Understanding Machinima

Understanding Machinima PDF Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
ISBN: 1441124535
Category : Social Science
Languages : en
Pages : 387

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Book Description
In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Understanding Machinima

Understanding Machinima PDF Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
ISBN: 1441124535
Category : Social Science
Languages : en
Pages : 387

Get Book Here

Book Description
In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Machinima

Machinima PDF Author: Matt Kelland
Publisher: Cengage Learning
ISBN:
Category : Computers
Languages : en
Pages : 172

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Book Description
Machinima movies are created using the 3D graphics engines behind such computer games as 'Halo' and 'Half-Life'. This book offers an in-depth look at where machinima has come from, where and how it is used, and how anyone can use it to create a new generation of 21st-century animated home movies.

Language Teaching with Video-Based Technologies

Language Teaching with Video-Based Technologies PDF Author: Michael Thomas
Publisher: Routledge
ISBN: 1000172422
Category : Computers
Languages : en
Pages : 217

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Book Description
This book explores the implications of technology-mediated project-based language learning for CALL teacher development, focusing on the role of video-based instruction in elucidating challenges and opportunities to promote learner creativity in the language classroom. The volume builds on existing literature on project-based language learning by extending the focus on the affordances of machinima, digital video created by teachers and learners to capture experience in 3D immersive games or virtual worlds. Drawing on data from a large-scale research project featuring case studies that examine different facets of CALL teacher education, the book calls attention to language learning and teaching strategies that encourage both learners and teachers to develop innovative approaches in the language classroom and how such approaches promote the integration of lifelong learning skills alongside traditional linguistic competencies. Offering a dynamic contribution to the growing literature on the interface of language learning and teaching and technology, this book will appeal to students and researchers in applied linguistics and language and education, as well as those interested in the latest developments in CALL.

Machinima For Dummies

Machinima For Dummies PDF Author: Hugh Hancock
Publisher: John Wiley & Sons
ISBN: 0470195835
Category : Computers
Languages : en
Pages : 434

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Book Description
Use this book to learn how you can, at little or no expense, make virtually any movie using Machinima. The authors guide you from making your first Machinima movie to a grounding in both conventional filmmaking and Machinima technology that will let you tackle very complex film projects. The book focuses on the following Machinima platforms: The Sims 2: Arguably the most popular Machinima platform of all time, The Sims 2 allows you to tell stories ranging from romance to noir action. World Of Warcraft: Tell your own tales of heroism in the world of Azeroth, following in the footsteps of award-winning Machinima creators and even the makers of South Park. Medieval 2: Total War - This astonishing new game allows you to create Lord of the Rings-scale medieval battle films using just a home computer! MovieStorm: For the first time, unleash the power of Machinima as a professional user using a fully-featured, fully-licensed commercial Machinima platform. You'll be introduced to all aspects of Machinima production, from live filming in a game through the creation of sets, props and characters, as well as the basics of cinematography, storytelling and sound design.

The Machinima Reader

The Machinima Reader PDF Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356

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Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.

3D Game-based Filmmaking

3D Game-based Filmmaking PDF Author: Paul Marino
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 502

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Book Description
The Machinima approach to creating movies promises to revolutionize the computer animation industry and this book will serve as the industry bible for emerging filmmakers. It expertly covers the very latest technology in filmmaking, from the history of Machinima, who the major players are, and where the Machinima movement is going. Conventional filmmakers are quickly adopting this medium as a much easier and economical way to produce animation films. This book contains a wealth of tips, tricks, and solid techniques to creating your own Machinima films from some of the best creative minds in the industry. Numerous hands-on projects are provided to show readers how to expertly create, edit, and view their own films. Some of the hot topics covered include developing actors, preparing sets, incorporating audio, adding special audio and visual effects, using the best post production techniques, using the best game engines, and much more.

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991

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Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Digital Youth, Innovation, and the Unexpected

Digital Youth, Innovation, and the Unexpected PDF Author: Tara McPherson
Publisher: MIT Press
ISBN: 0262134950
Category : Computers
Languages : en
Pages : 540

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Book Description
How emergent practices and developments in young people's digital media can result in technological innovation or lead to unintended learning experiences and unanticipated social encounters. Young people's use of digital media may result in various innovations and unexpected outcomes, from the use of videogame technologies to create films to the effect of home digital media on family life. This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers of technological change, recognizing that these new technologies are embedded in larger social systems, school, family, friends. The chapters consider such topics as (un)equal access across economic, racial, and ethnic lines; media panics and social anxieties; policy and Internet protocols; media literacy; citizenship vs. consumption; creativity and collaboration; digital media and gender equity; shifting notions of temporality; and defining the public/private divide. Contributors Steve Anderson, Anne Balsamo, Justine Cassell, Meg Cramer, Robert A. Heverly, Paula K Hooper, Sonia Livingstone, Henry Lowood, Robert Samuels, Christian Sandvig, Ellen Seiter, Sarita Yardi

Constructions of Media Authorship

Constructions of Media Authorship PDF Author: Christiane Heibach
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110679698
Category : Literary Criticism
Languages : en
Pages : 267

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Book Description
The author is dead, long live the author! This paradox has shaped discussions on authorship since at least the 1960s, when the dominant notion of the individual author-genius was first critically questioned. The ongoing discussion has mainly focused on literature and the arts, but has ignored nearly any artistic practice beyond these two fields. “Constructions of Media Authorship” aims to fill this gap: the volume’s interdisciplinary contributions reflect historical and current artistic practices within various media and attempt to grasp them from different perspectives. The first part sheds a new light on different artistic and design practices and questions the still dominant view on the individual identifiable author. The second part discusses creative practices in literature, emphasizing the interrelation of aesthetic discourses and media practices. The third part investigates authoring in audiovisual media, especially film and TV, while the final part turns to electronic and digital media and their collective creativity and hybrid mediality. The volume is also an attempt to develop new methodological approaches, focusing on the interplay between various human and non-human actors in different media constellations.

Cybercultures

Cybercultures PDF Author:
Publisher: Brill
ISBN: 9401208530
Category : Computers
Languages : en
Pages : 200

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Book Description
Cybercultures: Mediations of Community, Culture, Politics, is a collection of essays that critically examine the role that digital media and online cultures play in the rearticulation of contemporary societies, cultures and polities. This volume interrogates the nature and effects of the existence of cybercultures in the world of Web 2.0, new media and media convergence, and mobile digital networks. It does so by examining the effect of cybercultures upon the contemporary articulation of phenomena as diverse as bodily experience, memory, the imagination, history, political participation, the nature of community, artistic creativity, and the instability of rhetoric, language and meaning.