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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
A Rhetorical Analysis of User-Generated Machinima" (2009)
Clemson University TigerPrints All Theses Theses 5-2009 Deus Ex Machinima: A Rhetorical Analysis of User- Generated Machinima Sean Callot Clemson University, [email protected] Follow this and additional works at: https://tigerprints.clemson.edu/all_theses Part of the Rhetoric and Composition Commons Recommended Citation Callot, Sean, "Deus Ex Machinima: A Rhetorical Analysis of User-Generated Machinima" (2009). All Theses. 562. https://tigerprints.clemson.edu/all_theses/562 This Thesis is brought to you for free and open access by the Theses at TigerPrints. It has been accepted for inclusion in All Theses by an authorized administrator of TigerPrints. For more information, please contact [email protected]. DEUS EX MACHINIMA: A RHETORICAL ANALYSIS OF USER-GENERATED MACHINIMA A Thesis Presented to the Graduate School of Clemson University In Partial Fulfi llment Of the Requirements for the Degree Master of Arts Professional Communication by Sean Jacques Cecil Callot May 2009 Accepted by: Dr. Jan Holmevik, Committee Chair Dr. Cynthia Haynes Dr. Tharon Howard ABSTRACT Beginning with corporate demonstrations and continuously evolving into today, machinima has become a major expressive art form for the gamer generation. Machinima is the user-centered production of video presentations using pre-rendered animated content, as generated from video games. The term “machinima” is a combination of “machine” (from which the video content is derived) and “cinema” (the ultimate end product). According to Paul Marino and other members of the machinima community, Hugh Hancock, the creator of Machinima.com, fi rst coined the term in 2000. Video productions of this kind have been used in various capacities for the past several years, including instruction or marketing, as well as rapid prototyping of large-scale cinema projects (Marino). -
Reverbing: The" Red Vs. Blue" Machinima As Anti-War Film
QUT Digital Repository: http://eprints.qut.edu.au/10673 Starrs, D. Bruno (2010) Reverbing : The "Red vs. Blue" machinima as anti-war film. Continuum : Journal of Media & Cultural Studies, 24(2). pp. 267-279. © Copyright 2009 Routledge. Reverbing: The Red vs. Blue Machinima as Anti-war Film. By D. Bruno Starrs. Queensland University of Technology. Copyright 2007. Introduction: Animation Meets Machine. The process and product of machinima is, according to the co-founder and executive director of the New York-based Academy of Machinima Arts and Sciences, Paul Marino; “animated film-making within a real-time virtual 3D environment” (2004: 1). It is a new media in which digital videography, animation and computer game development has converged and was made possible by a revolutionary development: the action and events of the computer game can be recorded in a ‘demo’ which may be played back without the necessary involvement of the game’s software ‘engine’. Rather than the time consuming frame by frame rendering required in traditional animation, cameras and lighting tracks can be set up in advance when making machinima, with the subsequent recording capturing the actor’s virtual performances in real time, or ‘on-the-fly’. Thus, a three dimensional ludic experience becomes filmic when it is saved as a video file (e.g. MPEG, Quicktime or WMV) for playback by others. With this regard, machinima can be understood as a ‘mash-up’ of the words animation and machine, and as a ‘mash-up’ of the mediums, cinema and computer game. Rising from roots somewhere in the hacker culture of the 1980s, the first, primitive machinima were simply ‘speedruns’ or records of the fastest possible traversal of all levels of the game. -
March 15, 2009)
Transformative Works and Cultures, special issue on Games as transformative works, No. 2 (March 15, 2009) Editorial Rebecca Carlson, Games as transformative works Praxis Robertson Allen, The Army rolls through Indianapolis: Fieldwork at the Virtual Army Experience Rebecca Carlson, "Too Human" versus the enthusiast press: Video game journalists as mediators of commodity value Casey O'Donnell, The everyday lives of video game developers: Experimentally understanding underlying systems/structures Mark Chen, Social dimensions of expertise in "World of Warcraft" players Michael Robert Underwood, The friends that game together: A folkloric expansion of textual poaching to genre farming for socialization in tabletop role-playing games Anastasia Marie Salter, “Once more a kingly quest”: Fan games and the classic adventure genre Kevin Driscoll & Joshua Diaz, Endless loop: A brief history of chiptunes Symposium Will Brooker, Maps of many worlds: Remembering computer game fandom in the 1980s Thien-bao Thuc Phi, Game over: Asian Americans and video game representation Braxton Soderman, Intrinsic motivation: "flOw," video games, and participatory culture Rebecca Bryant, "Dungeons & Dragons": The gamers are revolting! Amanda Odom, An examination of living through enjoyment: Live-action role-play Joe Bisz, The birth of a community, the death of the win: Player production of the “Middle-earth Collectible Card Game” Julia Beck & Frauke Herrling, Playing Sue Interviews Geoffrey Long, Interview with Paul Marino Clara Fernández-Vara, Interview with Doris C. Rusch TWC Editor, Interview with Tony O’Driscoll TWC Editor, Diane E. Levin: Child’s play as transformative work Reviews John Finlay Kerr, "Second person: Role-playing and story in games and playable media," edited by Pat Harrigan and Noah Wardrip-Fruin Gina Serafin-Persson, "Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming," edited by Yasmin B. -
MACHINIMA's Movie Moguls
THE MAGAZINE OF TECHNOLOGY INSIDERS MACHINIMA’S MOVIE MOGULS WITHOUT ACTORS, CAMERAS, SETS, OR PROPS, A NEW GENERATION OF GEEKS IS HACKING ITS WAY INTO HOLLYWOOD volume 45 number 7 north american 07.08 UPDATE 11 ITALIAN ISOTOPES U.S. critics hope to halt nuclear waste imports. By Sally Adee 13 CRIMEWARE PAYS 14 OCEAN POWER ON THE RISE 15 MIXING MEMORIES TO SPEED SOLID-STATE DRIVES 16 A LUNAR LANDING OF SORTS 46 18 THE BIG PICTURE A dusting of detritus orbits Earth. OPINION 9 SPECTRAL LINES Paper or pixels? A look at books in a networked age. 10 FORUM External controls take over, the history of commonsense management, and our automotive editor defends his top 10. 20 REFLECTIONS Getting used to not having privacy. By Robert W. Lucky DEPARTMENTS 4 BACK STORY 6 CONTRIBUTORS 26 36 21 CAREERS How to get a mentor. By Carl Selinger CREATURES COVER STORY AND CREATORS: Kiva’s founders TOOLS & TOYS and their 36 MACHINIMA’S 22 Digitize your old LPs. robotic herd; By Tekla S. Perry The Pencil, one MOVIE MOGULS 23 Meet the winner of our clock- of our 10 favorite making contest. By Philip E. Ross tech books; Forget cameras, actors, and elaborate sets: a new generation 24 Can a database think? a character from of filmmakers relies only on bandwidth and a video game. the video game By Paul Wallich Halo 3 is now a By David Kushner 25 Amazon’s Kindle is the best of cinematic star. the bunch of e-book readers. 26 THREE 42 10 GREAT By Sherry Sontag ENGINEERS, TECH BOOKS COVER IMAGE: HUNDREDS OF 24 BOOKS PHOTO: See if your own favorites Leo Beranek, pioneer of acoustics. -
Tracing Trajectories in a Community of Practice Through Podcasts
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by CSUSB ScholarWorks California State University, San Bernardino CSUSB ScholarWorks Electronic Theses, Projects, and Dissertations Office of aduateGr Studies 9-2017 TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS Richard W. Mansikka California State University - San Bernardino, [email protected] Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd Part of the Anthropological Linguistics and Sociolinguistics Commons, and the Semantics and Pragmatics Commons Recommended Citation Mansikka, Richard W., "TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS" (2017). Electronic Theses, Projects, and Dissertations. 582. https://scholarworks.lib.csusb.edu/etd/582 This Thesis is brought to you for free and open access by the Office of aduateGr Studies at CSUSB ScholarWorks. It has been accepted for inclusion in Electronic Theses, Projects, and Dissertations by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS A Thesis Presented to the Faculty of California State University, San Bernardino In Partial Fulfillment of the Requirements for the Degree Master of Arts in English Composition by Richard William Mansikka September 2017 TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS A Thesis Presented to the Faculty of California State University, San Bernardino by Richard William Mansikka September 2017 Approved by: Caroline Vickers PhD., Committee Chair, English Parastou Feizzaringhalam PhD, Committee Member © 2017 Richard William Masikka ABSTRACT The purpose of this project is to understand how humor works in expert- novice identity construction in podcasts. -
Found Technology: Players As Innovators in the Making of Machinima." Digital Youth, Innovation, and the Unexpected.Edited by Tara Mcpherson
Citation: Lowood, Henry. “Found Technology: Players as Innovators in the Making of Machinima." Digital Youth, Innovation, and the Unexpected.Edited by Tara McPherson. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 165–196. doi: 10.1162/dmal.9780262633598.165 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Found Technology: Players as Innovators in the Making of Machinima Henry Lowood Stanford University, University Libraries . ..while to adults the Internet primarily means the world wide web, for children it means email, chat, games—and here they are already content producers. Too often neglected, except as a source of risk, these communication and entertainment-focused activities, by contrast with the information-focused uses at the centre of public and policy agendas, are driving emerging media literacy. Bearing in mind that the elite realm of high culture has already been breached, who is to say that this form of content creation counts for little?—Sonia Livingstone1 The focus of this essay is a new narrative medium, called machinima, which has sprung out of computer game technology and play since the mid-1990s. Machinima is “filmmaking within a real time, 3D virtual environment.”2 This means producing animated movies with the software that is used to develop and play computer games. The growth of machinima as a creative medium within digital game culture certainly reveals much about the creativity of players. Homing in on machinima as a form of player-driven innovation also teaches us lessons about how and what players learn from game technology and gameplay, how they share knowledge about what they learn, and how these engagements lead them to come to grips with issues that threaten to limit the potential of machinima as an expressive medium. -
From Game to Play Curiosity, Innovation & Entrepreneurship in Online Communities
Research Collection Doctoral Thesis From game to play curiosity, innovation & entrepreneurship in online communities Author(s): Jäger, Peter Michael Publication Date: 2010 Permanent Link: https://doi.org/10.3929/ethz-a-006473550 Rights / License: In Copyright - Non-Commercial Use Permitted This page was generated automatically upon download from the ETH Zurich Research Collection. For more information please consult the Terms of use. ETH Library Diss. ETH N° 19 371 FROM GAME TO PLAY CURIOSITY, INNOVATION & ENTREPRENEURSHIP IN ONLINE COMMUNITIES A dissertation submitted to ETH Zurich for the degree of Doctor of Sciences presented by Peter Michael Jäger Dipl.-Ing. University of Stuttgart born March 24, 1979 citizen of Germany Accepted on the recommendation of Prof. Dr. Georg F. von Krogh Prof. Dr. Elgar Fleisch 2010 For my parents, Simon and all those friends that made Zurich my new home ACKNOWLEDGEMENTS Completing a work like this does not only involve time and passion but to a significant extent the sup- port and companionship of friends and family. Working with colleagues who are at the same time friends makes the experience even more pleasurable. My first thanks go to Prof. Georg von Krogh who made all this possible. While constantly encouraging and motivating ambitious research, he also exerted the gentle pressure that is needed to eventually finalize a dissertation and achieve the goal set. Throughout my time at his chair I always got advice from a friend and never the order of a superior that I highly appreciate. I sure hope this friendship will endure the many years to come. I also would like to express my thanks to Prof. -
Durham E-Theses
Durham E-Theses The Slender Man Mythos: a structuralist analysis of an online mythology ASIMOS, VIVIAN,MARIE How to cite: ASIMOS, VIVIAN,MARIE (2019) The Slender Man Mythos: a structuralist analysis of an online mythology, Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/12962/ Use policy The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-prot purposes provided that: • a full bibliographic reference is made to the original source • a link is made to the metadata record in Durham E-Theses • the full-text is not changed in any way The full-text must not be sold in any format or medium without the formal permission of the copyright holders. Please consult the full Durham E-Theses policy for further details. Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk 2 The Slender Man Mythos: a structuralist analysis of an online mythology Vivian Asimos Durham University For PhD Department Theology and Religion 2018 Asimos | ii Table of Contents Table of Figures ..................................................................................................................................... vi Table of Diagrams and Tables .............................................................................................................. vii Acknowledgements ............................................................................................................................. -
Tracing Trajectories in a Community of Practice Through Podcasts
California State University, San Bernardino CSUSB ScholarWorks Electronic Theses, Projects, and Dissertations Office of aduateGr Studies 9-2017 TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS Richard W. Mansikka California State University - San Bernardino Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd Part of the Anthropological Linguistics and Sociolinguistics Commons, and the Semantics and Pragmatics Commons Recommended Citation Mansikka, Richard W., "TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS" (2017). Electronic Theses, Projects, and Dissertations. 582. https://scholarworks.lib.csusb.edu/etd/582 This Thesis is brought to you for free and open access by the Office of aduateGr Studies at CSUSB ScholarWorks. It has been accepted for inclusion in Electronic Theses, Projects, and Dissertations by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS A Thesis Presented to the Faculty of California State University, San Bernardino In Partial Fulfillment of the Requirements for the Degree Master of Arts in English Composition by Richard William Mansikka September 2017 TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS A Thesis Presented to the Faculty of California State University, San Bernardino by Richard William Mansikka September 2017 Approved by: Caroline Vickers PhD., Committee Chair, English Parastou Feizzaringhalam PhD, Committee Member © 2017 Richard William Masikka ABSTRACT The purpose of this project is to understand how humor works in expert- novice identity construction in podcasts. I employ a Community of Practice (Lave and Wenger, 1989) framework to examine the social hierarchy among the participants of a regular podcast. -
Company Or Community?
UNIVERSITEIT VAN AMSTERDAM Company or Community? Samuel Dekker 4/25/2018 Student number: 5893992 Master Thesis Faculty of Social and Behavioural Sciences: Department of Anthropology Table of Contents Acknowledgements - Page 2 Chapter 1 – Preface - Page 3 Chapter 2 – An Introduction to Rooster Teeth - Page 6 Chapter 3 – The Attraction of Rooster Teeth - Page 12 • Vignette Gavin Rainbow Six Livestream • The Content • The Appeal • Becoming more invested in RT, a large group of ‘friends’ • Personality, Fame, Relatability and Intimacy • The Dream • The Promise of the Front Chapter 4 – RT Corp. - Page 33 • Belonging and the ‘socially awkward and shy’ • The growth of RT and the rise of the fangirl • A changing (digital) landscape • Online Localities and Fields • RT Corp. and the Fullscreen Takeover Chapter 5 – Conclusion - Page 63 Bibliography - Page 67 1 Acknowledgements Without the help, encouragement, moral support and, especially, patience of some people I could have never finished writing this thesis. Above all I would like to thank my parents and brother, who were always there for me. Next to that I would like to thank all my friends who supported me these last few years, especially Lisanne de Wit and Remy Koomen. The knowledge and patience that Peter van Rooden brought to the table as my supervisor has also been vital. And the guidance of Ron Heinrich, as well as Hilda Lanser, Sara Counts and Hilde Smit throughout the process of writing my thesis has been crucial. I would also like to thank all my interlocutors: Sam, Peter, Thijs, Terry, Femke, as well as all the people who welcomed and helped me during my fieldwork, such as everyone in the OCC, the If You’re New And Want To Make Friends group, the RTUK Facebook group and the wider RT community in general.