ADVENTURES IN THE REEL WORLD

Model “A”, the first version of the classic View-Master viewer (1939), which originally opened like a clamshell for loading of the picture reel. The scene change lever (with wire spring attached) is on the inside back of the unit.
By MICHAEL PERKINS (author of the new image collection FIAT LUX, available now from NormalEye Press)
IN 1939, THIS STRANGE CLAMSHELL-SHAPED OBJECT sneaked onto the photographic market as a souvenir of the New York World’s Fair, offering itself as a thoroughly modern version of the 19th-century stereopticon. Instead of a rectangular card, the gizmo contained a disc, inside of which were sandwiched seven matching pairs of color transparencies, one for each eye of a stereoscopically-abled human, and which, when held up to any light source, allowed the brain to blend the two slightly different versions of the subject into a convincing illusion of depth. Model “A” of the contraption, called a “View-Master” by its inventors, would, over the next eight year, allow armchair adventurers to travel the world without leaving their living rooms, seeing in each reel, as the advertisement went, “seven more wonders of the world.”
At this writing (December 2020), those ubiquitous little discs, about 1.5 billion of them so far, could easily circle said globe several dozen times, with the View-Master brand growing over the generations to include lighted viewers, talking viewers, models shaped like Mickey Mouse, Batman and Barbie, both two and three-dimensional projectors, study guides for surgical anatomy, sighting practice for WWII fighter pilots, and, by the second decade of the 21st century, even virtual reality headpieces linked to phone app content. The brainchild of postcard magnate Edwin Mayer and photographer William Gruber grew from primarily scenic travel titles sold in serious camera shops to one of the biggest purveyors of affordable kiddie entertainment, starting with View-Master’s first contract with Disney in the 1950’s and continuing with every major cartoon and movie tie-in since then, marketed mostly through major toy chains.
Over the years, the company passed through the hands of several corporations, from the original Sawyer’s optical company to GAF, then Mattel, Fisher-Price, and other firms major and minor. The venture into virtual reality of recent years, sadly, seems to have spelled the end for the product, which is, alas, finally too slow and low-tech for the world of 2020. As recently as last year, there was talk (and only talk) of a feature film based on VM, based on the proposition that, as with The Lego Movie, every classic toy has a big-screen blockbuster lurking inside it, if only you look hard enough. Turns out…no.
But I must shed at least a quiet tear at View-Master’s demise, given that it was the product’s seductively scenic “packets” that initially excited me about the idea of making my own pictures. Those cramped little squares taught me a lot about what to include or exclude in a composition for minimum clutter and maximum narrative impact. Decades later, I even managed to scavenge a View-Master stereo camera (yes, there were such things) and a Stereo-Matic 500 projector, allowing me to come full circle, both shooting and projecting my own reels in 3-D (thus pre-paying my Geek Insurance for the next foreseeable lifetime). More importantly, the dozens of VM shooters (most of them uncredited in their lifetimes) who covered everything from the Grand Canyon to the moon landing over 81 years informed the way I approach the very idea of photography. The lessons were simple; make something beautiful; tell a story; and keep looking around the next corner, for, who knows, seven more wonders of the world.
A BOX FULL OF ALMOSTS

Shooting for 3D (top image) often cost me a lot of composition space, forcing me to frame in a narrow vertical range, but learning to frame my message in those cramped quarters taught me better how to draw the viewer “in deep” when composing flat 2D images.
By MICHAEL PERKINS
I RECENTLY SPENT AN ANGUISHED AFTERNOON sifting through a box of prints that I shot from about 1998 through 2002, a small part of my amateur work overall, but a particularly frustrating batch of images to revisit. Even given the high number of shots of any kind that one has to take to get a small yield of cherished images, the number of “keepers” from this period is remarkably low. It is a large box of almosts, a warehouse of near misses. Still, I felt that I needed to spend some “quality time” (strange phrase) mentally cataloguing everything that went wrong. I could have used a stiff drink.
One reason that the failure rate on these pictures was so high was because the pictures, all of them stereoscopic, were taken with one of the only cameras available for taking such shots at the time. The Argus 3D was an extremely limited film-based point-and-shoot which had been introduced for the sole purpose of producing cheap prints that could be developed by any vendor with conventional processing. The resulting 4×6 prints from the Argus were not the red-green anaglyph shots requiring the infamous cardboard glasses to decipher their overlaid images. but single prints made up of two side-by-side half-frame images in full color, which could later be inserted into an accompanying split-glass viewer that came with the camera.
The 3D effect was, in fact, quite striking, but the modest camera exacted a price for producing this little miracle. Since stereo works more dramatically at longer focal lengths, only shots made at f/11 or f/16 were offered on the Argus, which also had a fixed shutter speed and could not accommodate films rated higher than ASA 100. As for better 3D cameras, most available in the late ’90’s were dusty old relics from the late ’40’s and ’50’s, meaning that any hobbyist interested in stereo photography had to pretty much accept the built-in limitations of the rigs that were available. As a result, I had only basic control over exposure; light flares would invariably create huge streaks on one of the two angled lenses, creating a headache-y “flicker” in the viewing of the final print; and, worst of all, you had to compose every shot in vertical orientation, regardless of subject, in half the width in which you normally worked.
Worse for the artistic aspect of the project, I seem to have been sucked into the vortex that traps most shooters when learning a new technique; that is, I began to shoot for the effect. It seems to have been irrelevant whether I was shooting a bouquet of roses or a pile of debris, so long as I achieved the “eye-poke” gimmick popping out of the edge of the frame. Object (and objectives) became completely sidelined in my attempts to either “wow” the viewer or overcome the strictures of the camera itself. The whole carton of prints from this period seems to be a chronicle of a man who has lost his way and is too stubborn to ask directions. And of the few technically acceptable images in this cluster of shots, fewer still can boast that the stereoscopic element added anything to the overall impact of the subject matter. Can I have that drink now?
A few years later, I would eventually acquire a 1950’s-vintage Sawyer camera (designed to make amateur View-Master slides), which would allow me to control shutter speed, film type, and depth of field. And a few years after that, my stereo shots started to be pictures first, thrill rides second. Grateful as I was for the improved flexibility, however, the Argus’ cramped frame had, indeed, taught me to be pro-active and deliberate in planning my compositions. Learning to shoot inside that cramped visual phone booth meant that, once better cameras gave me back the full frame, I had developed something of an eye for where to put things. Even in 2D, I had become more aware of how to draw the eye into a flat shot.
Today, as I have consigned 3D to an occasional project or two, the lessons learned at the hands of the cruel and fickle Argus serve me in regular photography, since I remain reluctant to trust even more advanced cameras to make artistic decisions for me. Thus, even in the current smorgasbord of optical options, I feel that, in every shot, I am still the dominant voice in the discussion.
That makes all those “almosts” worth while.
Almost.
Bartender? Another round.
Thoughts?