Interactive Film Within the Paradigm of Institutional Cinema
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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. -
Crazy Narrative in Film. Analysing Alejandro González Iñárritu's Film
Case study – media image CRAZY NARRATIVE IN FILM. ANALYSING ALEJANDRO GONZÁLEZ IÑÁRRITU’S FILM NARRATIVE TECHNIQUE Antoaneta MIHOC1 1. M.A., independent researcher, Germany. Corresponding author: [email protected] Abstract Regarding films, many critics have expressed their dissatisfaction with narrative and its Non-linear film narrative breaks the mainstream linearity. While the linear film narrative limits conventions of narrative structure and deceives the audience’s expectations. Alejandro González Iñárritu is the viewer’s participation in the film as the one of the directors that have adopted the fragmentary narrative gives no control to the public, the narration for his films, as a means of experimentation, postmodernist one breaks the mainstream con- creating a narrative puzzle that has to be reassembled by the spectators. His films could be included in the category ventions of narrative structure and destroys the of what has been called ‘hyperlink cinema.’ In hyperlink audience’s expectations in order to create a work cinema the action resides in separate stories, but a in which a less-recognizable internal logic forms connection or influence between those disparate stories is the film’s means of expression. gradually revealed to the audience. This paper will analyse the non-linear narrative technique used by the In the Story of the Lost Reflection, Paul Coates Mexican film director Alejandro González Iñárritu in his states that, trilogy: Amores perros1 , 21 Grams2 and Babel3 . Film emerges from the Trojan horse of Keywords: Non-linear Film Narrative, Hyperlink Cinema, Postmodernism. melodrama and reveals its true identity as the art form of a post-individual society. -
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. -
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. -
Network Aesthetics
Network Aesthetics: American Fictions in the Culture of Interconnection by Patrick Jagoda Department of English Duke University Date:_______________________ Approved: ___________________________ Priscilla Wald, Supervisor ___________________________ Katherine Hayles ___________________________ Timothy W. Lenoir ___________________________ Frederick C. Moten Dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English in the Graduate School of Duke University 2010 ABSTRACT Network Aesthetics: American Fictions in the Culture of Interconnection by Patrick Jagoda Department of English Duke University Date:_______________________ Approved: ___________________________ Priscilla Wald, Supervisor __________________________ Katherine Hayles ___________________________ Timothy W. Lenoir ___________________________ Frederick C. Moten An abstract of a dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English in the Graduate School of Duke University 2010 Copyright by Patrick Jagoda 2010 Abstract Following World War II, the network emerged as both a major material structure and one of the most ubiquitous metaphors of the globalizing world. Over subsequent decades, scientists and social scientists increasingly applied the language of interconnection to such diverse collective forms as computer webs, terrorist networks, economic systems, and disease ecologies. The prehistory of network discourse can be -
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. -
A Study of Hypernarrative in Fiction Film: Alternative Narrative in American Film (1989−2012)
Copyright by Taehyun Cho 2014 The Thesis Committee for Taehyun Cho Certifies that this is the approved version of the following thesis: A Study of Hypernarrative in Fiction Film: Alternative Narrative in American Film (1989−2012) APPROVED BY SUPERVISING COMMITTEE: Supervisor: Charles R. Berg Thomas G. Schatz A Study of Hypernarrative in Fiction Film: Alternative Narrative in American Film (1989−2012) by Taehyun Cho, B.A. Thesis Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2014 Dedication To my family who teaches me love. Acknowledgements I would like to give special thanks to my advisor, Professor Berg, for his intellectual guidance and warm support throughout my graduate years. I am also grateful to my thesis committee, Professor Schatz, for providing professional insights as a scholar to advance my work. v Abstract A Study of Hypernarrative in Fiction Film: Alternative Narrative in American Film (1989-2012) Taehyun Cho, M.A. The University of Texas at Austin, 2014 Supervisor: Charles R. Berg Although many scholars attempted to define and categorize alternative narratives, a new trend in narrative that has proliferated at the turn of the 21st century, there is no consensus. To understand recent alternative narrative films more comprehensively, another approach using a new perspective may be required. This study used hypertextuality as a new criterion to examine the strategies of alternative narratives, as well as the hypernarrative structure and characteristics in alternative narratives. Using the six types of linkage patterns (linear, hierarchy, hypercube, directed acyclic graph, clumped, and arbitrary links), this study analyzed six recent American fiction films (between 1989 and 2012) that best represent each linkage pattern. -
Network Aesthetics
Network Aesthetics Network Aesthetics Patrick Jagoda The University of Chicago Press Chicago and London Patrick Jagoda is assistant professor of English at the University of Chicago and a coeditor of Critical Inquiry. The University of Chicago Press, Chicago 60637 The University of Chicago Press, Ltd., London © 2016 by The University of Chicago All rights reserved. Published 2016. Printed in the United States of America 25 24 23 22 21 20 19 18 17 16 1 2 3 4 5 ISBN- 13: 978- 0- 226- 34648- 9 (cloth) ISBN- 13: 978- 0- 226- 34651- 9 (paper) ISBN- 13: 978- 0- 226- 34665- 6 (e- book) DOI: 10.7208/chicago/9780226346656.001.0001 The University of Chicago Press gratefully acknowledges the generous support of the Division of the Humanities at the University of Chicago toward the publication of this book. Library of Congress Cataloging-in-Publication Data Jagoda, Patrick, author. Network aesthetics / Patrick Jagoda. pages cm Includes bibliographical references and index. ISBN 978- 0- 226- 34648- 9 (cloth : alkaline paper) ISBN 978- 0- 226- 34651- 9 (paperback : alkaline paper) ISBN 978- 0- 226- 34665- 6 (e- book) 1. Arts—Philosophy. 2. Aesthetics. 3. Cognitive science. I. Title. BH39.J34 2016 302.23'1—dc23 2015035274 ♾ This paper meets the requirements of ANSI/NISO Z39.48- 1992 (Permanence of Paper). This book is dedicated to an assemblage of friends—including the late-night conversational, the lifelong, and the social media varieties— to whom I am grateful for inspiration and discussion, collaboration and argument, shared meals and intellectual support. Whenever I undertake the difficult task of thinking through and beyond network form, I constellate you in my imagination. -
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). -
Selected Press and Texts
JACKY CONNOLLY BY FIONA ALISON DUNCAN THE GRASS IS ALWAYS GREENER For years I’ve been trying to come up with They’re so oppressive, it’s banal to complain. a way to describe the metallic ting of human voices on Skype. Not when we go robotic, this oceanic, and while you may learn to forget them, glitch is subtler. It sounds like chewing on alu- I guarantee: we register their threat regardless. minum foil might for the doer, a hearing that Because attention is more diffuse than a sur- tastes irritating. The sound is similar to one viving mind might have it. It’s why we can have that accompanies many effects in 27-year-old repressed memories, summoned by a smell. Or why, after spending two months in a rural videos, particularly the raking of leaves. cabin, then coming back to Manhattan, I felt the pavement shake from underground as if for the Fawn’s Leap (2015), a young woman with pale skin and dark with it for years. We can take our environments hair rakes autumn leaves in the rain. As the day for granted until we experience difference. Like darkens and the leaves come to be piled horse a computer neck crane. We may temporarily high, a young girl—she could be the sister of forget the awkward postures we take, but the the woman, or an adolescently-had daughter, body won’t. If you’re lucky, you’ll ache later. If or the same individual, years prior—plays in not, you won’t even notice that you’re in pain. -
2010 Joint Conference of the National Popular Culture and American Culture Associations
2010 Joint Conference of the National Popular Culture and American Culture Associations March 31 – April 3, 2010 Rennaisance Grand Hotel St. Louis Delores F. Rauscher, Editor & PCA/ACA Conference Coordinator Jennifer DeFore, Editor & Assistant Coordinator Michigan State University Elna Lim, Wiley-Blackwell Editor Additional information about the PCA/ACA available at www.pcaaca.org 2 Table of Contents The 2009 National Conference Popular Culture Association & American Culture Association Area Chairs ___________________ 5 PCA/ACA Board Members _______________________________ 13 Officers _______________________________________________ 13 Executive Officers ______________________________________ 13 Past & Future Conferences _______________________________ 14 Conference Papers for Sale; Benefits Endowment _____________ 15 Exhibit Hours __________________________________________ 15 Business & Board Meetings _______________________________ 16 Film Screenings ________________________________________ 18 Dinners, Get-Togethers, Receptions, & Tours ________________ 23 Roundtables ___________________________________________ 25 Special Sessions ______________________________________________ 29 Schedule Overview ______________________________________ 33 Saturday ____________________________________________________ 54 Daily Schedule _________________________________________ 77 Wednesday, 12:30 P.M. – 2:00 P.M. ____________________________ 77 Wednesday, 2:30 P.M. – 4:00 P.M. ____________________________ 83 Wednesday, 4:30 P.M. – 6:00 P.M. ____________________________