Pioneers in Machinima: The Grassroots of Virtual Production

Pioneers in Machinima: The Grassroots of Virtual Production
Title Pioneers in Machinima: The Grassroots of Virtual Production PDF eBook
Author Tracy G. Harwood
Publisher Vernon Press
Total Pages 271
Release 2021-09-07
Genre Photography
ISBN 1648892140

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This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.

The Future of Digital Communication

The Future of Digital Communication
Title The Future of Digital Communication PDF eBook
Author Raquel V. Benítez Rojas
Publisher CRC Press
Total Pages 157
Release 2023-08-25
Genre Computers
ISBN 1000926036

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This collection of essays explores the present and future of digital communication through a range of interdisciplinary approaches, all of which focus on the so-called metaverse. The metaverse is a combination of multiple elements of technology – including virtual reality, augmented reality, and video – where users "live" within a digital universe. The vision for this new universe is that its users can work, play, and stay connected with friends through everything. Such a vision is hinted at in existing phenomena such as online game universes.

Creating Digitally

Creating Digitally
Title Creating Digitally PDF eBook
Author Anthony L. Brooks
Publisher Springer Nature
Total Pages 562
Release 2024-01-08
Genre Technology & Engineering
ISBN 3031313607

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This book of 21 chapters shares endeavors associated to the human trait of creative expression within, across, and between digital media in wide-ranging contexts making the contents perfect as a course study book uptake within related educations. Globally located chapter authors share their comprehensive artisan perspectives from works associated with regional cultures, diversities of interpretations, and widespread scopes of meanings. Contents illustrate contemporary works reflecting thought-provoking comprehensions, functions, and purposes, posit as contributing toward shifting of boundaries within the field. Original to this approach is the reflective offerings on creating digitally beyond typical psychological analysis/rapportage. The book's general scope and key uses are thus to contribute to scholarly discussions toward informing future projects by having an intended wide readership including from within educations, to artisans, and wider interested public. Chapter 7 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

The Intermediality of Contemporary Visual Arts

The Intermediality of Contemporary Visual Arts
Title The Intermediality of Contemporary Visual Arts PDF eBook
Author Asun López-Varela Azcárate
Publisher BoD – Books on Demand
Total Pages 160
Release 2023-11-22
Genre Social Science
ISBN 180355858X

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The Intermediality of Contemporary Visual Arts explores a range of topics within the field. The volume delves into the realm of intermediality within the visual arts. Each chapter explores a different aspect; from the evolution of Intermedial Studies over the past decades to the shifts in print typography and the emergence of “cut-ups” within a context of resistance against conventions, the concept of Visual Music and its relation to pioneering filmmaking, visual representations of intimacy as they evolve from painting to other visual formats like comics, film, and television, and finally the transmedial potential of cultural symbols in virtual reality, all of which involve greater multimodal and emotional elements that enhance audience immersion. The volume closes by highlighting the need for a comprehensive approach to visual art education and pedagogical methods that foster creativity, emphasizing the intermedial aspects present in contemporary visual arts.

ECEL 2022 21st European Conference on e-Learning

ECEL 2022 21st European Conference on e-Learning
Title ECEL 2022 21st European Conference on e-Learning PDF eBook
Author Panagiotis Fotaris
Publisher Academic Conferences and publishing limited
Total Pages 519
Release 2022-10-27
Genre Education
ISBN 1914587553

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Directing the Narrative and Shot Design

Directing the Narrative and Shot Design
Title Directing the Narrative and Shot Design PDF eBook
Author Lubomir Kocka
Publisher Vernon Press
Total Pages 446
Release 2019-07-25
Genre Photography
ISBN 1622735226

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This book is a “directing-altering book” as it provides high-quality learning resources that encourage and challenge film enthusiasts, aspiring directors, film students, and professionals to strive for new levels of excellence and impact in their film directing, television directing, and new media directing. This book puts forward a well-informed and innovative discussion of critical director’s choices that have not previously been considered by existing texts on film and television directing. This book presents a wide range of directorial concepts and directing exercises that include: • Psycho-physiological regularities in left-right/right-left orientation transferred to a shot design. How directors can manipulate the viewer’s perception of a character and of the journey they are on using screen direction. • Methodology and visual strategy for rendering a scene based on character perspective. • The directorial concept of emotional manipulation. • Demystifying the 180-degree rule.

All Around Monstrous: Monster Media in Their Historical Contexts

All Around Monstrous: Monster Media in Their Historical Contexts
Title All Around Monstrous: Monster Media in Their Historical Contexts PDF eBook
Author Verena Bernardi
Publisher Vernon Press
Total Pages 298
Release 2019-10-31
Genre Social Science
ISBN 1622737946

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We know all kinds of monsters. Vampires who suck human blood, werewolves who harass tourists in London or Paris, zombies who long to feast on our brains, or Godzilla, who is famous in and outside of Japan for destroying whole cities at once. Regardless of their monstrosity, all of these creatures are figments of the human mind and as real as they may seem, monsters are and always have been constructed by human beings. In other words, they are imagined. How they are imagined, however, depends on many different aspects and changes throughout history. The present volume provides an insight into the construction of monstrosity in different kinds of media, including literature, film, and TV series. It will show how and by whom monsters are really created, how time changes the perception of monsters and what characterizes specific monstrosities in their specific historical contexts. The book will provide valuable insights for scholars in different fields, whose interest focuses on either media studies or history.