Cinema as a Worldbuilding Machine in the Digital Era

This essay examines the primacy of worldbuilding in the age of CGI, transmedia practices and "high concept" fiction by studying the principles that govern the creation of a multiverse in a wide range of film and TV productions.

Author: Alain Boillat

Publisher: Indiana University Press

ISBN: 9780861969821

Category: Art

Page: 345

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This essay examines the primacy of worldbuilding in the age of CGI, transmedia practices and "high concept" fiction by studying the principles that govern the creation of a multiverse in a wide range of film and TV productions. Emphasis is placed on Hollywood sci-fi movies and their on-screen representation of imaginary machines that mirror the film medium, following in the tradition of Philip K. Dick's writings and the cyberpunk culture. A typology of worlds is established, as well as a number of analytical tools for assessing the impact of the coexistence of two or more worlds on the narrative structure, the style (uses of color, editing practices), the generic affiliation (or hybridity), the seriality and the discourse produced by a given film (particularly in fictions linked to post-9/11 fantasies). Among the various titles examined, the reader is offered a detailed analysis of the Resident Evil film series, Total Recall and its remake, Dark City, the Matrix trilogy, Avatar, Source Code and other time-loop films, TRON and its sequel, Christopher Nolan's Tenet, and several TV shows – most notably HBO's Westworld, but also Sliders, Lost, Fringe and Counterpart.

World Building

era. As Laura Mulvey notes using language very relevant to the present discussion, “The convergence between the ... Digital superhero cinema is an amalgamation of the arts of reality and of deception: the science of the Lumières and the ...

Author: Marta Boni

Publisher: Amsterdam University Press

ISBN: 9789048525317

Category: Art

Page:

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This edited collection of original essays situates itself at the cutting edge of media theory, exploring imaginary worlds as forms of knowledge and forms of life. By exploring the concept of worlds from theoretical and practical perspectives, this book puts forward a unique and original starting point for rethinking media theory, going beyond the notion of communication and understanding the role of worlds in interaction rituals as well as the building of values and meaning in contemporary society. In recent years, due to digital distribution and the integration of social networking and entertainment content, viewing strategies and narrative forms are undergoing important changes. Notably, we are faced with the rise of multi- platform conglomerates, in which film, television, Internet, graphic novels, toys, and virtual environments create heterogeneous yet compact universes, recognizable as brands and having a well-defined semiotic identity. Scholars are looking for new theoretical tools to understand the role of contemporary new media in these phenomena and the increasingly central place that viewers hold in exploring, mapping, interpreting and expanding story worlds. On the one hand, Internet networks are increasingly studied as the environment for the emergence of forms of consumption through fragments. As Henry Jenkins recently underlined, media become spreadable (Jenkins, Ford, Green 2013). On the other, the observation of production practices in the contemporary media sphere shows that, instead of being only fluid and ephemeral elements, media fragments sometimes converge in persistent and heterogeneous spaces built from multiple contributions and comparable to worlds. Media creators don't merely forge stories or characters. Instead, they build worlds: fictional worlds, character worlds, alternative worlds...

Worldmodelling

Discussed through a range of articles from acclaimed international contributors in the fields of both architecture and media studies, this issue explores how the architectural model is situated between concepts of worldbuilding and ...

Author: Mark Morris

Publisher: John Wiley & Sons

ISBN: 9781119747222

Category: Architecture

Page: 139

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In light of current developments in modelling, and with the aim of reinvigorating debates around the potentiality of the architectural model – its philosophies, technologies and futures – this issue of AD examines how the model has developed to become an immersive worldbuilding machine. Worldbuilding is the creation of imaginary worlds through forms of cultural production. Although this discourse began with an analysis of imaginary places constructed in works of literature, it has evolved to encompass worlds from fields such as cinema, games, design, landscape, urbanism and architecture. Worldbuilding differs from the notion of worldmaking, which deals with how speculative thinking can influence the construction of the phenomenal world. As architects postulate ever-increasingly complex world models from which to draw inspiration and inform their practice, questions of scale, representation and collaboration emerge. Discussed through a range of articles from acclaimed international contributors in the fields of both architecture and media studies, this issue explores how the architectural model is situated between concepts of worldbuilding and worldmaking – in the creative space of worldmodelling. Contributors: Kathy Battista, Thea Brejzek and Lawrence Wallen, Pascal Bronner and Thomas Hillier, Mark Cousins, James A Craig and Matt Ozga-Lawn, Kate Davies, Ryan Dillon, Christian Hubert, Chad Randl, Theodore Spyropoulos, and Mark JP Wolf. Featured architects: Phil Ayres, FleaFolly Architects, Minimaforms, and Stasus.

Fictional Games

Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds.

Author: Stefano Gualeni

Publisher: Bloomsbury Publishing

ISBN: 9781350277106

Category: Philosophy

Page: 271

View: 256

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What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

PC Magazine

DVD - authoring software - sends your home movies out to greet the world , building menus , reformatting video ( to ... discs using a home movie on a reviewed , only Sonic MyDVD 5 does this , Sony Digital - 8 camcorder , a TV episode so ...

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ISBN: UOM:39015064355756

Category: Computers

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Time

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ISBN: IND:30000070296250

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Page: 1598

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The Nation

But at least the old woman mourning a sewBoston's Father Geoghan , convicted and sentenced to nine to ing machine left ... The church can the Islamic world , building madrassahs , issuing fatwas , bringing agitate against the use of ...

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ISBN: STANFORD:36105112921825

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Electronic Art and Animation Catalog

While most communication theorists account for the social world , building a framework for understanding ... dynamic ROM ) or transmitted digital data , in a chip fabricated using the same process as that of the TI calculator MOS ICs .

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ISBN: UOM:39015049121224

Category: Computer graphics

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Anglo American News

Such systems use servo - mechanisms to control machine tool movements rapidly , which in turn are provided with accurate control information at similar speeds by special - purpose digital computers . Dr. Williamson then illustrated the ...

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ISBN: MINN:31951001892164R

Category: Great Britain

Page: 400

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Modern Photography

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ISBN: STANFORD:36105117618483

Category: Photography

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