understanding machinima essays on filmmaking in virtual worlds

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Understanding Machinima

Author : Jenna Ng
ISBN : 9781441149626
Genre : Social Science
File Size : 20. 3 MB
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In this groundbreaking new collection, Dr. Jenna Ng brings together academics, award-winning artists and machinima makers to discuss and explore the unique and fascinating combination of cinema, animation and games. Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control, by combining the techniques of filmmaking, animation production and the technology of real-time 3D game engines. With an opening preface by Henry Lowood, the leading academic studying Machinima, as well as a closing interview with Cao Fei, a Beijing-based artist who works mainly in Second Life, the collection features theoretical discussions addressing machinima from non-gaming perspectives. The various functions of machinima are also discussed, via game art and documentary, while also exploring the application of such machinima-making in a Cultural Analysis course at Umeå University.

New Opportunities For Artistic Practice In Virtual Worlds

Author : Doyle, Denise
ISBN : 9781466683853
Genre : Computers
File Size : 82. 24 MB
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Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Intermedia Games Games Inter Media

Author : Michael Fuchs
ISBN : 9781501330513
Genre : Social Science
File Size : 65. 22 MB
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While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

How To Play Video Games

Author : Nina Huntemann
ISBN : 9781479827985
Genre : Games & Activities
File Size : 84. 96 MB
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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Cinematic Chronotopes

Author : Pepita Hesselberth
ISBN : 9781623566470
Genre : Performing Arts
File Size : 67. 10 MB
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The site of cinema is on the move. The extent to which technologically mediated sounds and images continue to be experienced as cinematic today is largely dependent on the intensified sense of being 'here,' 'now' and 'me' that they convey. This intensification is fundamentally rooted in the cinematic's potential to intensify our experience of time, to convey time's thickening, of which the sense of place, and a sense of self-presence are the correlatives. In this study, Pepita Hesselberth traces this thickening of time across four different spatio-temporal configurations of the cinematic: a multi-media exhibition featuring the work of Andy Warhol (1928-1987); the handheld aesthetics of European art-house films; a large-scale media installation by Rafael Lozano-Hemmer; and the usage of the trope of the flash-forward in mainstream Hollywood cinema. Only by juxtaposing these cases by looking at what they have in common, this study argues, can we grasp the complexity of the changes that the cinematic is currently undergoing.

Machinima

Author : Phylis Johnson
ISBN : 9780786488384
Genre : Performing Arts
File Size : 24. 41 MB
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Unlike traditional animation techniques that use specialized 3D animation software, machinima—a term derived from the words “machine” and “cinema”—records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.

Lynch Ber Lynch

Author : David Lynch
ISBN : 3886612910
Genre :
File Size : 86. 5 MB
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Kunstkammer Laboratorium B Hne

Author : Helmar Schramm
ISBN : 9783110201765
Genre : Literary Criticism
File Size : 24. 53 MB
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Mit diesem Band startet eine neue, aus dem Berliner Sonderforschungsbereich "Kulturen des Performativen" hervorgehende und am Institut für Theaterwissenschaft der Freien Universität betreute Serie zur Wissenschafts- und Mediengeschichte, Theatrum Scientiarum, die 8 Bände umfassen wird. Der von renommierten Wissenschaftlern verfasste Band untersucht die Rolle des Raumes bei der Konstituierung von Wissen in der Frühen Neuzeit. Kunstkammern, Laboratorien und Bühnen entstehen im 17. Jahrhundert als Instrumente der Forschung und der Repräsentation. Die besondere epistemische Leistung materieller und immaterieller Spielräume bei der Performanz von Wissen harrt jedoch bislang noch genauerer Beschreibung. Daher nehmen die Beiträge des Bandes die Entstehungsbedingungen dieser Raumformen auf neuartige Weise in den Blick. Der institutionelle und der ideengeschichtliche Rahmen, die baulichen Vorbilder und die modularen Differenzierungen werden dabei ebenso beachtet wie die wissenschaftlichen Konsequenzen bestimmter Konstruktionsentscheidungen. Zwischen der Verortung des Beobachters im Repräsentationsraum der Wissenschaft und der raumzeitlichen Organisation von Sehen, Sprechen und Handeln im Kanon europäischer Theaterformen werden vielfältige Spuren verfolgt. Die Räume des Wissens und die Schauplätze der Kunst werden nicht nur in ihrer gegenseitigen architektur- und wissenschaftsgeschichtlichen Beeinflussung untersucht; sie werden auch hinsichtlich dessen, was in ihnen und durch sie möglich wurde, analysiert.

Closed Circuit Videoinstallationen

Author : Slavko Kacunko
ISBN : 9783640226740
Genre : Computers
File Size : 81. 91 MB
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Wissenschaftliche Studie aus dem Jahr 2005 im Fachbereich Kunst - Computerkunst, Medienkunst, , 800 Quellen im Literaturverzeichnis, Sprache: Deutsch, Abstract: Some reviews: “Closed Circuit Installations have been a major innovation in the evolution of art: The observer became visually and acoustically part of the system he observed. The inclusion of the viewer in the viewed image was a radical transformation of the image and was one of the revolutionary beginnings of participatory, interactive, immersive and virtual environments. This book that you hold in hand is the pivotal source book about this heroic period.” (Peter Weibel, ZKM, Karlsruhe, Chairman) „[...] Slavko Kacunko hat die große Diskrepanz zwischen dem theoretischen Überbau-Anspruch der meisten Autoren sowie der fehlenden Materialkenntnis erkannt und [...] Grundlagenarbeiten geleistet, die dem einzelnen Werk dient und dies nicht nur als Illustration einer Theorie benutzt [...] Slavko Kacunko hat mit diesem Werk eine Verbindung zwischen Kunst- und Medienwissenschaft geschaffen und damit eine theoretisch wie praktisch hochrangige Arbeit geleistet, die Maßstäbe setzt und der innerhalb der letzten Jahre meines Wissens nichts Vergleichbares an die Seite zu stellen ist.“(Wulf Herzogenrath, Kunsthalle Bremen, Director) „[...] dafür möchte ich mich nicht nur herzlich bedanken, sondern ihnen zu diesem fulminanten werk herzlich und aufrichtig gratulieren. sie haben mit diesem 'opus magnun' zweifellos einen meilenstein in der gesamten bisherigen geschichte der medienkunst gesetzt“ (Richard Kriesche, Media-Artist, Professor, Curator and Autor) [...] der Leitfaden zur Geschichte und Theorie der Medienkunst mit Bausteinen eines Künstlerlexikons, den Slavko Kacunko zu Closed Circuit Videoinstallationen verfasst hat, wird für die nächsten Jahrzehnte nicht nur wegen seines Umfangs ein Standardwerk sein. (Andrea Domesle, Critics, Camera Austria)

Quellcode

Author : William Gibson
ISBN : 3608937692
Genre :
File Size : 25. 96 MB
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