concept style-strategy ◆ emerging
Vertical Video Framing
he practice of composing and editing for a portrait-oriented aspect ratio (e.g., 9:16). Historically considered a 'wrong' format due to its incompatibility with cinematic and broadcast standards, it has been reclaimed by mobile-first creators and avant-garde artists to explore different modes of visual attention. This framing often emphasizes single subjects, verticality in architecture or the human form, and a sense of immediacy or personal perspective native to handheld devices. This format is not merely a recent trend but has historical precedents in 19th-century optical toys, early television prototypes, and avant-garde art. Its contemporary perception as 'amateurish' is a cultural construct stemming from its incompatibility with dominant horizontal standards, a notion that is actively challenged by its deliberate use in both social media and gallery art. To compensate for the narrow field of view, editors frequently use digital pan and scan techniques to create movement and reframe within a static vertical shot. An ecosystem of plugins has emerged to facilitate this, offering presets for dynamic zooms, pans, and graphic overlays specifically optimized for vertical aspect ratios. This practice is a direct consequence of what Francesco Casetti calls 'Cinematic Relocation,' where the cinematic experience moves from the traditional horizontal theater screen to vertically-oriented mobile devices.
notes
Automated tools like 'Smart Reframe' can speed up the process of converting horizontal footage, but they often lack the narrative foresight of a human editor. A manual pass is almost always necessary to ensure the reframing serves the story, not just the algorithm.
criteria
- Recognize the format's historical lineage, from early optical toys to video art, to understand it as a recurring alternative rather than a new mistake.
- Analyze its use on social media as a site of 'contested mediality,' where user-generated content challenges professionally mandated standards.
visual examples
- Brian Eno's 'ambient films' (1980s) — Used vertical monitors to 'paralyze' the moving image and emphasize the objective presence of the display apparatus.
- Works by Paolo Gioli (1970s-80s) — Explored the formal tensions between the film image and the exhibition apparatus, often using vertical compositions.
- Arcade video games (c. 1970s-80s) — Many early games used vertical monitors to suit the gameplay, normalizing the format in that specific context.
neighborhood · 8