Der Begriff Visual Effects (VFX) Ist Kein Einheitlich Definierter Terminus

Der Begriff Visual Effects (VFX) Ist Kein Einheitlich Definierter Terminus

DIPLOMARBEIT Titel der Diplomarbeit Aus alt mach neu – King Kong einst und jetzt. Was sich in 70 Jahren Filmgeschichte getan hat, anhand der Filme King Kong und die weiße Frau (1933) und King Kong (2005). Ein Blick in die Technik von Hollywood Verfasserin Mag. (phil) Therese Illiasch Angestrebter akademischer Grad Magistra der Philosophie (Mag. phil) Wien, Oktober 2009 Studienkennzahl lt. Studienblatt: A317 Studienrichtung lt. Studienblatt: Theater-, Film- und Medienwissenschaft Betreuer: Mag. Doz. Dr. Clemens Stepina 1 2 INHALTSVERZEICHNIS 1. EINLEITUNG .................................................................................................................................. 5 1.2. METHODENVORSTELLUNG QUALITATIVE INHALTSANALYSE.............................................................. 8 1.2.1. Geschichte der qualitativen Inhaltsanalyse .............................................................................. 8 1.2.2. Die Anwendung ..................................................................................................................... 11 1.3. METHODENVORSTELLUNG SCHRIFTLICHE EXPERTINNENBEFRAGUNG .............................................. 13 1.3.1. Die Anwendung ..................................................................................................................... 16 1.3.2. Die Fragen im Detail ............................................................................................................ 16 1.4. BEGRIFFSDEFINITION HOLLYWOOD ................................................................................................ 21 1.5. BEGRIFFSDEFINITION VISUAL EFFECTS .......................................................................................... 22 1.6. BEGRIFFSDEFINITION REMAKE/ NEUVERFILMUNG .......................................................................... 24 2. STAND DER FORSCHUNG ......................................................................................................... 26 3. VON DER FOTOGRAFIE ZUM FILM ........................................................................................ 31 3.1. CAMERA OBSCURA ........................................................................................................................ 31 3.2. LATERNA MAGICA ........................................................................................................................ 34 3.3. GUCKKASTEN ............................................................................................................................... 37 3.4. CAMERA PHOTOGRAFICA ............................................................................................................... 40 3.5. THE KODAK .................................................................................................................................. 43 3.5.1 Phänakistiskop ....................................................................................................................... 44 3.5.2. Zoetrop ................................................................................................................................. 45 3.5.3. Praxinoskop .......................................................................................................................... 46 3.5.4. Kinetoskop ............................................................................................................................ 46 3.6. CINEMATOGRAPHE LUMIÈRE ......................................................................................................... 48 4. DIE GESCHICHTE DER VISUELLEN EFFEKTE .................................................................... 51 4.1. GEORGE MÉLIÈS UND DER STOPTRICK ........................................................................................... 51 4.2. MATTE PAINTINGS; TRAVELLING MATTES; STATIONARY MATTES .................................................. 53 4.2.1. Der Dunning - Prozess .......................................................................................................... 55 4.2.2. Das Williams Double Matting System .................................................................................... 57 4.3. GLASS PAINTINGS ......................................................................................................................... 58 4.3. FRONT- UND RÜCKPROJEKTION...................................................................................................... 59 4.4. OPTISCHE PRINTER ........................................................................................................................ 62 4.5. STOP MOTION ............................................................................................................................... 64 4.6. MOTION CONTROL ........................................................................................................................ 64 4.7. DAS DIGITALE ZEITALTER ............................................................................................................. 67 4.7.1. Modelling ............................................................................................................................. 73 4.7.2. Texture Mapping ................................................................................................................... 73 4.7.3. Animation ............................................................................................................................. 74 3 4.7.4. Rendering ............................................................................................................................. 76 4.8. MOTION CAPTURE ........................................................................................................................ 77 4.9. MORPHING ................................................................................................................................... 79 4.10. COMPOSITING ............................................................................................................................. 80 4.11. BLUE- UND GREENSCREEN .......................................................................................................... 81 4.12. VIRTUELLES STUDIO ................................................................................................................... 82 4.13. AVATARE ................................................................................................................................... 83 4.13. AVATARE ................................................................................................................................... 83 4.14. DIGITALE SCHAUSPIELER IM FILM ............................................................................................... 85 5. KING KONG UND DIE WEIßE FRAU........................................................................................ 89 5.1. HOLLYWOOD 1933 ........................................................................................................................ 89 5.2. INHALT UND ANALYSE .................................................................................................................. 92 5.3. DIE ENTSTEHUNG ......................................................................................................................... 96 6. KING KONG 2005 ........................................................................................................................ 109 6.1. HOLLYWOOD 2005 ...................................................................................................................... 109 6.3. INHALT UND ANALYSE ................................................................................................................ 111 6.4. DIE ENTSTEHUNG ....................................................................................................................... 112 6.4. 1933 VS. 2005 ............................................................................................................................. 121 6.4.1. Handlungskonzeptionen ...................................................................................................... 121 6.4.2. Gegenüberstellung der Figuren ........................................................................................... 127 6.4.3. Gegenüberstellung von vier Szenen ..................................................................................... 130 6.5. WEITERE VERFILMUNGEN MIT/ ÜBER KONG ................................................................................. 141 7. EXPERTENINTERVIEWS – DIE ANALYSE ............................................................................ 149 8. FAZIT UND AUSBLICK ............................................................................................................. 167 9. VERZEICHNISSE ........................................................................................................................ 173 9.1. LITERATURVERZEICHNIS ............................................................................................................. 173 9.2. ONLINEQUELLEN: ....................................................................................................................... 178 .3. TABELLENVERZEICHNIS ................................................................................................................ 179 9.4. ABBILDUNGSVERZEICHNIS .......................................................................................................... 180 4 1. Einleitung Film ist Kunst, Produkt menschlicher Vorstellungs-

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