Visual digital culture : surface play and spectacle in new media genres /

Visual Digital Culture considers the effect of new image technologies on the forms and experience of mass visual culture. Examining the digital imaging techniques employed in films such as Forrest Gump and Toy Story, and across a wide range of media including music video, computer games, theme parks...

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Váldodahkki: Darley, Andrew
Materiálatiipa: Licensed eBooks
Giella:eaŋgalasgiella
Almmustuhtton: London ; New York : Routledge, 2000.
Ráidu:Sussex studies in culture and communication.
Liŋkkat:https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=60819
Sisdoallologahallan:
  • Chapter INTRODUCTION
  • part Part I HISTORY
  • chapter 1 A BACK STORY: REALISM, SIMULATION, INTERACTION
  • chapter 2 GENEALOGY AND TRADITION
  • Mechanised spectacle as popular entertainment
  • chapter 3 SHAPING TRADITION
  • The contemporary context
  • part Part II AESTHETICS
  • chapter 4 SIMULATION AND HYPERREALISM
  • Computer animation and TV advertisements
  • chapter 5 THE WANING OF NARRATIVE
  • New spectacle cinema and music video
  • chapter 6 THE DIGITAL IMAGE IN 'THE AGE OF THE SIGNIFIER'
  • part Part III SPECTATORS
  • chapter 7 GAMES AND RIDES
  • Surfing the image
  • chapter 8 SURFACE PLAY AND SPACES OF CONSUMPTION.