In my last post, I stated that there is a logical system behind publishing a work in a different scenario as the same genre (such as the first work being animated and then presented as an animation in its modified form) or a different genre (such as the first work being a comic book and then present...
Expand postIn my last post, I stated that there is a logical system behind publishing a work in a different scenario as the same genre (such as the first work being animated and then presented as an animation in its modified form) or a different genre (such as the first work being a comic book and then presented as an animation), and I said I will explain it in another post.
I will try to explain this system, which I call "Visual Timbre and Multiple Story Universes", in detail in this post, but before that post;
I recommend you to read my post at
https://www.stage32.com/lounge/animation/Universal-Rules-for-Continuing-...
Seeing can simply be explained as the light reflected from objects reaching our eyes and then being transmitted to our brain to form an image. So what are the effects of this situation on human perception?
From the moment we are born and start using our sense of sight, we observe and interpret the interactions of people, objects and events around us, both with us and with each other. In addition, over time, we learn that what we see around us does not have to appear only as it appears to us, but can appear as we want it to appear in our brains (imagination) and even exist in the world we see as works of art (paintings, comics, movies, etc.).
So how is it that we can visually distinguish between the world our eyes see and the worlds we see in works? How is it that we can even distinguish between worlds that appear to us as the world we see?
The term "Timbre" used in sound science indicates that two sound sources can be heard in a unique way by the human ear even if they have the same frequency and wavelength. Thanks to this feature, the sounds we hear from a violin and a guitar are different from each other.
The same logic applies to visuals. Although they all come to our eyes as the same photons (the speed of light is constant, although it varies depending on the environment it is in, and this value is obtained by the conservative multiplication of the frequency of light and its wavelength), we can distinguish the works from the world we see and from each other with the different images formed in our brains. This is what I call "Visual Timbre".
This feature has many benefits. For example, it is based on this that animation and comics are considered separate categories from other genres. However, one point should be noted. Animated films are formed by replacing each visual frame in a sequential manner. Therefore, even if you look at only one frame instead of a film, you will still get the same timbre of the image. Simply put, the timbre of the whole is the same for each part. This important point is the same for animation, comics and everything else that is visual.
Another benefit is that it allows a work to be handled in different or the same genre. By handling written works visually (novels as comics or movies) or visual works in other types of visuals (comics to animation or animation to movies), works are produced with both different stories and different visuals.
Not only that, but the presence of visual effects is also possible thanks to the difference in timbre. In this way, impressive visuals with the same timbre or a closer timbre can be added to a visual with a certain timbre (especially in science fiction and action works).
There is also a philosophical aspect to "Visual Timbre". Do those living in a world that looks like animation to us see their world like ours or like animation? If we go by the logic of the film industry, they must see it like animation. Because in this way, different works can be produced due to the difference in timbre. However, according to another possibility, they may see their world like ours. In fact, we may look like animation to them. This could be a great scenario idea.
So how is it that so many visual works can be produced with such a difference in timbre, yet they can be both interconnected and independent of each other? Here, I am not just discussing all the visual versions of a work. I am also referring to the relationship between the visual versions of all the works.
It is possible to see many examples of this, especially in today's productions. In some works, characters that belong to different stories but have the same timbre (for example, The Amphibia and The Owl House take place in the same world), in some works, characters with different timbres and/or the same timbre with the same story (for example, Spider-Man: Jump to Spider-Verse), or in some works, characters that are different in both story and timbre (for example, Space Jam) can be connected to each other and have their stories live independently of each other.
There is a scientific and logical system behind the connection between all these works. I call it "Multiple Story Universe", which is the version of the multiverse theory we all know for works.
The point I want to make clear is that every story in this system must have a visual version. It doesn't matter if the main version is a written source and visualized or if it has been visual from the beginning. However, works that have no visual examples (illustrations are not included here) are not included in this system. They can still be included as information, and many works already have examples of this.
The multiverse theory was first scientifically proposed by Hugh Everett in 1957. Hugh reached this conclusion thanks to the famous Schrödinger's Cat experiment. A cat in a box with no interior visible will die from the poison triggered by the radioactive material in the box if it decays, but it will live if it does not. The main point here is that you cannot know whether the cat is alive or not without opening the box and looking inside. Therefore, until the result is observed, two possibilities exist simultaneously, and only when the observation is made can one of the two be definite.
Everett, on the other hand, put forward the theory of today's multiverse by proposing that when one of the two possibilities is confirmed, the other possibility can also be confirmed in another universe. In other words, if there is a possibility, the moment one of them occurs in one universe, the other occurs in a parallel universe.
If we apply this scientific approach to works, we can create a new version of a work by ensuring that the referenced events occur or do not occur in order to change the story of the work. (Justice League: Flashpoint Paradox can be given as an example, although it involves time travel).
It should also be noted that, unlike quantum and cosmology events, time is also an important variable in the production of new works. (One of the most famous examples is H.G. Wells's The Time Machine. There are also two films of the book, one faithful to the original and the other modified.)
Another issue that is related to this theory and allows us to understand parallel universes is the Anthropological Principle. Thanks to this principle, the differences between the scientific structures of parallel universes can be interpreted. For example, if there is gravity in our universe, there is no gravity in another universe.
With these three scientific approaches, we can bring together works that are products of imagination and visualized within a logical system. Not only that, we can also logically explain how the next modified story will be and what kind of scenario can be obtained if the works are combined.
However, unfortunately I cannot explain to you exactly how these issues work here. The biggest reason for this is that these three scientific issues have not yet been fully proven. In fact, the subject of my academic thesis is about these and I have developed a theory that will explain everything on this subject. However, since there may be a copyright problem both scientifically and in terms of the work, I do not think it would be right to tell you my opinion right now.