Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD
Nebula4.2, June 2007 The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD. By Sarah Atkinson Abstract This article investigates how the film production process has been influenced by the DVD format of delivery. It discusses how the digital output is affecting the creative process of feature film production and the affect upon the visualization process during preproduction. It will deploy two case studies - M y Little Eye (2002, Dir: Marc Evans) and Final Destination 3 (2006, Dir: James Wong) – utilizing diagrammatical visualizations of their interactive content. Both these films produced additional content during the feature film production phase to offer viewers an alternate and interactive viewing experience on DVD. The article concludes by exploring how a current technological advancement, Blu Ray DVD Production, will act as a further catalyst to develop the interactive film genre beyond the initial phases investigated within the current case studies. Article The two most important aspects of visualization, the physical connections with the medium and the opportunity to review and refine work as it is created, are hard to implement because of the complexity of film production. (Katz, 1991:5) It has been 10 years since the mass inception of the so-called Digital Versatile Disc (DVD). Since that time, the market for DVD hardware and content has expanded exponentially. The DVD forum reported that ‘Film distributors depend more on DVD sales than box office takings.’ (July 31, 2006) Home video sales now account for nearly 60% of Hollywood’s revenue (LA Times 2004). The versatile format allows for a higher volume of media content to be stored and accessed in a non-linear manner. -
De-Framing Video Games from the Light of Cinema
Issue 04 – 2015 Journal –Peer Reviewed BERNARD PERRON Université de Montréal De-framing video [email protected] & DOMINIC ARSENAULT Université de Montréal games from the light [email protected] of cinema Interactivity is the cinema of the 21st century. David Cage (foreword of L’empire des jeux, 2005) ABSTRACT In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limi- tations, and to refect on the interpretive communities that have relied on flm (communities we are part of, due to our flm studies background) to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we fnd very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their difering technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media. KEYWORDS: video game; cinema; theory; history; remediation It is difcult not to rephrase the theme of this issue and try to see outside its box. It seems that video games, since a while already, have been framed in the light of cinema by the designers, producers and scholars who have begun to study them. Indeed, as we have been doing for ten years throughout the activi- ties of the Ludiciné research group (www.ludicine.ca), flm theories have been one of the most important body of works used to analyse video games at the dawn of game studies. -
Digital Comics: Panel Structure in a Digital Environment
Digital Comics: Panel Structure in a Digital Environment A Thesis Submitted to the Faculty of Drexel University by Nathaniel Shaw in partial fulfillment of the requirements for the degree of Masters of Science in Digital Media May 2011 © Copyright 2011 Nathaniel Shaw. All Rights Reserved i Acknowledgements I would like to thank my thesis advisor, Troy Finamore, for all of the constructive criticism and support throughout the process of this thesis project. Without his suggestions and technical help the project would not have been possible. I would also like to thank the committee, Matt Kaufhold and Jervis Thompson, for their contributions, comments, and suggestions. If Matt hadn’t told me to make sure to have a beginning, middle, and end to my story I wouldn’t have thought to do the opposite. Special recognition goes to my sister, Nyssa Shaw, for her help when I was struggling with the story. Additionally, I would like to thank my fellow graduate students Dan Bodenstein, Bob Piscopo, Simon Littlejohn, and Greg Ruane for the support and sense of community. This thesis and Drexel Digital Media wouldn’t be the same without them. Thanks also goes to past Drexel students Evan Boucher, Dave Lally, Nick Avallone, Christian Hahn, Jessie Amadio, Justin Wilcott, and Tom Bergamini for their help throughout my education here at Drexel. I learned so much from each of them. Finally, I would like to thank the Drexel Digital Media faculty that helped me along the way. Dave Mauriello for his enthusiasm for teaching and dedication to the Digital Media program. Ted Artz for his interest in my thesis and creative input on other projects. -
Video-Based Interactive Storytelling
4 Video-Based Interactive Storytelling This thesis proposes a new approach to video-based interactive narratives that uses real-time video compositing techniques to dynamically create video sequences representing the story events generated by planning algorithms. The proposed approach consists of filming the actors representing the characters of the story in front of a green screen, which allows the system to remove the green background using the chroma key matting technique and dynamically compose the scenes of the narrative without being restricted by static video sequences. In addition, both actors and locations are filmed from different angles in order to provide the system with the freedom to dramatize scenes applying the basic cinematography concepts during the dramatization of the narrative. A total of 8 angles of the actors performing their actions are shot using a single or multiple cameras in front of a green screen with intervals of 45 degrees (forming a circle around the subject). Similarly, each location of the narrative is also shot from 8 angles with intervals of 45 degrees (forming a circle around the stage). In this way, the system can compose scenes from different angles, simulate camera movements and create more dynamic video sequences that cover all the important aspects of the cinematography theory. The proposed video-based interactive storytelling model combines robust story generation algorithms, flexible multi-user interaction interfaces and cinematic story dramatizations using videos. It is based on the logical framework for story generation of the Logtell system, with the addition of new multi-user interaction techniques and algorithms for video-based story dramatization using cinematography principles. -
Graphic No Vels & Comics
GRAPHIC NOVELS & COMICS SPRING 2020 TITLE Description FRONT COVER X-Men, Vol. 1 The X-Men find themselves in a whole new world of possibility…and things have never been better! Mastermind Jonathan Hickman and superstar artist Leinil Francis Yu reveal the saga of Cyclops and his hand-picked squad of mutant powerhouses. Collects #1-6. 9781302919818 | $17.99 PB Marvel Fallen Angels, Vol. 1 Psylocke finds herself in the new world of Mutantkind, unsure of her place in it. But when a face from her past returns only to be killed, she seeks vengeance. Collects Fallen Angels (2019) #1-6. 9781302919900 | $17.99 PB Marvel Wolverine: The Daughter of Wolverine Wolverine stars in a story that stretches across the decades beginning in the 1940s. Who is the young woman he’s fated to meet over and over again? Collects material from Marvel Comics Presents (2019) #1-9. 9781302918361 | $15.99 PB Marvel 4 Graphic Novels & Comics X-Force, Vol. 1 X-Force is the CIA of the mutant world—half intelligence branch, half special ops. In a perfect world, there would be no need for an X-Force. We’re not there…yet. Collects #1-6. 9781302919887 | $17.99 PB Marvel New Mutants, Vol. 1 The classic New Mutants (Sunspot, Wolfsbane, Mirage, Karma, Magik, and Cypher) join a few new friends (Chamber, Mondo) to seek out their missing member and go on a mission alongside the Starjammers! Collects #1-6. 9781302919924 | $17.99 PB Marvel Excalibur, Vol. 1 It’s a new era for mutantkind as a new Captain Britain holds the amulet, fighting for her Kingdom of Avalon with her Excalibur at her side—Rogue, Gambit, Rictor, Jubilee…and Apocalypse. -
Dialogues with the Machine, Or Ruins of Closure and Control in Interactive Digital Narratives
Hoydis, J 2021 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives. Open Library of Humanities, 7(2): 4, pp. 1–24. DOI: https://doi.org/10.16995/olh.4695 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives Julia Hoydis, University of Graz, Austria, [email protected] The interrelations between literary studies and posthumanism deserve attention beyond the focus on the representation of posthuman identities on the story level. To explore these, this article looks at examples of interactive digital narratives (IDN): Bandersnatch (2018), a ‘choose-your-own- adventure’-type instalment of Netflix’s dystopian Sci Fi-anthology series Black Mirror, the short film The Angry River (2017), which employs gaze-detection technology to determine what viewers get to see, and the serious multi-platform videogame The Climate Trail (2019), specifically designed to move players ‘into action’. Straddling the border between ludology and narrative to varying degrees, all offer the chance of ‘do-overs’ and the exploration of complex patterns and processes. They raise questions about the co-production of pre-scripted meanings, about authorial and reader agency, conceptions of control, closure, and narrative (un)reliability. Thus, this article argues, they challenge ideas about the potential of narratives in and beyond posthuman digital environments. Open Library of Humanities is a peer-reviewed open access journal published by the Open Library of Humanities. © 2021 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. -
Landon Cat.PM
VIDEO UNIVERSITY HOW TO START OR EXPAND A SUCCESSFUL HOME-BASED BUSINESS PRODUCING CORPORATE VIDEOS ■#77 PROFESSIONAL VIDEO PRODUCER - A Comprehensive Course If you love making videos as much as I do, you know it’s an expensive hobby. That’s why I produce videos for others. So they can help pay for my equipment. For the last 12 years I’ve been producing corporate videos, having been in the film and video business for over 20 years. And over those years I have learned a lot! NEW VIDEO What they don’t teach you in college College courses costing hundreds of dollars are great for learning the theory of visual communication, but they don’t teach you how to build a profitable business and support BUSINESSES ARE yourself. That’s why I wrote Professional Video Producer to show you the real world of video business from people who actually run successful production companies. In this HOTTER unique home study course you’ll discover the techniques and strategies used by large and small video production companies who’ve learned the most important lesson of all - how THAN EVER… to make a profit in this $8 BILLION business. But before we explore that, let me tell you the FOUR THINGS I LOVE about this work: ARE YOU 1. Variety Since I started producing corporate videos, I've been paid to learn about and produce GETTING YOUR videos on subjects ranging from dock building, lipstick manufacturing, electronic surveying, furniture sales training, computer programs, architecture, nursing, interstate highway SHARE? building, sexual harassment, waterfront reconstruction, book printing, food preparation and many more. -
Video-Based Interactive Storytelling
Edirlei Everson Soares de Lima Video-Based Interactive Storytelling TESE DE DOUTORADO DEPARTAMENTO DE INFORMÁTICA Programa de Pós-Graduação em Informática Rio de Janeiro August 2014 Edirlei Everson Soares de Lima Video-Based Interactive Storytelling TESE DE DOUTORADO Thesis presented to the Programa de Pós-Graduação em Informática of the Departamento de Informática, PUC-Rio as partial fulfillment of the requirements for the degree of Doutor em Informática Advisor: Prof. Bruno Feijó Rio de Janeiro August 2014 Edirlei Everson Soares de Lima Video-Based Interactive Storytelling Thesis presented to the Programa de Pós-Graduação em Informática, of the Departamento de Informática do Centro Técnico Científico da PUC-Rio, as partial fulfillment of the requirements for the degree of Doutor. Prof. Bruno Feijó Advisor Departamento de Informática - PUC-Rio Prof. Simone Diniz Junqueira Barbosa Departamento de Informática - PUC-Rio Prof. Helio Côrtes Vieira Lopes Departamento de Informática - PUC-Rio Prof. Angelo Ernani Maia Ciarlini UNIRIO Prof. Sean Wolfgand Matsui Siqueira UNIRIO Prof. José Eugenio Leal Coordinator of the Centro Técnico Científico da PUC-Rio Rio de Janeiro, August 4th, 2014 All rights reserved. No part of this thesis may be reproduced in any form or by any means without prior written permission of the University, the author and the advisor. Edirlei Everson Soares de Lima Graduated in Computer Science at Universidade do Contestado (2008), and received his Master Degree in Computer Science from Universidade Federal de Santa Maria (2010). He joined the Doctorate program at PUC- Rio in 2010, researching on interactive storytelling, games, artificial intelligence and computer graphics. In 2011 and 2012, his research on video-based interactive storytelling received two honorable mentions from the International Telecommunication Union (ITU). -
SEPTEMBER ONLY! 17 & 18, 2016 Long Beach Convention Center SEE NATHAN FILLION at the PANEL!
LONG BEACH COMIC CON LOGO 2014 SAT SEPTEMBER ONLY! 17 & 18, 2016 Long Beach Convention Center SEE NATHAN FILLION AT THE PANEL! MEET LEGENDARY CREATORS: TROY BAKER BRETT BOOTH KEVIN CONROY PETER DAVID COLLEEN DORAN STEVE EPTING JOELLE JONES GREG LAND JIMMY PALMIOTTI NICK SPENCER JEWEL STAITE 150+ Guests • Space Expo Artist Alley • Animation Island SUMMER Celebrity Photo Ops • Cosplay Corner GLAU SEAN 100+ Panels and more! MAHER ADAM BALDWIN WELCOME LETTER hank you for joining us at the 8th annual Long Beach Comic Con! For those of you who have attended the show in the past, MARTHA & THE TEAM you’ll notice LOTS of awesome changes. Let’s see - an even Martha Donato T Executive Director bigger exhibit hall filled with exhibitors ranging from comic book publishers, comic and toy dealers, ENORMOUS artist alley, cosplay christine alger Consultant corner, kids area, gaming area, laser tag, guest signing area and more. jereMy atkins We’re very proud of the guest list, which blends together some Public Relations Director of the hottest names in industries such as animation, video games, gabe FieraMosco comics, television and movies. We’re grateful for their support and Marketing Manager hope you spend a few minutes with each and every one of them over DaviD hyDe Publicity Guru the weekend. We’ve been asked about guests who appear on the list kris longo but who don’t have a “home base” on the exhibit floor - there are times Vice President, Sales when a guest can only participate in a signing or a panel, so we can’t CARLY Marsh assign them a table. -
Nomination Form (Responses) Webmaster's List-Sept 2020
Nomination Form (Responses) Webmaster's List-Sept 2020 Title Creator(s) Copyright Date: Publisher/Imprint: A Quick & Easy Guide to Consent Isabella Rotman 2020 Limerence Press Balzer + Bray/HarperCollins Almost American Girl Robin Ha 2020 Publisher American Dream?: A Journey on Route 66 Discovering Dinosaur Statues, Muffler Men, and the Perfect Breakfast Burrito, The Shing Yin Khor 2019 Zest Books TM Jeff Lemire (Author), Ascender Volume 1 and 2 Dustin Nguyen (Artist) 2019 Image Comics Carly Usdin and Noah Avant- Guards, The Hayes 2019 Boom! Box Kim Hyun Sook (Author), Ryan Estrada (Author), Banned Book Club Hyung-Ju Ko (Illustrator) 2020 Iron Circus Comics Sean Murphy, Klaus Janson, Matt Batman Curse of the White Knight Hollingsworth 2020 DC Black Print Ben Queen, Joe Todd- Bear Stanton 2020 Archaia - Boom! Studios Beastars Paru Itagaki 2019 Viz Jared Reinmuth and Frank “Big Black” Smith, Big Black Stand at Attica illustrated by Améziane 2020 Archaia - Boom Studios Andrews McMeel Book Love Debbie Tung 2019 Publishing Sophie Ansel, Sam Burmese Moons Garcia 2019 IDW Publishing Andrews McMeel Cat's Cafe Matt Tarpley 2020 Publishing Andrews McMeels Cat’s Cafe Matt Tarpley 2020 Publishing Class Act Jerry Craft 2020 Quill Tree Books Class Act Jerry Craft 2020 Quill Tree Books Kwame Alexander, Crossover, The Dawud Anyabwile 2019 HMH Books Dancing at the Pity Party Tyler Feder 2020 Penguin/Dial Books Gene Luen Yang color Dragon Hoops by: Lark Pien 2020 First Second Sweeney Boo and Lylian Eat, and Love Yourself Klepakowsky 2020 BOOM! Box by Sam -
USC School of Spring 2017—Mondays 10:00 – 13:50 Course Website: Ctcs505.Com
CTCS 505 Survey of Interactive Media Units: 2.0 USC School of Spring 2017—Mondays 10:00 – 13:50 Course Website: ctcs505.com Cinematic Arts Instructor: Kiki Benzon Office: SCI 101c Cinema and Media Division Office Hours: by appointment Contact Info: [email protected] Teaching Assistant: Manouchka Labouba Office / Office Hours: by appointment Contact Info: [email protected] Course Description In this course, we will examine the history, aesthetics, and cultural implications of interactivity through media. Pursuing a spectrum of interactive avenues—cinematic, literary, artistic, virtual, ludic, communicative—we will consider the ways in which media work to mobilize creativity and extend individual and collective agency. Our exploration will involve critical analyses of media artifacts and the representation of the cultural effects of these artifacts in cinematic, online, and exhibitory contexts. We will also experience, play, and create interactive media works, and discuss practices in the field with industry, academic, and artistic specialists. Learning Objectives You will emerge from this course with - an enhanced understanding of interactive media modalities and their function in cultural evolution and exchange - a grounding in media theory in the contexts of critical theory and art history - insight into the interactive affordances of digital technology - familiarity with important interactive media applications in cinema, games, documentary, mixed-media/immersive storytelling, and installation/environmental art - critical writing on media theory, cultural studies, and interactive practices and artifacts - a creative work employing production technologies and software in interactive cinema, video games, augmented reality, digital narrative, or another media platform Required Readings and Supplementary Materials Readings will be provided as PDFs, which can be accessed on the course website, ctcs505.com. -
Moore Layout Original
Bibliography Within your dictionary, next to word “prolific” you’ll created with their respective co-creators/artists) printing of this issue was pulped by DC hierarchy find a photo of Alan Moore – who since his profes - because of a Marvel Co. feminine hygiene product ad. AMERICA’S BEST COMICS 64 PAGE GIANT – Tom sional writing debut in the late Seventies has written A few copies were saved from the company’s shred - Strong “Skull & Bones” – Art: H. Ramos & John hundreds of stories for a wide range of publications, der and are now costly collectibles) Totleben / “Jack B. Quick’s Amazing World of both in the United States and the UK, from child fare Science Part 1” – Art: Kevin Nowlan / Top Ten: THE LEAGUE OF EXTRAORDINARY GENTLEMEN like Star Wars to more adult publications such as “Deadfellas” – Art: Zander Cannon / “The FIRST (Volume One) #6 – “6: The Day of Be With Us” & Knave . We’ve organized the entries by publishers and First American” – Art: Sergio Aragonés / “The “Chapter 6: Allan and the Sundered Veil’s The listed every relevant work (comics, prose, articles, League Of Extraordinary Gentlemen Game” – Art: Awakening” – Art: Kevin O’Neill – 1999 artwork, reviews, etc...) written by the author accord - Kevin O’Neill / Splash Brannigan: “Specters from ingly. You’ll also see that I’ve made an emphasis on THE LEAGUE OF EXTRAORDINARY GENTLEMEN Projectors” – Art: Kyle Baker / Cobweb: “He Tied mentioning the title of all his penned stories because VOLUME 1 – Art: Kevin O’Neill – 2000 (Note: Me To a Buzzsaw (And It Felt Like a Kiss)” – Art: it is a pet peeve of mine when folks only remember Hardcover and softcover feature compilation of the Dame Darcy / “Jack B.