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Understanding Machinima


Understanding Machinima
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Understanding Machinima


Understanding Machinima
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Author : Jenna Ng
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2013-07-30

Understanding Machinima written by Jenna Ng and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-07-30 with Social Science categories.


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
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Author : Phylis Johnson
language : en
Publisher: McFarland
Release Date : 2014-01-10

Machinima written by Phylis Johnson and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-01-10 with Performing Arts categories.


Unlike traditional animation techniques that use specialized 3D animation software, machinima--a term derived from the words "machine" and "cinema"--records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.



Understanding Machinima


Understanding Machinima
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Author : Jenna Ng
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2013-07-30

Understanding Machinima written by Jenna Ng and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-07-30 with Social Science categories.


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.



The Machinima Reader


The Machinima Reader
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Author : Henry Lowood
language : en
Publisher: MIT Press
Release Date : 2011

The Machinima Reader written by Henry Lowood and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Business & Economics categories.


The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.



Debugging Game History


Debugging Game History
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Author : Henry Lowood
language : en
Publisher: MIT Press
Release Date : 2024-02-06

Debugging Game History written by Henry Lowood and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-02-06 with Games & Activities categories.


Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf



The Future Imaginary In Indigenous North American Arts And Literatures


The Future Imaginary In Indigenous North American Arts And Literatures
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Author : Kristina Baudemann
language : en
Publisher: Routledge
Release Date : 2021-12-30

The Future Imaginary In Indigenous North American Arts And Literatures written by Kristina Baudemann and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12-30 with Social Science categories.


This book examines the future in Indigenous North American speculative literature and digital arts. Asking how different Indigenous works imagine the future and how they negotiate settler colonial visions of what is to come, the chapters illustrate that the future is not an immutable entity but a malleable textual/digital product that can function as both a colonial tool and a catalyst for decolonization. Central to this study is the development of a methodology that helps unearth the signifying structures producing the future in selected works by Darcie Little Badger, Gerald Vizenor, Stephen Graham Jones, Skawennati, Danis Goulet, Scott Benesiinaabandan, Postcommodity, Kite, Jeff Barnaby, and Ryan Singer. Drawing on Jason Lewis’s "future imaginary" as the theoretical core, the book describes the various forms of textual representation and virtual simulation through which notions of Indigenous continuation are expressed in literary and new media works. Arguing that Indigenous authors and artists apply the aesthetics of the future as a strategy in their works, the volume conceptualizes its multimedia corpus as a continuously growing archive of, and for, Indigenous futures.



Computer Games And New Media Cultures


Computer Games And New Media Cultures
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Author : Johannes Fromme
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-14

Computer Games And New Media Cultures written by Johannes Fromme and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-06-14 with Education categories.


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



New Opportunities For Artistic Practice In Virtual Worlds


New Opportunities For Artistic Practice In Virtual Worlds
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Author : Doyle, Denise
language : en
Publisher: IGI Global
Release Date : 2015-06-26

New Opportunities For Artistic Practice In Virtual Worlds written by Doyle, Denise and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-26 with Computers categories.


Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.



On Active Grounds


On Active Grounds
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Author : Robert Boschman
language : en
Publisher: Wilfrid Laurier Univ. Press
Release Date : 2019-04-17

On Active Grounds written by Robert Boschman and has been published by Wilfrid Laurier Univ. Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-17 with Nature categories.


On Active Grounds considers the themes of agency and time through the burgeoning, interdisciplinary field of the environmental humanities. Fourteen essays and a photo album cover topics such as environmental practices and history, temporal literacy, graphic novels, ecocinema, ecomusicology, animal studies, Indigeneity, wolf reintroduction, environmental history, green conservatism, and social-ecological systems change. The book also speaks to the growing concern regarding environmental issues in the aftermath of the 2015 Paris Climate Conference (COP21) and the election of Donald Trump in the United States. This collection is organized as a written and visual appeal to issues such as time (how much is left?) and agency (who is active? what can be done? what does and does not work?). It describes problems and suggests solutions. On Active Grounds is unique in its explicit and twinned emphasis on time and agency in the context of the Environmental Humanities and a requisite interdisciplinarity.



Contemporary Political Cinema


Contemporary Political Cinema
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Author : Holtmeier Matthew Holtmeier
language : en
Publisher: Edinburgh University Press
Release Date : 2019-01-03

Contemporary Political Cinema written by Holtmeier Matthew Holtmeier and has been published by Edinburgh University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-03 with Electronic books categories.


The political films that have emerged on the global film festival circuit since the 1990s mark a shift in cinematic strategies for critically addressing dominant, militant, or otherwise repressive ideologies. From a focus on the representation of oppression in films like The Battle of Algiers, films such as Timbuktu, Nobody Knows About Persian Cats and Chop Shop now contribute to the active formation of political characters and viewers, a form not fully realized until the 21st century due to shifts in information technologies and resulting political organization. This book demonstrates that a contemporary form of political cinema has emerged, centered on the production of subjectivity and networks of protest, which depicts the active formation of political identities that resonates with off-screen protest movements.