http://www.diva-portal.org
Postprint
This is the accepted version of a chapter published in Ancient Greece on British television.
Citation for the original published chapter:
Foka, A. (2018)
The digital aesthetic in 'Atlantis: the evidence' (2010)
In: Fiona Hobden and Amanda Wringley (ed.), Ancient Greece on British television
(pp. 187-202). Edinburgh, Scotland: Edinburgh University Press
Screening Antiquity
N.B. When citing this work, cite the original published chapter.
Permanent link to this version:
http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-126166
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9 The Digital Aesthetic in
‘Atlantis: The Evidence’ (2010)
Anna Foka
Over the many centuries since the Greek philosopher Plato committed
it to writing, the story of Atlantis, the city destroyed by Poseidon, god
of the sea, has captured people’s imagination.1 From the treatises of
renowned thinkers to the jingoistic discourses of nation states to the
explorations of adventure archaeologists, two questions in particular
recur: did Atlantis exist, and where was it?2 On 2 June 2010, ‘Atlantis:
The Evidence’ (henceforth ‘Atlantis’), an episode of the BBC2 historical documentary Timewatch series, set out to investigate. As the
title suggests, the aim was to gather and evaluate clues: these were
to reveal that the Platonic myth referred to the Bronze Age town
of Thera, which was destroyed during a massive volcanic eruption
towards the end of the second millennium BC. This theory was hardly
new.3 However, in the use of digital technology in the assemblage and
display of evidence, ‘Atlantis’ built a distinctive account of AtlantisThera before, during and after the eruption. In this, the programme
conformed to the emerging digital aesthetics of historical documentaries on television. However, the scale and diversity of digital tools
used for visualisation make ‘Atlantis’ an illuminating case study not
only for the treatment of an ancient Greek myth on British television,
but for the impact of digital technologies in the documentary genre.
Across the creative industries, digital tools have become ubiquitous in the production of audiovisual images, especially through CGI,
by which means environments and their inhabitants – and therefore
historical places and people – can be produced. At the same time,
academics today use digital technologies to visualise places distant in
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time and space via interactive mapping, 3D models and prototypes:
techniques that are frequently described as ‘cyber-archaeology’.4 In
both cases, digital tools offer new opportunities for representing
the past, mimetically and schematically. The application may be for
entertainment or for education, or both, but always the result is constructive of the past. So, for example, video games are increasingly
analysed as forms of (hi)storytelling, by which players navigate landscapes and engage with narratives that immerse them in, and thereby
develop a sense of, the past.5 Furthermore, as Bettany Hughes, the
popular historian and presenter of the Timewatch ‘Atlantis’ programme, notes, the application of digital technologies in the construction of knowledge about the past by archaeologists raises the
possibility that ‘History . . . should be discovered not just via TV, but
thanks to TV.’6 By this interpretation, transposed onto television, the
audiovisual reconstructions facilitated by digital technologies provide opportunities for historical exposition and explanation.
In the light of these trends in the application of digital technologies,
it may seem unsurprising that television documentaries – themselves a
mode of historical representation crafted out of words and images that
combines entertainment with education7 – follow suit. In particular,
for ‘Atlantis’ a digital approach was facilitated by its co-production
with the BBC1 drama Atlantis: End of a World, Birth of A Legend
(2010), the promotional material for which emphasised its use of cutting-edge technology to ‘[bring] viewers face to face with one of history’s greatest disasters’ and ‘immerse the viewer in a world they’ve
never seen before, in a brand new, exciting way’.8 Transported into
‘Atlantis’, scenes from the historical drama realised in CGI potentially carry forward the immersive effect. Yet this very engagement
raises questions beyond those that are sometimes posed regarding
the integration of ‘fictional’ drama into a programme investigating
‘fact’,9 as a consequence of assumptions (like those expressed by
Hughes) about the capability of digital technologies. As Landesman
has argued for ‘digital documentaries’ more widely, the ‘conceptual
and theoretical utopias . . . repeatedly proposed regarding digital visuals’ represented by such claims underplay the challenge posed to
viewers by ‘digitality’.10 The digital age is delineated as ‘a historic
break in the nature of media and representation’, emphasising the
unprecedented capacities digital technology holds for visual manipulability.11 For a genre like documentary that is devoted to careful
crafting of reality – in this case the reality of Atlantis as Thera – this
is particularly pertinent. By examining digital manipulations in the
service of presenting evidence for a historical Atlantis, focusing on
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their character and effects, this chapter considers the challenges of
digitality to the depiction of the ancient world.
To this end, the present study thus approaches digital technologies
in ‘Atlantis’ as elements in the documentary’s ekphrasis.12 Currently
used to mean a ‘vivid description’ in specific reference to images and
art, in ancient Greece ekphrasis originally referred to textual narratives ‘rich in visual and emotional effects’ that offered the reader/
audience an immersive experience.13 Like those oral and written narratives that enact ‘a mental representation of that subject’, subjects
rendered digitally are constructive and affective, as this chapter will
show. In what follows I examine the Atlantis documentary as digital
ekphrasis – an evocative representation on the audiovisual plane
facilitated by digital techniques that generate a distinctive aesthetic
and contribute to the programme’s proposition regarding the relationship between Atlantis and Bronze Age Thera (its demonstration
and interpretation of ‘the evidence’). From the catastrophic eruption
to the physical environment and the Minoan population of Thera,
the experimental, interactive and collaborative CGI techniques familiar from television drama and cyber-archaeology construct the events
and people of the distant past into a distinctive posthuman world.
F R O M F I C T I O N T O F A C T: T H E E K P H R A S I S O F
A N A N C I E N T C ATA S T R O P H E
When Atlantis appears for the first time in Plato’s dialogues Timaeus
and Critias, it is as an allegory of or warning for contemporary Athens
as a city that falls out of divine favour and submerges into the ocean.
While the story of Atlantis is widely regarded as a fictional tale and a
rhetorical construct, what served as its inspiration remains debated.14
From the first, ‘Atlantis’ claims to know. For all that the promotional
summary describes Atlantis ‘as one of the most intriguing mysteries
of all time’, there are ‘geological, archaeological and historical clues’
that will enable the presenter, Bettany Hughes, to solve that mystery.15 These clues are the titular evidence, marshalled over the programme to support the contention that the ‘tale’ or ‘myth’ of Atlantis,
as Hughes introduces it, was an allusion to the volcanic eruption of
Bronze Age Thera. The shift from fiction to reality is reinforced during
the programme’s introduction. In a montage sequence of modern-day
Athens, close-ups on contemporary inner-cityscapes combine with
static high-angle and panning camera shots of the Acropolis, while in
voiceover, Hughes explains: ‘A thousand years before Plato lived, a
truly amazing civilization thrived here in the eastern Mediterranean.
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But that civilization suffered a terrible catastrophe.’16 When Hughes
utters that final word, three volcanic eruptions ensue. The footage
is anachronistic to antiquity: the first low-quality colour clip of an
eruption is followed by a close-up of bubbling lava and, in quick
succession, a CGI eruption of ash clouds in black and white, giving
the impression of film before the advent of 1950s technicolour. This
sequence builds upon generic televisual experiences of volcanic eruptions, asserting through analogy what remains as yet unstated: the
means by which Atlantis was destroyed.17 This inference is immediately confirmed: ‘Brand new scientific evidence suggests that this
catastrophe was at least twice as disastrous as previously thought.’
The demonstrative, anaphoric pronoun ‘this’ links visualised eruptions to the stated destruction of Atlantis as ‘catastrophe’. Meanwhile
images of underwater archaeology, lava stones, the bronze Poseidon
statue from Sounion at Athens’ national archaeological museum,
plus more CGI lava and tidal waves serve as depictions of science in
action and its results. A question closes the introduction: ‘Could this
tragedy be the basis for Plato’s story?’ The word ‘catastrophe’ is here
replaced by ‘tragedy’, in order to encourage an emotional perspective, by inferring a human aspect to events. In large letters, the words
‘ATLANTIS, The Evidence’ appear on the screen during a long shot
of the presenter walking on the beach at sunset. Thanks to visual
sequences that combine images edited and in some cases created by
computer software, the answer to the question is already apparent.
In so far as the introduction builds suspense towards an appraisal
of the evidence, the programme proceeds to its evaluation, engaging
with ancient textual sources and artefacts and conducting interviews
in settings typical of ancient world documentaries. Thus, the narration begins with a long shot of Hughes standing before unidentified
archaeological monuments, carrying a book, Plato’s Dialogues. The
camera closes in on the cover of a standard Loeb edition of the
text, with ancient Greek and English facing text. With a side-view
camera angle the presenter reads a passage from Critias.18 While
the presenter reads, Plato’s words are simultaneously visualised via
a montage sequence of new media artefacts. Contemporary sounds
of waves and seagulls, static photography of waves and CGI lava in
close-up illustrate Atlantis’ maritime power and wealth and its vanishing following ‘portentous earthquakes and floods’.19 Thus, Plato’s
narrative is made contingent through analogy. Sounds and images
that capture the contemporary world bring Atlantis to life.20
In what follows, digital technology contributes to the presentation
of evidence that validate the programme’s hypothesis in a more direct
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way. Moving location to Santorini (Thera), where ‘fresh scientific
evidence buttresses the idea that Plato’s story was inspired by a real
island’, volcanologist Dr Haraldur Sigurdsson (University of Rhode
Island) is interviewed by the presenter about his underwater expedition in an attempt to establish that what the presenter claims to be
the greatest volcanic eruption in the whole of the ancient world took
place there. As Sigurdsson describes the process of the eruption, the
screen is filled by images of scientific scans of the sea floor, underwater scanners and the interfaces of computer programmes. Scientific
explanations are supported by illustrations of processes inferred to
generate the knowledge upon which they are founded. However, these
remain at the generic level: up-to-the minute technology and its digital
end products demonstrate the tools of archaeological interpretation,
contributing allusively rather than directly to the analysis. Strikingly,
Sigurdsson further compares the eruption of Thera to that of Vesuvius
in ad 79. Now older, archival footage of the Fiorelli casts, human
figures covered in volcanic lava, appear on screen. These casts are usually part of the representation of Pompeii and Herculaneum, towns
destroyed in that geological event.21 The famous disaster is drawn into
the signification process for the eruption of Thera.22 Raw scientific
data presented in a non-linear manner connect disparate information
and events, so that Plato’s Atlantis is connected to Thera’s eruption,
an event that is made comprehensible by reference to the more familiar events of Pompeii. Once again Plato’s fiction is positioned as fact,
while the digitally inflected visualisation of activities and artefacts in
the present substantiates a proposition about the past.
Next, Hughes visits the excavation site in Thera in order to examine geological data. Close-up shots of the area’s sedimentary and layered volcanic rocks appear on screen while Dr Floyd McCoy of the
Department of Natural Sciences (University of Hawaii) assesses the
likely human experience of the eruption. McCoy narrates in voiceover how the volcanic eruption began gradually with small earthquakes and sulphur emerging from cracks in the ground. This time,
however, the CGI illustrates not the geological event, but its impact
on the human world. CGI-based Theran walls appear to be shaken
by an earthquake, while actors in sepia film run about at an eye-level
camera angle.23 The sounds of rolling rocks and actors’ screams
embellish the visual cues. This is the show’s first attempt to digitally
reconstruct the city as an architectural, physical and social entity, and
it represents a shift in the focus of the story. As Christos Doumas,
director of the Akrotiri excavation in Thera, explains in voiceover, after the earthquake people started rescuing things that were
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needed. Simultaneously a drama reconstruction in sepia depicts the
narration: pottery is placed by actors in safe positions, and original
footage from the 1960s excavation depicts how pottery was found,
thus connecting narration with conservation techniques. This dramatisation at once reiterates the tragic dimension of the eruption and
legitimises this version of events, whilst also illustrating what ancient
Thera looked like via physical sets and CGI. In fact, the scenes of
human settlement and activity are drawn from another televisual
interrogation of Atlantis, the BBC docudrama Atlantis: End of a
World, Birth of a Legend, which illustrated the fate of Thera/Atlantis
through extensive dramatisation and limited voiceover (discussed
more below). Once again the boundaries between fact and fiction are
blurred, this time by the presentation of snapshots from the fictionalised account of Thera’s final day as evidence.
C G I : I N V E N T I N G P O S T H U M A N M I N OA N S
In the sequences discussed so far, CGI is integrated into audiovisual
sequences that resonate with statements, assertions and arguments
elaborated by the presenter and interviewed guests on ‘Atlantis’. The
images act, therefore, as evidence. However, rendering the built and
populated environment of Thera digitally also affects how we see
Atlantis. Since the late 1990s, CGI has been utilised by film-makers
to recreate populated environments. For the ancient world, Gladiator
(dir. R. Scott, 2000) was particularly noteworthy. As Winkler has
argued, the technological innovations in Gladiator incorporate spectacular and impressive artificial components made by CGI (large
crowds, reconstructions of buildings and places and realistic instances
of violence), thus portraying ‘a kind of cyber-Rome’.24 However, not
only did this cyber-Rome act as a setting for the tale of rebellion
against an oppressive regime, but its execution also achieved an
‘unprecedented scale and detail for their display of the once-buried
metaphors of the Roman spectacle’.25 In the years since, film technology has been recognised as a potential marker of film innovation,
often functioning as the main attraction of a film itself.26
Since 2000, CGI has become cheaper and more efficient.27 Beyond
blockbusters, the HBO TV series Rome (2005), created by John
Milius, William J. MacDonald and Bruno Heller, for example, used
CGI to recreate an artificial ancient city: the ‘artistic’ sepia filter and
moving graffiti in the opening title are a conceptual attempt at an
‘authentic’ architectural and pictorial representation. Similarly, the
fiction-fuelled docudrama Atlantis: End of a World, Birth of a Legend
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(8 May 2011, BBC1) that offers scenes for ‘Atlantis’ (as discussed
above) adopted CGI so as to impress and ‘immerse the viewers in a
unique experience’.28 These artificial details speak to the advent of a
digital or posthuman aesthetic in audiovisual media.29 The boundaries between existence and computer simulation are blurred.30
‘Atlantis’, although relying on typical documentary techniques, also
embraces the posthuman turn in media aesthetics through CGI.
In ‘Atlantis’, CGI is deployed most notably in order to vivify
Minoan civilisation during Hughes’ visit to the archaeological site
in Akrotiri. Before the site’s gates, the presenter states that ‘Theran
Bronze age society is the most beguiling of all civilizations that ever
walked the earth.’ Regular close-ups on the colour restoration of
Minoan paintings and Egyptian art are used as a point of comparison, as the presenter emphasises the ‘sophisticated’ civilisation of the
former. She also pits the societal position of women in Thera (as portrayed in artefacts) against the allegedly secluded women of classical
Athens.31 She concludes that in Thera ‘women are conspicuous not
by their absence but by their presence’. These elements of ‘sophistication’, defined as liveliness, individualism and gender equality,
are further visualised with the aid of CGI. Again there follows the
juxtaposition of ancient artefacts and drama reconstruction by
actors in sepia, against CGI backdrops of ‘Atlantean’ buildings from
the Atlantis docudrama mentioned above. The sequence alternates
between a CGI backdrop of a port with montaged tracking shots in
sepia of actors trading and carrying large pots (see Figure 9.1) and
close-ups of restored Minoan pottery. The sequence further includes
tracking shots of women, with characteristic Minoan hairstyles as
previously shown in original artwork, succeeded by close-ups of their
hands using scales to measure saffron, and painting ceramic pottery.
Each of these filmed sequences is paired with close-ups of relevant
original artefacts, such as scales, murals and pottery. Eventually, the
presenter refers to a famous ‘fleet fresco’, followed by the director of
excavation in voiceover discussing how Minoan society and economy had sailing, shipping and trade at their core. A CGI depiction of
the harbour followed by static camera shots and close-ups of actors
performing the roles of traders and rowers alternates with detailed
close-ups of the fresco. Excavated artefacts are thus restored to life,
as is the sophisticated Minoan civilisation of ancient Thera.
Finally, towards the end of the programme, the presenter returns to
Plato’s narrative. A montage sequence of static camera shots of large
CGI waves in sepia appears on screen, while the presenter narrates:
‘according to Plato, Poseidon was the master of Atlantis, and when its
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Figure 9.1 CGI Theran Port: Atlantis: The Evidence (2010). Screenshots.
people fell foul of him, their island was swallowed by the sea’. As the
narrative progresses, the CGI-montaged sequence incorporates gradually bigger waves that eventually alternate with high-angle shots
of actors/Minoans in CGI-reconstructed streets attacked by waves.
In the grand spectacle of destruction, the devastation and emotion
of the moment for the community whose lives have previously been
witnessed are realised.32 As in Atlantis: End of a World, Birth of a
Legend, the combination of artefacts and CGI is key to credibility.33
Drama and digital technology help bring the city of Akrotiri to life
and then destroy it, at each moment serving the goal of validation.
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CGI represents a new step in the history of visual simulation because
it allows the creation of moving images of non-existent worlds. Digital
technologies not only create new and imaginative virtual worlds, but
also allow human positioning and mobility within those dimensions.
As ‘Atlantis’ well shows, the use of CGI effects, with or without artistic touches, enhances narrative immersion. This combination of live
action and CGI 3D has been termed ‘synthetic realism’.34 Achieving
synthetic realism means attaining two goals: the simulation of the
code of traditional cinematography and the simulation of the perceptual properties of real-life objects and environments. For the first
goal, computer codes simulate a virtual camera that has lenses, depth
of field, and lighting – the tools of traditional photography.35 A goal
of computer-generated graphics is photorealism, but CGI signifies the
posthuman turn in the art of filming, since ‘the synthetic image is free
of the limitation of both human and camera vision with the potential
of unlimited resolution and level of detail’.36
In television productions, synthetic images appear to be like traditional film photography; their resolution diminishes their perfection
as a way to match the details of the film’s images by adding grain
or diluting the colour of the image. The use of CGI in enacting
Atlantis/Thera renders an ‘aged’ effect through sepia and grainy filters in order to create a sense of past times. The documentary’s style
is reminiscent of the mid-2000s landscape of ancient-world film that
stresses the imperfection of the image rather than its precision. This
is notable in the artistic sepia-grainy filters in, for example, the film
300 (dir. Zack Snyder, 2006) or the thirty-nine-episode television
series Spartacus (STARZ Networks, 2010–13). The synthetic image
then becomes posthuman, since it cannot be seen by natural means.
From this perspective, digital technology can be seen to operate as
optical digressions in ‘Atlantis’ that oscillate in a conceptual dialogue
between decelerating the unfolding of time and space, and historical
narrative. The warranting effect is carried over along with the object,
as it moves from ‘real-life’ settings into digital worlds, placed alongside digital replicas. In this way, the digital aesthetic adds an extra
layer of validation for the programme’s hypothesis.
AT L A N T E A N L I F E S T Y L E S B R O U G H T T O Y O U
B Y C Y B E R - A RC H A E O L O G Y ?
Beyond television, digital visualisations have found prominent use
within humanities research.37 For example, the visualisation of raw
data can provide historical insights into aspects of urban develop-
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ment,38 and may also facilitate critical discussions of the application
of digital tools within the context of cultural heritage.39 The majority of scholarly attempts to reconstruct ancient urban sites digitally
rely on the visual representation of architecture (buildings, bridges
or roads) through 3D and early virtual reality models for archaeology, also known as virtual archaeology (VA). As the present analysis
shows, however, the common use of digital tools to represent the past
also introduces issues. For example, it has been argued that visualisations, largely synonymous with reconstruction in 3D models, may
present a photorealistic, pseudo-ideal vision of the past.40
Earlier digital visualisations (1990–2000) intended for research
have been criticised as maintaining static and sanitised historiocultural ideals.41 In the mid-2000s, the evolution of VA, namely
cyber-archaeology (CA), has recently challenged these ocular-centric
modes of knowledge production by using participatory and interactive designs that enable reflection and cooperative efforts in investigations of sensory engagement with space, architecture and artefacts
of the past.42 CA further promises, through interactive virtual immersion, to deal with the deeper and more difficult questions about
the past. While CA is still largely experimental it is the new step in
archaeological inquiry.
‘Atlantis’ adopts digital archaeology, specifically CA technologies which I address and analyse below. The experience of living
in Atlantis in relation to architecture and urban planning is one of
the central attractions of the programme and it is used to justify the
identification of Bronze Age Minoans as the advanced civilisation
in Plato’s account. On site and during a high-angle long shot that
places her among ruins, Hughes explains that ‘like the Atlanteans,
they [Therans] harnessed the landscape to create an architectural
masterpiece in town planning’. She reads once more from the Loeb
edition of Plato’s Critias: ‘And of the buildings, some they framed in
one single colour, some were a pattern of many colours by blending
the stones . . . some of them being white, black and red.’ The camera
changes focus from Hughes to the stones of the Akrotiri site. The
presenter continues, now filmed in a long shot, while pointing at the
multicoloured stones: ‘Just look at the local stone that they still use
here at the site of Akrotiri.’ She proceeds to show preserved buildings
that were buried under up to sixty feet of volcanic ash. The presenter
explains that, ‘even so, it’s been difficult to know what the place
must have looked like in its former glory [pause] until now’ (spoken
emphasis). In what follows, digital technology is used as a tool to
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visualise how Therans may have been the creators of architectural
masterpieces, just like the Atlanteans.
Next, Hughes and Professor Clairy Palyvou of the School of
Architecture at the Aristotle University of Thessaloniki are filmed in a
point-of-view shot before a computer screen. A close-up reveals that
they are observing a software program for 3D architectural modelling.43 Hughes’ voiceover states: ‘Palyvou has come up with a vision
of Akrotiri in its heyday, before the eruption, where the buildings
were intact.’ While the camera navigates through and inside these
generously decorated 3D buildings, Palyvou explains:
It is a very sophisticated architecture . . . not only meeting everyday needs
. . . shelter or protection . . . so many things that are there for the first time in
the world . . . two, three storey buildings on an earthquake sensitive region
. . . built in a style of architecture that involves a lot of openings back then
. . . that [windows] was something very innovative . . . the architecture of an
affluent society. This prosperity is shared by a large number of the community, it’s not something that is kept only for the elite.
The virtual exploration of the 3D reconstructions (as for example
in Figure 9.2) grants the viewer a navigable/interactive insight into
the society of the Therans as a technologically advanced society.
The 3D models used in ‘Atlantis’ are on a par with recent trends in
archaeological scholarship.44 The ‘Atlantis’ models could be classified
under the CA wave, influenced by theory on human–computer interaction and gaming software that attempts immersive simulation.45 It
includes engagement with the user, in the form of first-person navigation. It pays more attention to the experience of place and space
Figure 9.2 Inside a Minoan house: Atlantis: The Evidence (2010). Screenshot.
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than to static recreation. In other words, the user’s interaction with
the model potentially generates further archaeological observations.
In ‘Atlantis’ this interaction between user and cyberspace is ruled by
a kinaesthetic approach. Hughes and Palyvou exchange information
with the environment by embodied navigation, and interpret the site
for the televisual audience collaboratively. CA tools and methodology are then deployed to communicate space, light and quality of
lifestyle. The collaborative analysis of the 3D visualisation sheds light
on Minoan life via interaction, engagement and feedback, as CA epistemologies dictate.46 The virtual environment is a simulation space of
an archaeological site created by information with the help of software. Through this technologically advanced methodology, informed
by current trends in archaeology, the programme validates once more
the hypothesis that the architectural expertise of the Therans matches
Plato’s narration of the Atlanteans.
CONCLUSION: POSTHUMAN CLASSICAL
RECEPTIONS
This chapter showed that while archaeology dominates the discursive techniques of the genre, digital technology is slotted in among
more traditional modes of rendering the documentary’s subject to
justify the hypothesis that Plato’s Atlantis corresponds to Bronze
Age Thera. In order to legitimise fiction as fact, the programme visualises selected parts from Plato’s Dialogues and evaluates scientific
evidence through the indexical power of images, bringing together
archaeological sites, original media footage, specialists and Bronze
Age artefacts; it also incorporates digital tools known from popular
culture and scientific research, such as CGI and 3D visualisations.
This collection and organisation of disparate visual cues blend fiction
into fact, narration into experience, and connect up ancient ideas
with present epistemologies. The ‘evidence’ and its additional digital
layer are placed to visually validate the ancient Greek narrative in
immersively ekphrastic (and perhaps convincing) ways, as the programme’s promotional material claims.
Specifically, the digital aesthetic of Atlantis brings to life Plato’s tale
of a long-lost utopian civilisation, and connects it with a real place:
Thera.47 This connection is made credible as it incorporates scientific
evidence in justifying Atlantis’ location in the Cyclades. Technology,
conceptual art, narrative and science mingle to validate the documentary’s hypothesis. In many ways, ‘Atlantis’ is a prime example of
the interdisciplinarity that characterises current historical inquiry. It
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shows how beyond the ‘wow’ factor of sophisticated reconstructions
of the ancient world, technology allows the aggregation, subsequent
extraction and visualisation of information about the past in ways
which were previously extremely difficult to achieve due to the large
scope and complexity of data. Plato’s narrative becomes visualised
with the validating authority that science and digital technology
allow, and the audience is led from fiction to reality, and vice versa.
There are deeper epistemological problems regarding the relative
value of the visualisation of the intersections between scientific and
humanistic modes of knowledge creation.48 However, by discussing
digital technology as a tool for the visualisation of the mythical
Atlantis, this study demonstrates how technology may contribute in
the production of knowledge.
‘Atlantis’ is a particularly rich example of how historical documentary evolves as a cultural form. It combines, at the same time, human
and posthuman elements and in so doing, it claims a right to make
meaning about human experience, with tools beyond human experience. In documentary, technology is not neutral in the process of
knowledge production: it defines the level and aesthetic of conceptualisation and recreation of a given culture and society. Furthermore,
it creates affordances for authenticity. Digital tools are therefore central to how the imagined past is both rendered and received. Beyond
quality and aesthetics, what we can do with technology decides the
specifics of what we may visualise and, in turn, what we may claim
about the past.
P RO G R A M M E S D I S C U S S E D
Timewatch. Episode: ‘Atlantis: The Evidence’. Prod. and dir. Natalie
Maynes. BBC Northern Ireland. BBC2. Wednesday 2 June 2010,
7.00–8.00pm.
Atlantis: End of a World, Birth of a Legend. Prod. Detlef Siebert. Dir.
Tony Mitchell. BBC Northern Ireland. BBC1. Sunday 8 May 2011,
9.00–10.00pm.
NOTES
1
2
3
4
See Vidal-Naquet (2005).
Described by Vidal-Naquet and Lloyd (1992).
See Pellegrino (1991) and Friedrich (2000).
See, for example, Schreibman, Siemens and Unsworth (2004); Mahony
and Bodard (2010: 1–14); Barker et al. (2012). For 3D geospatial
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5
6
7
8
9
10
11
12
13
14
15
16
17
18
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analysis see Landeschi et al. (2016). Cyber-archaeology is introduced
more fully below.
For gaming as instrumental in mediating the past see Chapman (2016).
See also current online initiatives from within and outside the realm
of game studies, such as <https://playthepast.org> for history> and
<https://archaeogaming.com> for archaeology (both last accessed 20
March 2017).
See Hughes (2012: 10), cited by Hobden (2016: 134).
On these qualities of historical television documentary, see for example
Makrinos (2013: 368).
See promotional material at <http://www.bbc.co.uk/pressoffice/pressre
leases/stories/2010/02_february/26/atlantis.shtml> (accessed 20 March
2017).
On dramatisation in ancient world documentaries, with references to
the wider discussion of its place within the documentary tradition, see
Hobden (2017: 503–11).
Landesman (2008: 34–5).
Rosen (2001: 302), cited by Landesman (2008: 34).
On digital ekphrasis in relation to tactility see Lindhé (2013) and in
relation to immersive sound see Foka and Arvidsson (2016).
Theon, for example defines ekphrasis as ‘descriptive language, bringing what is portrayed clearly before the sight’ (Kennedy 2003: 45).
Initially used within the practice of rhetoric, the origin of ekphrasis is
documented in the Hellenistic schools during the first centuries ad in
the compositional exercises Progymnasmata: four treatises attributed
to Theon, Hermogenes, Nikolaos and Aphthonios. Cf. Webb (2009: 5,
128).
For the tale of Atlantis and its later reception see Ellis (1998). In terms
of what served as the inspiration for the tale of Atlantis see Friedrich
(2000) and Vidal-Naquet (2005). For Atlantis as a rhetorical construct
see Morgan (1998).
A typical ancient world documentary technique. See the programme
description at <http://www.bbc.co.uk/programmes/b00sl29f> (accessed
20 March 2017).
This is the script recording of the first broadcast, openly available
under a presumption of ‘fair use’ on Dailymotion: <http://www.dailymo
tion.com/video/xt53x0_bbc-timewatch-2010–atlantis-the-evi dencehdtv-x264–ac3-mvgroup-org_school> (accessed 20 March 2017).
Post-processual archaeological theory emphasises the subjectivity and
multiplicity of interpretations of the same artefact and events connected
to it. See Hodder and Hutson (2003).
The BBC sought permission to use the Loeb 1929 edition, translated by
R.G. Bury. Hughes simplified the translation herself in order to make the
text more accessible to the average viewer (source: personal email correspondence with the author). The Loeb series is a documentary staple.
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19 Manovich (2001: 218).
20 This technique is often referred to as database narrative: when visual
and narrative are not chronologically linear but an assemblage that may
be geographically and chronologically disparate. See Manovich and
Kratky (2005), with Murray (1998: 157). On the indexical power of
images see Ward (2005: 11) and Hughes-Warrington (2009: 7).
21 See Hales (2011).
22 ‘Atlantis’’ survey of catastrophe departs from Mary Beard’s Pompeii:
Life and Death in a Roman Town (Lion TV, 2010) where catastrophe
is restaged as archaeology in performance: Hobden (2013a). The docudrama Pompeii: The Last Day (2003) and Pompeii: The Mystery of the
People Frozen in Time (2013) does not deploy digital technology. For
science and technology as a rhetorical trope in documentary see Hobden
(2016: 131–4).
23 Sepia (the word derives from the Greek for ‘cuttlefish’) was used in
antiquity as a colour and a drawing material; it remained an artist’s
drawing material until the nineteenth century. The colour connotes the
past because it is associated with old-time photography and painting.
See the entry for ‘sepia’ in Maerz and Paul (1930: 179).
24 Winkler (2004: 89).
25 Cyrino (2005: 224).
26 Paul (2010: 20).
27 Belton (1992).
28 See promotional material on the BBC website: <http://www.bbc.co.uk/
pressoffice/pressreleases/stories/2010/02_february/26/atlantis.shtml>
(accessed 20 March 2017).
29 See Warren (2000) for early work on the posthuman aesthetic in film,
and Brown (2013).
30 Hayles (1999: xi).
31 Athens is canonised in documentary as a politically progressive city
state: see Hobden (2013b).
32 For the emotional component, compare Hobden (2016: 121–6) on
(CGI) spectacles of destruction in the BBC dramatised documentary
Pompeii: The Last Day (2003).
33 See Hobden (2013a) for the programme as a form of dramatising
archaeology.
34 Manovich (2001: 153).
35 Manovich (2001: 91–192).
36 Manovich (2001: 202).
37 Schreibman, Siemens and Unsworth (2004); Forte (2010).
38 Schreibman, Siemens and Unsworth (2004); Mahony and Bodard (2010:
1–14); Nygren, Foka and Buckland (2014); for mapping visualisations
especially see Barker et al. (2012).
39 Giaccardi (2012). For an overview on technology and the potential of
digital models to reconstruct the ancient space, especially regarding
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40
41
42
43
44
45
46
47
48
Anna Foka
Roman society, see Earl (2007) and Anderson (2004). For work on 3D
geographic information systems and visuality of ancient home space see
Landeschi et al. (2016).
Forte and Siliotti (1997).
Westin (2012); Tziovas (2014).
Forte (2010).
Mattis Lindmark, a 3D specialist at HUMlab, Umeå University, identified
the program as a 2010–version Maya 3D or Max. The way the camera
navigates in the virtual environment points towards a pre-rendered
movie. This level of technical quality can easily be accomplished by any
software today.
Forte and Siliotti (1997).
Forte (2010).
On the basis of the latest full-immersion screens and wearables (Oculus
Rift etc.) it is estimated that frames separating cyberspace and reality
will give way to augmented reality and so forth: see Forte (2010).
For a detailed discussion of the posthuman, see Hayles (1999: 2–33).
Smithies (2014).
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