Bullet-Time in Simulation City: Revisiting Baudrillard and the Matrix by Way of the "Real 1999"
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Living in the Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture
Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture Kacmaz Erk, G. (2016). Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture. The International Journal of New Media, Technology and the Arts, 13-25. Published in: The International Journal of New Media, Technology and the Arts Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2016 Gul Kacmaz Erk. Available under the terms and conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License (CC BY-NC-ND 4.0). The use of this material is permitted for non-commercial use provided the creator(s) and publisher receive attribution. No derivatives of this version are permitted. Official terms of this public license apply as indicated here: https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. -
3.2 Bullet Time and the Mediation of Post-Cinematic Temporality
3.2 Bullet Time and the Mediation of Post-Cinematic Temporality BY ANDREAS SUDMANN I’ve watched you, Neo. You do not use a computer like a tool. You use it like it was part of yourself. —Morpheus in The Matrix Digital computers, these universal machines, are everywhere; virtually ubiquitous, they surround us, and they do so all the time. They are even inside our bodies. They have become so familiar and so deeply connected to us that we no longer seem to be aware of their presence (apart from moments of interruption, dysfunction—or, in short, events). Without a doubt, computers have become crucial actants in determining our situation. But even when we pay conscious attention to them, we necessarily overlook the procedural (and temporal) operations most central to computation, as these take place at speeds we cannot cognitively capture. How, then, can we describe the affective and temporal experience of digital media, whose algorithmic processes elude conscious thought and yet form the (im)material conditions of much of our life today? In order to address this question, this chapter examines several examples of digital media works (films, games) that can serve as central mediators of the shift to a properly post-cinematic regime, focusing particularly on the aesthetic dimensions of the popular and transmedial “bullet time” effect. Looking primarily at the first Matrix film | 1 3.2 Bullet Time and the Mediation of Post-Cinematic Temporality (1999), as well as digital games like the Max Payne series (2001; 2003; 2012), I seek to explore how the use of bullet time serves to highlight the medial transformation of temporality and affect that takes place with the advent of the digital—how it establishes an alternative configuration of perception and agency, perhaps unprecedented in the cinematic age that was dominated by what Deleuze has called the “movement-image.”[1] 1. -
Read Book Simulacron-3 1St Edition
SIMULACRON-3 1ST EDITION PDF, EPUB, EBOOK Daniel F Galouye | 9781612420202 | | | | | Simulacron-3 1st edition PDF Book The groups' long time arranger Larry Cansler had a successful career in the studios in Los Angeles scoring many movies including The Gambler series , variety shows, the Smothers Brothers Comedy Hour and many national commercials. By the mids, frontman Kenny Rogers had embarked on a solo music career, becoming one of the top-selling country artists of all time. Original Title. Now in its second year, an album of live versions of the "Calico" songs and hits like "Ruby," "Reuben James" and "Just Dropped In" could have sold quite well, bringing proven hits to the Jolly Rogers label at the same time. Terry later said that this made him feel like one of Gladys Knight 's Pips. Dec 19, Franky rated it really liked it Shelves: the-hard-challenge , sci-fi. Thankfully, it also offers the reader some moral opinions on how to proceed in the face of these unanswerable questions. Follow Blog via Email Enter your email address to follow this blog and receive notifications of new posts by email. In any event, what was Simulacron-3 about? The recording was a Kin Vassy era performance of an unknown date. You have a tenable mind George. Enter the private company Reactions, Inc. Dick would produced more work in about the same life span. Most of the sociological premises having to do with opinion polling, the reason for the simulations, have been trimmed. The third single from the album, a version of Merle Haggard 's "Today I Started Loving You Again" reached the lower regions of the country charts in mid This theme of choice is crucial to the plot of The Matrix in the sequels. -
Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn. -
The Making of Enter the Matrix
TWO MOVIES. ONE “THEN ALONG COMES THE WACHOWSKIS AND ANIMATED ANTHOLOGY. THEY WANT TO SHOOT AND THE MOST EXPENSIVE AN HOUR OF MATRIX LICENSED VIDEOGAME QUALITY MOVIE FOOTAGE FOR OUR EVER MADE. SEVENTEEN GAME – AND WRITE YEARS AFTER ITS ORIGINAL THE ENTIRE STORY” RELEASE, WE EXPLORE DAVID PERRY HOW ENTER THE MATRIX TRIED TO DEFY TRADITIONAL VIDEOGAME STORYTELLING BY SLOTTING INTO A WIDER TRANSMEDIA EXPERIENCE Words by Aaron THE MAKING OF Potter ames based on a licence have been around almost as long as the medium itself, with most gaining a reputation for being cheap tie-ins or ill-produced cash grabs that needed much longer in the development oven. It’s an unfortunate fact that, in most instances, the creative teams tasked with » Shiny Entertainment founder and making a fun, interactive version of a beloved working on a really cutting-edge 3D game called former game director David Perry. Hollywood IP weren’t given the time necessary to Sacrifice, so I very embarrassingly passed on the IN THE succeed – to the extent that the ET game from 1982 project.” David chalks this up as being high on his for the Atari 2600 was famously rushed out by a “list of terrible career decisions”, though it wouldn’t KNOW single person and helped cause the US industry crash. be long before he and his team would be given a PUBLISHER: ATARI After every crash, however, comes a full system second chance. They could even use this pioneering DEVELOPER : reboot. And it was during the world’s reboot at the tech to translate the Wachowskis’ sprawling SHINY turn of the millennium, around the time a particular universe more accurately into a videogame. -
Instructables.Com/Id/How-To-Enter-The-Ghetto-Matrix-DIY-Bullet-Time/ License: Public Domain Dedication (Pd)
Home Sign Up! Explore Community Submit All Art Craft Food Games Green Home Kids Life Music Offbeat Outdoors Pets Photo Ride Science Tech How to Enter the Ghetto Matrix (DIY Bullet Time) by fi5e on December 19, 2007 Table of Contents License: Public Domain Dedication (pd) . 2 Intro: How to Enter the Ghetto Matrix (DIY Bullet Time) . 2 step 1: Tools & Materials . 4 step 2: Dimension . 8 step 3: Cut Wood . 9 step 4: Drill Holes . 10 step 5: Stand Connections . 11 step 6: Shutter Cable Hack . 13 step 7: the Control Box . 15 step 8: Setting Up the Rig . 20 step 9: Connecting All the Cameras . 22 step 10: Pick Your Spot! . 23 step 11: Ghetto Matrix Operations Quick-Start Guide . 24 step 12: Act a Fool Son! . 30 step 13: Post Production . 40 step 14: Fin . 42 Related Instructables . 43 Advertisements . 43 Comments . 43 http://www.instructables.com/id/How-to-Enter-the-Ghetto-Matrix-DIY-Bullet-Time/ License: Public Domain Dedication (pd) Intro: How to Enter the Ghetto Matrix (DIY Bullet Time) The following is a tutorial on how to build your own cheap, portable and hood-style bullet time camera rig on the cheap and the fly. This rig was designed by the Graffiti Research Lab and director Dan the Man to use in a hip-hop music video for underground rappers Styles P , AZ and the legendary Large Professor (spinning below). Just another chapter in the GRL's continuing mission to make open source the sixth element of hip-hop. Peep the vid at the resolution of the proletariat (below): Or see how the higher-res live here . -
Japanese Cinema at the Digital Turn Laura Lee, Florida State University
1 Between Frames: Japanese Cinema at the Digital Turn Laura Lee, Florida State University Abstract: This article explores how the appearance of composite media arrangements and the prominence of the cinematic mechanism in Japanese film are connected to a nostalgic preoccupation with the materiality of the filmic image, and to a new critical function for film-based cinema in the digital age. Many popular Japanese films from the early 2000s layer perceptually distinct media forms within the image. Manipulation of the interval between film frames—for example with stop-motion, slow-motion and time-lapse techniques—often overlays the insisted-upon interval between separate media forms at these sites of media layering. Exploiting cinema’s temporal interval in this way not only foregrounds the filmic mechanism, but it in effect stages the cinematic apparatus, displaying it at a medial remove as a spectacular site of difference. In other words, cinema itself becomes refracted through these hybrid media combinations, which paradoxically facilitate a renewed encounter with cinema by reawakening a sensuous attachment to it at the very instant that it appears to be under threat. This particular response to developments in digital technologies suggests how we might more generally conceive of cinema finding itself anew in the contemporary media landscape. The advent of digital media and the perceived danger it has implied for the status of cinema have resulted in an inevitable nostalgia for the unique properties of the latter. In many Japanese films at the digital turn this manifests itself as a staging of the cinematic apparatus, in 1 which cinema is refracted through composite media arrangements. -
Images of the Religious in Horror Films
Journal of Religion & Film Volume 5 Issue 2 October 2001 Article 7 October 2001 The Sanctification of ear:F Images of the Religious in Horror Films Bryan Stone Boston University School of Theology, [email protected] Follow this and additional works at: https://digitalcommons.unomaha.edu/jrf Recommended Citation Stone, Bryan (2001) "The Sanctification of ear:F Images of the Religious in Horror Films," Journal of Religion & Film: Vol. 5 : Iss. 2 , Article 7. Available at: https://digitalcommons.unomaha.edu/jrf/vol5/iss2/7 This Article is brought to you for free and open access by DigitalCommons@UNO. It has been accepted for inclusion in Journal of Religion & Film by an authorized editor of DigitalCommons@UNO. For more information, please contact [email protected]. The Sanctification of ear:F Images of the Religious in Horror Films Abstract Horror film functions both as a threat and a catharsis by confronting us with our fear of death, the supernatural, the unknown and irrational, ''the other" in general, a loss of identity, and forces beyond our control. Over the last century, religious symbols and themes have played a prominent and persistent role in the on-screen construction of this confrontation. That role is, at the same time, ambiguous insofar as religious iconography has become unhinged from a compelling moral vision and reduced to mere conventions that produce a quasi-religious quality to horror that lacks the symbolic power required to engage us at the deepest level of our being. Although religious symbols in horror films are conventional in their frequent use, they may have lost all connection to deeper human questions. -
5 Annoying Trends That Make Every Movie Look the Same | Cracked.Com
7/12/12 5 Annoying Trends That Make Every Movie Look the Same | Cracked.com You Might Be A Zombie! iPad App Horror On Cracked Write For Us Login or Register Articles Videos Columnists Forums Quick Fixes Photoplasty More Categoriies:: Movies & TV Video Games Music Sports Tech History Science Celebrities Weird World Urinal Attacks: The 6 Movies With Political When Movie Montages Next Scary News Trend Agendas You Didn't Get Out of Hand Notice Home Mov ies & TV 5 Annoy ing Trends That Make Ev ery Mov ie Look the Same 20k Trending Now 5 Annoying Trends That Make Every 6 Mind Blowing Special Effects Y ou Won't Like Movie Look the Same Believe Aren't CGI 1,739 The 6 Creepiest Lies the Food Industry is Feeding Y ou By: Dan Seitz August 05, 2010 3,844,222 views 6 Famous Symbols That Don't Mean What Add to Favorites Send Y ou Think 1,133 Tw eet Hollywood: the dream factory, the place where joy is made and everybody craps rainbows and cocaine. But underneath the glitz is a bunch of working stiffs who are either just trying to get the job done, or hacks who get their original ideas by ripping off other hacks. That's why these days... Friends' Recent Activity #5. Movies are Color-Coded by Genre Have You Ever Noticed: There's some unwritten rule that horror movies should be blue: www.cracked.com/article_18664_5-annoying-trends-that-make-every-movie-look-same.html 1/12 7/12/12 5 Annoying Trends That Make Every Movie Look the Same | Cracked.com 6 Completely Legal Ways The Cops Can Screw Y ou By: Cezary Jan Strusiew icz 3,107,804 view s 9 Houses Y ou Won't Believe People Actually Live In By: Eric Yosomono, Mike Cooney 1,145,303 view s 8 Words Y ou're Confusing With The Ring Other Words By: Christina H 1,048,524 view s Crazy Eight: The Top Crazy Girlfriends in Movie History By: Michael Alarcon 731,278 view s 5 Modern Sports That Started As Excuses for Sex and Violence By: Mark Hill S aw 706,935 view s Cracked Shows The Nightmare on Elm S treet reboot. -
Selling Nostalgia: Mad Men, Postmodernism and Neoliberalism Deborah Tudor [email protected], [email protected]
Southern Illinois University Carbondale OpenSIUC Neoliberalism and Media Global Media Research Center Spring 2012 Selling Nostalgia: Mad Men, Postmodernism and Neoliberalism Deborah Tudor [email protected], [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gmrc_nm A much earlier version of this project was published in Society, May 2012. This version expands upon the issues of individualism under neoliberalism through an examination of ways that the protagonist portrays a neoliberal subjectivity. Recommended Citation Tudor, Deborah, "Selling Nostalgia: Mad Men, Postmodernism and Neoliberalism" (2012). Neoliberalism and Media. Paper 4. http://opensiuc.lib.siu.edu/gmrc_nm/4 This Article is brought to you for free and open access by the Global Media Research Center at OpenSIUC. It has been accepted for inclusion in Neoliberalism and Media by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. Selling Nostalgia: Mad Men , Postmodernism and Neoliberalism Deborah Tudor Fredric Jameson identified postmodernism as the “cultural logic of late capitalism” in his 1984 essay of the same name. Late capitalism, or neoliberalism, produces a society characterized by return to free market principles of the 19 th century and cultivates a strong return to rugged individualism. (Kapur) Postmodern cultural logic emphasizes visual representations of culture as a dominant cultural determinant. It is this framework that opens a discussion of Mad Men, a series that uses a mid century advertising firm as a filter for a history that is reduced to recirculated images. In Norman Denzin’s discussion of film and postmodernism, he examines how our media culture’s embodies neoliberal, postmodern notions of life and self. -
Baudrillard's Bastards: 'Pataphysics After the Orgy
SEMIOPHAGY: JOURNAL OF PATAPHYSICS VOL. III, WINTER, 2010 AND EXISTENTIAL SEMIOTICS Baudrillard’s Bastards: ’Pataphysics After the Orgy – Some Lessons for Journalists Peter Hulm Most thinkers write badly because they tell us not only their thoughts but also the thinking of the thoughts. – Nietzsche (1878), Human, All Too Human, Aphorism 188. The Invisible Philosopher Let’s start with the ‘pataphysian himself: • The consumer “no more ‘believes' in advertising than the child believes in Father Christmas, but this in no way impedes his capacity to embrace an internalized infantile situation, and to act accordingly” (1968/2005:182). • “Information is directly destructive of meaning and signification” (1981b/1994:79). • “The Gulf War did not take place” (1991/1995). 1 SEMIOPHAGY: JOURNAL OF PATAPHYSICS VOL. III, WINTER, 2010 AND EXISTENTIAL SEMIOTICS From his earliest writings Jean Baudrillard has been a media provocateur of such Nietzschean brilliance that it has blinded many theorists to the depth and originality of his critique of the news business and television in the DisInformation Age. In addition to smarting at his accurate and aphoristic barbs about current affairs production, mainstream media feels even stronger resentment at his dismissal of the industry’s claims to be a major force in shaping public consciousness. For Baudrillard, scientific jargon, Wall Street, disaster movies and pornography have deeper impact on our imaginations than the news industry. Television and written media, he wrote in 1970, have become narcotic and tranquilizing for consumers in their daily servings of scary news and celebrity fantasies. Only 9/11, he later declared with his usual withering acerbity, has been able to break through the non- event barrier erected by media to the world (2001).1 To recognize the accuracy of Baudrillard’s daily observations, therefore, it is no surprise that we need to turn to a financial statistician, Nassim Nicholas Taleb. -
Baudrillardian Concepts of Hyperreality and Simulacra in Margaret Atwood’S Oryx and Crake
Khazar Journal of Humanities and Social Sciences Volume 21 № 4 2018, 36-54 © Khazar University Press 2018 DOI: 10.5782/2223-2621.2018.21.4.36 Baudrillardian Concepts of Hyperreality and Simulacra in Margaret Atwood’s Oryx and Crake Behzad Pourgharib Golestan University, Golestan, Iran Afsaneh Pourebrahim English Department, Faculty of Literature and Foreign Languages, Islamic Azad University, Iran Introduction it is dedicated to a Baudrillardian study of Margaret Atwood’s Oryx and Crake. The examples of simulacra and hyperreality in the novel are mentioned and discussed. In addition, Baudrillard theory is used for explaining the events. The way the real is replaced by signs and the way hyperreal is created and influenced in the novel is also explained. Finally, a conclusion of the chapter is presented. Margaret Atwood's Oryx and Crake is a post-apocalyptic novel and has many similarities with The Road. The protagonist of the story is Snowman who used to be called Jimmy before the catastrophe. Snowman lives near some creatures that are called Crakers. They were created by Jimmy’s Friend, Crake. The progresses in science results in the catastrophe as Carke creates a disease that kills everybody expect him, Jimmy and Oryx. Crake kills Oryx and Jimmy kills Crake and thus he is left alone. At the end he sees several humans and contemplates killing them, but it is not revealed whether he kills them or not (Brooks, 2010). Baudrillard’s hyperreality and simulacra are elaborated in his book Simulacra and Simulation. Raking up the term hyperreality from a movement in modem art, Baudrillard identified the dissolution of relations between subject and object, real and fake, true and false, in the triumph of consumer capitalism.