Author: Jordan Gowanlock
Publisher: Springer Nature
ISBN: 303074227X
Category : Animated films
Languages : en
Pages : 210
Book Description
Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R & D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing.
Animating Unpredictable Effects
Author: Jordan Gowanlock
Publisher: Springer Nature
ISBN: 303074227X
Category : Animated films
Languages : en
Pages : 210
Book Description
Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R & D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing.
Publisher: Springer Nature
ISBN: 303074227X
Category : Animated films
Languages : en
Pages : 210
Book Description
Uncanny computer-generated animations of splashing waves, billowing smoke clouds, and characters flowing hair have become a ubiquitous presence on screens of all types since the 1980s. This Open Access book charts the history of these digital moving images and the software tools that make them. Unpredictable Visual Effects uncovers an institutional and industrial history that saw media industries conducting more private R & D as Cold War federal funding began to wane in the late 1980s. In this context studios and media software companies took concepts used for studying and managing unpredictable systems like markets, weather, and fluids and turned them into tools for animation. Unpredictable Visual Effects theorizes how these animations are part of a paradigm of control evident across society, while at the same time exploring what they can teach us about the relationship between making and knowing.
The Empire of Effects
Author: Julie A. Turnock
Publisher: University of Texas Press
ISBN: 1477325328
Category : Performing Arts
Languages : en
Pages : 402
Book Description
How one company created the dominant aesthetic of digital realism. Just about every major film now comes to us with an assist from digital effects. The results are obvious in superhero fantasies, yet dramas like Roma also rely on computer-generated imagery to enhance the verisimilitude of scenes. But the realism of digital effects is not actually true to life. It is a realism invented by Hollywood—by one company specifically: Industrial Light & Magic. The Empire of Effects shows how the effects company known for the puppets and space battles of the original Star Wars went on to develop the dominant aesthetic of digital realism. Julie A. Turnock finds that ILM borrowed its technique from the New Hollywood of the 1970s, incorporating lens flares, wobbly camerawork, haphazard framing, and other cinematography that called attention to the person behind the camera. In the context of digital imagery, however, these aesthetic strategies had the opposite effect, heightening the sense of realism by calling on tropes suggesting the authenticity to which viewers were accustomed. ILM’s style, on display in the most successful films of the 1980s and beyond, was so convincing that other studios were forced to follow suit, and today, ILM is a victim of its own success, having fostered a cinematic monoculture in which it is but one player among many.
Publisher: University of Texas Press
ISBN: 1477325328
Category : Performing Arts
Languages : en
Pages : 402
Book Description
How one company created the dominant aesthetic of digital realism. Just about every major film now comes to us with an assist from digital effects. The results are obvious in superhero fantasies, yet dramas like Roma also rely on computer-generated imagery to enhance the verisimilitude of scenes. But the realism of digital effects is not actually true to life. It is a realism invented by Hollywood—by one company specifically: Industrial Light & Magic. The Empire of Effects shows how the effects company known for the puppets and space battles of the original Star Wars went on to develop the dominant aesthetic of digital realism. Julie A. Turnock finds that ILM borrowed its technique from the New Hollywood of the 1970s, incorporating lens flares, wobbly camerawork, haphazard framing, and other cinematography that called attention to the person behind the camera. In the context of digital imagery, however, these aesthetic strategies had the opposite effect, heightening the sense of realism by calling on tropes suggesting the authenticity to which viewers were accustomed. ILM’s style, on display in the most successful films of the 1980s and beyond, was so convincing that other studios were forced to follow suit, and today, ILM is a victim of its own success, having fostered a cinematic monoculture in which it is but one player among many.
Lucas
Author: Richard Ravalli
Publisher: University Press of Kentucky
ISBN: 1985900092
Category : Performing Arts
Languages : en
Pages : 337
Book Description
George Lucas is an innovative and talented director, producer, and screenwriter whose prolific career spans decades. While he is best known as the creative mind behind the Star Wars franchise, Lucas first gained renown with his 1973 film American Graffiti, which received five Academy Award nominations, including Best Director and Best Picture. When Star Wars (1977) was released, the groundbreaking motion picture won six Academy Awards, became the highest grossing film at the time, and started a cultural revolution that continues to inspire generations of fans. Three decades and countless successes later, Lucas announced semiretirement in 2012 and sold his highly successful production company, Lucasfilm, to Disney. His achievements have earned him the Academy's Irving G. Thalberg Award, the American Film Institute's Life Achievement Award, induction into the Science Fiction Hall of Fame and the California Hall of Fame, and a National Medal of Arts presented by President Barack Obama. Lucas: His Hollywood Legacy is the first collection to bring a sustained scholarly perspective to the iconic filmmaker and his legacy beyond the Star Wars films. Edited by Richard Ravalli, this volume analyzes Lucas's overall contribution and importance to the film industry, diving deep into his use and development of modern special effects technologies, the history of his Skywalker Ranch production facilities, and more. With clearly written and enlightening critiques by experts consulting rare collections and archival materials, this book is an original and robust project that sets the standard for historical and cultural studies of Lucas.
Publisher: University Press of Kentucky
ISBN: 1985900092
Category : Performing Arts
Languages : en
Pages : 337
Book Description
George Lucas is an innovative and talented director, producer, and screenwriter whose prolific career spans decades. While he is best known as the creative mind behind the Star Wars franchise, Lucas first gained renown with his 1973 film American Graffiti, which received five Academy Award nominations, including Best Director and Best Picture. When Star Wars (1977) was released, the groundbreaking motion picture won six Academy Awards, became the highest grossing film at the time, and started a cultural revolution that continues to inspire generations of fans. Three decades and countless successes later, Lucas announced semiretirement in 2012 and sold his highly successful production company, Lucasfilm, to Disney. His achievements have earned him the Academy's Irving G. Thalberg Award, the American Film Institute's Life Achievement Award, induction into the Science Fiction Hall of Fame and the California Hall of Fame, and a National Medal of Arts presented by President Barack Obama. Lucas: His Hollywood Legacy is the first collection to bring a sustained scholarly perspective to the iconic filmmaker and his legacy beyond the Star Wars films. Edited by Richard Ravalli, this volume analyzes Lucas's overall contribution and importance to the film industry, diving deep into his use and development of modern special effects technologies, the history of his Skywalker Ranch production facilities, and more. With clearly written and enlightening critiques by experts consulting rare collections and archival materials, this book is an original and robust project that sets the standard for historical and cultural studies of Lucas.
The Stuff Games Are Made Of
Author: Pippin Barr
Publisher: MIT Press
ISBN: 0262546116
Category : Games & Activities
Languages : en
Pages : 181
Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.
Publisher: MIT Press
ISBN: 0262546116
Category : Games & Activities
Languages : en
Pages : 181
Book Description
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.
New York's Animation Culture
Author: Kristian Moen
Publisher: Springer Nature
ISBN: 3030279316
Category : Performing Arts
Languages : en
Pages : 231
Book Description
This book reveals and explores the thriving animation culture in midtown Manhattan, the World’s Fair, art galleries and cinemas during a vibrant period of artistic, commercial and industrial activity in New York City. Alongside a detailed investigation of animated film at the time – ranging from the abstract works of Mary Ellen Bute and Norman McLaren to the exhibition practices of the Disney Studios and the New York World’s Fair – New York’s Animation Culture examines a host of other animated forms, including moving dioramas, illuminated billboards, industrial displays, gallery exhibitions, mobile murals, and shop windows. In this innovative microhistory of animation, Moen combines the study of art, culture, design and film to offer a fine-grained account of an especially lively animation culture that was seen as creating new media, expanding the cinema experience, giving expression to utopian dreams of modernity, and presenting dynamic visions of a kinetic future.
Publisher: Springer Nature
ISBN: 3030279316
Category : Performing Arts
Languages : en
Pages : 231
Book Description
This book reveals and explores the thriving animation culture in midtown Manhattan, the World’s Fair, art galleries and cinemas during a vibrant period of artistic, commercial and industrial activity in New York City. Alongside a detailed investigation of animated film at the time – ranging from the abstract works of Mary Ellen Bute and Norman McLaren to the exhibition practices of the Disney Studios and the New York World’s Fair – New York’s Animation Culture examines a host of other animated forms, including moving dioramas, illuminated billboards, industrial displays, gallery exhibitions, mobile murals, and shop windows. In this innovative microhistory of animation, Moen combines the study of art, culture, design and film to offer a fine-grained account of an especially lively animation culture that was seen as creating new media, expanding the cinema experience, giving expression to utopian dreams of modernity, and presenting dynamic visions of a kinetic future.
The Writing Experiment
Author: Hazel Smith
Publisher: Routledge
ISBN: 1000248194
Category : Language Arts & Disciplines
Languages : en
Pages : 266
Book Description
'A systematic and engaging approach to creative writing' - Carla Harryman, Wayne State University By suggesting that students who are not born poets can yet learn to become good ones, Smith performs a very important service.' - Professor Susan M. Schultz, University of Hawaii This is an impressive book, because it covers areas of creative writing practice and theory that have not been covered in published form It links radical practice with radical (but better-known) theory, and will appeal to anyone looking for a different approach ' - Robert Sheppard, Edge Hill College of Higher Education, UK The Writing Experiment demystifies the process of creative writing, showing that successful work does not arise from talent or inspiration alone. Hazel Smith breaks down writing into incremental stages, revealing processes that are often unconscious or unacknowledged, and shows how they can become part of a systematic writing strategy. The book encourages writers to take an explorative and experimental approach to their work. It relates practical strategies for writing to major twentieth century literary and cultural movements, including postmodernism. Suitable for both beginners and experienced writers, The Writing Experiment covers many genres including fiction, poetry, writing for performance and new media. Each chapter is illustrated with extensive examples of both student work and published writing, and challenging exercises offer writers at all levels opportunities to develop their skills.
Publisher: Routledge
ISBN: 1000248194
Category : Language Arts & Disciplines
Languages : en
Pages : 266
Book Description
'A systematic and engaging approach to creative writing' - Carla Harryman, Wayne State University By suggesting that students who are not born poets can yet learn to become good ones, Smith performs a very important service.' - Professor Susan M. Schultz, University of Hawaii This is an impressive book, because it covers areas of creative writing practice and theory that have not been covered in published form It links radical practice with radical (but better-known) theory, and will appeal to anyone looking for a different approach ' - Robert Sheppard, Edge Hill College of Higher Education, UK The Writing Experiment demystifies the process of creative writing, showing that successful work does not arise from talent or inspiration alone. Hazel Smith breaks down writing into incremental stages, revealing processes that are often unconscious or unacknowledged, and shows how they can become part of a systematic writing strategy. The book encourages writers to take an explorative and experimental approach to their work. It relates practical strategies for writing to major twentieth century literary and cultural movements, including postmodernism. Suitable for both beginners and experienced writers, The Writing Experiment covers many genres including fiction, poetry, writing for performance and new media. Each chapter is illustrated with extensive examples of both student work and published writing, and challenging exercises offer writers at all levels opportunities to develop their skills.
Performing Identity
Author: Barry King
Publisher: Springer Nature
ISBN: 3031157982
Category :
Languages : en
Pages : 285
Book Description
Publisher: Springer Nature
ISBN: 3031157982
Category :
Languages : en
Pages : 285
Book Description
Essential ActionScript 3.0
Author: Colin Moock
Publisher: "O'Reilly Media, Inc."
ISBN: 0596554591
Category : Computers
Languages : en
Pages : 950
Book Description
ActionScript 3.0 is a huge upgrade to Flash's programming language. The enhancements to ActionScript's performance, feature set, ease of use, cleanliness, and sophistication are considerable. Essential ActionScript 3.0 focuses on the core language and object-oriented programming, along with the Flash Player API.Essential ActionScript has become the #1 resource for the Flash and ActionScript development community, and the reason is the author, Colin Moock. Many people even refer to it simply as "The Colin Moock book." And for good reason: No one is better at turning ActionScript inside out, learning its nuances and capabilities, and then explaining everything in such an accessible way. Colin Moock is not just a talented programmer and technologist; he's also a gifted teacher. Essential ActionScript 3.0 is a radically overhauled update to Essential ActionScript 2.0. True to its roots, the book once again focuses on the core language and object-oriented programming, but also adds a deep look at the centerpiece of Flash Player's new API: display programming. Enjoy hundreds of brand new pages covering exciting new language features, such as the DOM-based event architecture, E4X, and namespaces--all brimming with real-world sample code. The ActionScript 3.0 revolution is here, and Essential ActionScript 3.0's steady hand is waiting to guide you through it. Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.
Publisher: "O'Reilly Media, Inc."
ISBN: 0596554591
Category : Computers
Languages : en
Pages : 950
Book Description
ActionScript 3.0 is a huge upgrade to Flash's programming language. The enhancements to ActionScript's performance, feature set, ease of use, cleanliness, and sophistication are considerable. Essential ActionScript 3.0 focuses on the core language and object-oriented programming, along with the Flash Player API.Essential ActionScript has become the #1 resource for the Flash and ActionScript development community, and the reason is the author, Colin Moock. Many people even refer to it simply as "The Colin Moock book." And for good reason: No one is better at turning ActionScript inside out, learning its nuances and capabilities, and then explaining everything in such an accessible way. Colin Moock is not just a talented programmer and technologist; he's also a gifted teacher. Essential ActionScript 3.0 is a radically overhauled update to Essential ActionScript 2.0. True to its roots, the book once again focuses on the core language and object-oriented programming, but also adds a deep look at the centerpiece of Flash Player's new API: display programming. Enjoy hundreds of brand new pages covering exciting new language features, such as the DOM-based event architecture, E4X, and namespaces--all brimming with real-world sample code. The ActionScript 3.0 revolution is here, and Essential ActionScript 3.0's steady hand is waiting to guide you through it. Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.
Power Objects in Tibetan Buddhism
Author: James Duncan Gentry
Publisher: BRILL
ISBN: 9004335048
Category : Religion
Languages : en
Pages : 530
Book Description
In Power Objects in Tibetan Buddhism: The Life, Writings, and Legacy of Sokdokpa Lodrö Gyeltsen, James Duncan Gentry explores how objects of power figure in Tibetan religion, society, and polity through a study of the life of the Tibetan Buddhist ritual specialist Sokdokpa Lodrö Gyeltsen (1552–1624) within the broader context of sixteenth- and seventeenth-century Tibet. In presenting Sokdokpa’s career and legacy, Gentry traces the theme of power objects across a wide spectrum of genres to show how Tibetan Buddhists themselves have theorized about objects of power and implemented them in practice. This study therefore provides a lens into how power objects serve as points of convergence for elite doctrinal discourses, socio-political dynamics, and popular religious practices in Tibetan Buddhist societies.
Publisher: BRILL
ISBN: 9004335048
Category : Religion
Languages : en
Pages : 530
Book Description
In Power Objects in Tibetan Buddhism: The Life, Writings, and Legacy of Sokdokpa Lodrö Gyeltsen, James Duncan Gentry explores how objects of power figure in Tibetan religion, society, and polity through a study of the life of the Tibetan Buddhist ritual specialist Sokdokpa Lodrö Gyeltsen (1552–1624) within the broader context of sixteenth- and seventeenth-century Tibet. In presenting Sokdokpa’s career and legacy, Gentry traces the theme of power objects across a wide spectrum of genres to show how Tibetan Buddhists themselves have theorized about objects of power and implemented them in practice. This study therefore provides a lens into how power objects serve as points of convergence for elite doctrinal discourses, socio-political dynamics, and popular religious practices in Tibetan Buddhist societies.
Guide to Graphics Software Tools
Author: Jim X. Chen
Publisher: Springer Science & Business Media
ISBN: 1848009011
Category : Computers
Languages : en
Pages : 585
Book Description
The 2nd edition of this integrated guide explains and lists readily available graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work.
Publisher: Springer Science & Business Media
ISBN: 1848009011
Category : Computers
Languages : en
Pages : 585
Book Description
The 2nd edition of this integrated guide explains and lists readily available graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work.