
eBook - ePub
Architectures of Illusion
From Motion Pictures to Navigable Interactive Environments
- 164 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
Architectures of Illusion
From Motion Pictures to Navigable Interactive Environments
About this book
The world of media production is in a state of rapid transformation. In this age of the Internet, interactivity and digital broadcasting, do traditional standards of quality apply or must we identify and implement new criteria?
This profile of the work of the Cambridge University Moving Image Studio (CUMIS), presents a strong argument that new developments in digital media are absolutely dependent on an understanding of traditional excellence. The book stands alone in placing equal emphasis on theoretical and practical aspects of its subject matter and avoids jargon so as to be easily understood by the general reader as well as the specialist.
Chapters discuss:
âą animation âą navigable architectural environments âą moving image narrativity
âą questions of truth and representation âą virtuality/reality âą synthetic imaging
âą interactivity
This broad analysis of current research, teaching and media production contains essential information for all those working or studying in the areas of multimedia, architecture, film and television.
The book is designed as a core text for the Cambridge University 1 year MPhil Degree in Architecture and the Moving Image.
This profile of the work of the Cambridge University Moving Image Studio (CUMIS), presents a strong argument that new developments in digital media are absolutely dependent on an understanding of traditional excellence. The book stands alone in placing equal emphasis on theoretical and practical aspects of its subject matter and avoids jargon so as to be easily understood by the general reader as well as the specialist.
Chapters discuss:
âą animation âą navigable architectural environments âą moving image narrativity
âą questions of truth and representation âą virtuality/reality âą synthetic imaging
âą interactivity
This broad analysis of current research, teaching and media production contains essential information for all those working or studying in the areas of multimedia, architecture, film and television.
The book is designed as a core text for the Cambridge University 1 year MPhil Degree in Architecture and the Moving Image.
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Yes, you can access Architectures of Illusion by Francois Penz, Maureen Thomas, Francois Penz,Maureen Thomas in PDF and/or ePUB format, as well as other popular books in Social Sciences & Media Studies. We have over one million books available in our catalogue for you to explore.
Information
Index
Aardman Animation 42
Aardman Studios 22
Aarseth, Espen 74
Abe (character in Oddworld) 61-2, 73, 103, 110-11, 116, 127
abstract art: and animation 47;
forms set to music 9-11, 38
Abstract Expressionism 9
abstract film, and computers 39-50
academic attitude to film 6
acting, synthetic
see synthetic acting action, vs. drama 103
Action games 56
active protagonist in console games
see storyseeker Adair, J 183
Adorno, Theodor 6
adventure games
see console games Aeschylus 111
Alberti 166
Alcaine, José Luis 86
Algar, James 30, 109
aliens from outer space, as characters in console games 107
Alighieri, Dante 179-80, 180, 181
AlmodĂłvar, Pedro 86
Altman, Robert 125
anarchy in animation 37-8;
Avery 20;
and Disney 27, 28;
Fleischers 28, 29
ancient Egyptian art, style used in animation 46-7
Anderson, David 16-17
Anderson, Lindsay 148, 154, 157, 168
Anderson, Paul 91
Andrew, D 177
anger, acting out 114
AngoulĂȘme, France 4
animal motion on film, early experiments 136-8
animals, talking, in animation industry 43
animation: combined with other media 7â22;
and documentary 38-44;
fantasy vs. realism 22-38;
importance in new media 3;
industry, USA 23, 25, 30;
meaning ofâanimationâ 4;
as postmodern art 21-2;
reason for neglect 5-6;
revival at end of 20th C 4-6
Anime 60,...
Table of contents
- Cover
- Title Page
- Copyright Page
- Contents
- Historical Note
- Introduction
- Animation, Art and Digitality
- Beyond Digitality: Cinema, Console Games and Screen Language
- Architecture and the Screen from Photography to Synthetic Imaging
- The âCreative Treatment of Actualityâ
- Screenography
- Bibliography
- Index