have been a part of the festival before — in 2017, the festival featured Alejandro Iñárritu’s Carne y Arena, a seven-minute-long VR work — its promotion to the competitio­n lineup signals that the ™lm industry can no longer overlook the scope of this medium. This year’s selection was eclectic, ranging from an augmented reality (AR) work on civil war to a location-based VR project exploring loneliness, and an installati­on placing the user inside the human body.

Maya, a 33-minute English-French ™lm, follows a young woman who goes from shame to empowermen­t when she encounters a superhero in

Taher dream. Tapping into VR’s inherent ability to bend time and space and induce claustroph­obia, Basu walks the viewer through the shame and isolation experience­d by her protagonis­t, a South Asian girl living in London, who has just had her ™rst period. (The character is voiced by

British actor Charithra Chandran who played Edwina Sharma in the second season of Netœix series Bridgerton.)

Pushing the boundaries

“As an interdisci­plinary artist, I move between mediums. For me, the tool or technology is not so important as the story. But in this case, the medium itself becomes agent provocateu­r,” says Basu. “The proximity of shame is so present and intimate in VR. This medium is also very suited for dream narratives. You are so close to it and that is not possible to achieve in any other medium. The audience is a participan­t in the storytelli­ng.”

The erasure of the distance between subjects and the onlooker is, perhaps, the strongest aspect of XR. It transcends and expands the spatial limitation­s of traditiona­l two-dimensiona­l cinema, granting the audience a profoundly visceral and sensual experience. Originatin­g in the 1960s, particular­ly with the invention of Sensorama by cinematogr­apher Morton Heilig, immersive cinema is driven by a set of rapidly evolving technologi­es. It was well-absorbed into the gaming and entertainm­ent industries, as well as the education sector and social activism. The United Nations began using VR almost a decade ago to create immersive ™lms about refugee camps and crisis zones, dubbing the medium an “empathy machine”. While whether VR can consistent­ly produce empathy is a matter of debate, the objective in all these cases is similar: to provide the viewer with a life-like experience of being in another place and in another person’s shoes.

In Maya, the place is a state of mind. “The feeling experience­d in a situation such as getting your period for the ™rst time in a classroom closely mirrors the trapped and isolated sensation of immersing oneself in a headset,” observes Alap Parikh, the project’s technical director, who recalls how the team produced Maya over three years:

“In this medium, idea and technology are very closely intertwine­d. You learn some things only when you actually start creating the piece. As a result, plans and script change constantly, and also the technology itself, and sometimes this results in complete chaos.”

Cost-intensive venture

Both Parikh and Basu agree that XR works require substantia­l funding — “a deceptivel­y large amount of funding for a very small work” — which is often the greatest hurdle for an artist working in this ™eld. Setting up interactiv­e exhibition­s are expensive too, which is where high-pro™le carnivals such as the Cannes Film Festival come in. “The ™nancial support the festival o›ers to set up the installati­on is pivotal,” says Basu. “Besides, being at Cannes, the most important ™lm festival in the world, gives our stories the much-needed visibility.”

Maya will be released globally on Meta Quest on May 30, and the team is also planning museum and gallery exhibition­s in various locations. This is an exception, as the distributi­on of interactiv­e XR works is highly limited. “The global north has started to see a few companies that partner with venues and bring specialise­d knowledge to e›ectively manage the distributi­on of XR pieces. I hope this will come to India eventually,” says Parikh, who moved to Goa a few years ago after living and working in New York.

While interactiv­e installati­ons continue to be few and far between in India, the country saw a wave of VR ™lmmaking in the middle of the last decade, with news companies, new media studios, and mainstream ™lm companies dabbling with the technology. “But it is now passé”, says Niraj Gera, a Mumbai-based sound designer who was part of the three-member team that created Jetlag (2014), one of India’s ™rst VR ™lms. “This is a rapidly evolving environmen­t. Users demand more than 360-degree VR. Maybe you need to gamify it, explore the sonic possibilit­ies.”

Avinash Kumar, an independen­t ™lmmaker and video game artist, notes that it is the niche nature of the medium, rather than infrastruc­ture, that slows down its growth. “Headsets aren’t exorbitant­ly expensive any more. But globally, it remains a niche medium, used more in other industries than in art. In India, XR is employed in military and space research, by architects and educationa­l institutio­ns, more so than by artists. Grants from institutio­ns and corporatio­ns remain the sole source of funds for these projects, which rely heavily on an internatio­nal circuit of ™lm festivals and galleries,” he laments.

 ?? ??
 ?? ??

Newspapers in English

Newspapers from India