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Cinematic Appeals follows the effect of technological innovation on the cinema experience, specifically the introduction of widescreen and stereoscopic 3D systems in the 1950's, the rise of digital cinema in the 1990's, and the transition to digital 3D since 2005. Widescreen cinema promised to draw the viewer into the world of the screen, enabling larger-than-life close-ups of already larger-than-life actors. This technology fostered the illusion of physically entering a film, enhancing the semblance of realism. Alternatively, the digital era was less concerned with the viewer's physical response and more with information flow, awe, and the reevaluation of spatiality and embodiment. This study ultimately shows how cinematic technology and the human experience shape and respond to each other over time.
Film --- Motion picture audiences. --- Technology in motion pictures --- Cinematography --- Digital cinematography. --- Cinéma --- Technologie au cinéma --- Cinéma numérique --- Technological innovations. --- Publics --- Innovations --- Technologie --- Technology in motion pictures. --- Au cinéma --- Cinéma --- Technologie au cinéma --- Cinéma numérique --- Innovations. --- Cinéma numérique. --- Publics. --- Au cinéma. --- Cinéma numérique. --- Au cinéma.
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While many books have addressed visual effects in Hollywood cinema, The Digitization of Cinematic Visual Effects: Hollywood's Coming of Age, by Rama Venkatasawmy, fills an important gap in cinematic analysis and film history by providing a periodization and techno-historical account of visual effects in Hollywood cinema.
Motion pictures --- Cinematography --- Digital cinematography. --- Cinéma --- Cinéma numérique --- History --- Special effects. --- Histoire --- Effets spéciaux --- Digital filmmaking --- Digital moviemaking --- Special effects (Cinematography) --- Trick cinematography --- Digital techniques --- Special effects
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In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.
Machinima films. --- Digital cinematography. --- Machinimas --- Cinéma numérique --- film --- filmtheorie --- digitale film --- machinima --- games --- videogames --- spellen --- 791.41 --- Cinéma numérique --- Digital cinematography --- Machinima films --- 3D game-based animated films --- 3D game-based films --- Animated films --- Cinematography --- Digital filmmaking --- Digital moviemaking --- Digital techniques
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