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Understanding Machinima

Author: Jenna Ng
Publisher: A&C Black
ISBN: 1441149627
Size: 75.76 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
Publisher: IGI Global
ISBN: 1466683856
Size: 57.24 MB
Format: PDF
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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
Publisher: Bloomsbury Publishing USA
ISBN: 1501330519
Size: 38.18 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.

Cinematic Chronotopes

Author: Pepita Hesselberth
Publisher: Bloomsbury Publishing USA
ISBN: 1623566479
Size: 13.77 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
Publisher: McFarland
ISBN: 0786488387
Size: 37.62 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.

Kunstkammer Laboratorium B Hne

Author: Helmar Schramm
Publisher: Walter de Gruyter
ISBN: 3110201763
Size: 11.18 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.

Videogames And Art

Author: Andy Clarke
Publisher: Intellect Books
ISBN: 1841501425
Size: 51.51 MB
Format: PDF, Kindle
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Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

Ich Muss Schreien Und Habe Keinen Mund

Author: Harlan Ellison
Publisher: Heyne Verlag
ISBN: 3641132010
Size: 27.13 MB
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Ich denke, also bin ich! Der Weltuntergang liegt bereits über einhundert Jahre zurück, ausgelöst durch einen verheerenden Weltkrieg von intelligenten Supercomputern. Die Überlebenden haben sich in einen unterirdischen Komplex geflüchtet, doch sie sind nun von einem solchen Computer abhängig. Dieser hat die Menschen unsterblich gemacht – um sie einer ewigen Folter zu unterziehen ... Harlan Ellison beweist mit seinen Stories, wie schonungslos spekulative Literatur die großen Fragen der Menschheit aufzudecken vermag.