Expanding Practices in Audiovisual Narrative

Expanding Practices in Audiovisual Narrative
Author: Chris Hales
Publisher: Cambridge Scholars Publishing
Total Pages: 210
Release: 2014-10-16
Genre: Art
ISBN: 1443869066

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The last twenty or so years have seen a phenomenal expansion in the variety of forms of creative and narrative audiovisual expression. The increasing role of relatively recent developments such as the internet, mobile telephony and computer gaming, which complement the narrative representation of more traditional media, seems to have acted as a catalyst to unfreeze the standard types of story form that had been appearing on screens for over a hundred years. Storytelling has taken on new forms, in the physical format(s) of the narrative material, the place or device where it is experienced, and the way it is accessed by the viewer – in particular, a viewer who might now also be a creator, modifier, or active participant in the represented audiovisual experience. Including texts by leading media scholars Erkki Huhtamo and Ryszard W. Kluszczynski, this book offers both historical and contemporary analyses of a variety of these “expanding practices in audiovisual narrative”. Chapters discuss mobile and locative (and hybrid) narrative media; the connection between computer gaming and more traditional forms of storytelling and game-playing; the use of computational algorithms to organise and access narrative content; and explain how the traditional documentary film form is being transformed by the potential of the audience to participate in, or change the form of, a non-fictional narrative. Historically, the work of Luc Courchesne and Radúz Činčera is analysed, as is the media-archaeological context of interactivity, pushing buttons, and group experiences. Narrative forms will undoubtedly continue their process of expansion and evolution, such that one can never truly represent the “state of the art” of current practice in audiovisual digital media. Nevertheless, the articles presented here offer useful source material to inform scholars and practitioners from a variety of related fields about certain historical, cultural and theoretical aspects of the evolution of the narrative form in the digital age.

ArtsIT, Interactivity and Game Creation

ArtsIT, Interactivity and Game Creation
Author: Anthony L. Brooks
Publisher: Springer Nature
Total Pages: 642
Release: 2023-04-01
Genre: Technology & Engineering
ISBN: 3031289935

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This book constitutes the refereed post-conference proceedings the 11th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2022 which was held in Faro, Portugal, November 21-22, 2022. The 45 revised full papers presented were carefully selected from 118 submissions. The papers are thematically arranged in the following sections: Dialogues Between Geometry, Computer Graphics and the Visual Arts; Games and Gamification; Museums and the Virtual; Animation, AI, Books and Behavior; Fluency, Fashion, Emotion and Play; Movement, Film and Audio.

Interactive Cinema

Interactive Cinema
Author: Marina Hassapopoulou
Publisher: U of Minnesota Press
Total Pages: 279
Release: 2024-06-25
Genre: Performing Arts
ISBN: 1452971447

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Connecting interactive cinema to media ethics and global citizenship Interactive Cinema explores various cinematic practices that work to transform what is often seen as a primarily receptive activity into a participatory, multimedia experience. Surveying a multitude of unorthodox approaches throughout the history of motion pictures, Marina Hassapopoulou offers insight into a range of largely ephemeral and site-specific projects that consciously assimilate viewers into their production. Analyzing examples of early cinema, Hollywood B movies, museum and gallery installations, virtual-reality experiments, and experimental web-based works, Hassapopoulou travels across numerous platforms, highlighting a diverse array of strategies that attempt to unsettle the allegedly passive spectatorship of traditional cinema. Through an exploration of these radically inventive approaches to the medium, many of which emerged out of sociopolitical crises and periods of historical transition, she works to expand notions of interactivity by considering it in both technological and phenomenological terms. Deliberately revising and expanding Eurocentric scholarship to propose a much broader, transnational scope, the book emphasizes the ethical dimensions of interactive media and their links to larger considerations around community building, citizenship, and democracy. By combining cutting-edge theory with updated conventional film studies methodologies, Interactive Cinema presses at the conceptual limits of cinema and offers an essential road map to the rapidly evolving landscape of contemporary media.

Cinéma&Cie. International Film Studies Journal

Cinéma&Cie. International Film Studies Journal
Author: Aa. Vv.
Publisher: Mimesis
Total Pages: 258
Release: 2015-08-03T00:00:00+02:00
Genre: Art
ISBN: 8857532097

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Over the last two decades, discoveries made in the field of cognitive neuroscience have begun to permeate humanities and social sciences. This special issue of Cinéma & Cie focuses on major conceptual and epistemological arguments arising from the dialogue between audiovisual studies and neurosciences. In the context of this intersection, Neurofilmology is an interdisciplinary research program that arises at the encounter between two models of viewer: theviewer-as-mind (deriving from a cognitive/analytical approach) and the viewer-as-body (typical of the phenomenological/continental approach). Accordingly, Neurofilmology focuses on the viewer-as-organism, by investigating with both empirical and speculative epistemological tools the subject of audiovisual experience, postulated as embodied, embedded, enacted, extended, emerging, affective, and relational.

The Screen Media Reader

The Screen Media Reader
Author: Stephen Monteiro
Publisher: Bloomsbury Publishing USA
Total Pages: 488
Release: 2017-01-12
Genre: Social Science
ISBN: 1501311670

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As mobile communication, social media, wireless networks, and flexible user interfaces become prominent topics in the study of media and culture, the screen emerges as a critical research area. This reader brings together insightful and influential texts from a variety of sources-theorists, researchers, critics, inventors, and artists-that explore the screen as a fundamental element not only in popular culture but also in our very understanding of society and the world. The Screen Media Reader is a foundational resource for studying the screen and its cultural impact. Through key contemporary and historical texts addressing the screen's development and role in communications and the social sphere, it considers how the screen functions as an idea, an object, and an everyday experience. Reflecting a number of descriptive and analytical approaches, these essays illustrate the astonishing range and depth of the screen's introduction and application in multiple media configurations and contexts. Together they demonstrate the long-standing influence of the screen as a cultural concept and communication tool that extends well beyond contemporary debates over screen saturation and addiction.

Gaming and the Divine

Gaming and the Divine
Author: Frank G. Bosman
Publisher: Routledge
Total Pages: 290
Release: 2019-03-28
Genre: Religion
ISBN: 0429018681

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This book formulates a new theological approach to the study of religion in gaming. Video games have become one of the most important cultural artefacts of modern society, both as mediators of cultural, social, and religious values and in terms of commercial success. This has led to a significant increase in the critical analysis of this relatively new medium, but theology as an academic discipline is noticeably behind the other humanities on this subject. The book first covers the fundamentals of cultural theology and video games. It then moves on to set out a Christian systematic theology of gaming, focussing on creational theology, Christology, anthropology, evil, moral theology, and thanatology. Each chapter introduces case studies from video games connected to the specific theme. In contrast to many studies which focus on online multiplayer games, the examples considered are largely single player games with distinct narratives and ‘end of game’ moments. The book concludes by synthesising these themes into a new theology of video games. This study addresses a significant aspect of contemporary society that has yet to be discussed in any depth by theologians. It is, therefore, a fantastic resource for any scholar engaging with the religious aspects of digital and popular culture.

Power Button

Power Button
Author: Rachel Plotnick
Publisher: MIT Press
Total Pages: 421
Release: 2024-04-30
Genre: Technology & Engineering
ISBN: 0262551950

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Push a button and turn on the television; tap a button and get a ride; click a button and “like” something. The touch of a finger can set an appliance, a car, or a system in motion, even if the user doesn't understand the underlying mechanisms or algorithms. How did buttons become so ubiquitous? Why do people love them, loathe them, and fear them? In Power Button, Rachel Plotnick traces the origins of today's push-button society by examining how buttons have been made, distributed, used, rejected, and refashioned throughout history. Focusing on the period between 1880 and 1925, when “technologies of the hand” proliferated (including typewriters, telegraphs, and fingerprinting), Plotnick describes the ways that button pushing became a means for digital command, which promised effortless, discreet, and fool-proof control. Emphasizing the doubly digital nature of button pushing—as an act of the finger and a binary activity (on/off, up/down)—Plotnick suggests that the tenets of precomputational digital command anticipate contemporary ideas of computer users. Plotnick discusses the uses of early push buttons to call servants, and the growing tensions between those who work with their hands and those who command with their fingers; automation as “automagic,” enabling command at a distance; instant gratification, and the victory of light over darkness; and early twentieth-century imaginings of a future push-button culture. Push buttons, Plotnick tells us, have demonstrated remarkable staying power, despite efforts to cast button pushers as lazy, privileged, and even dangerous.

New Narratives

New Narratives
Author: Ruth Page
Publisher: U of Nebraska Press
Total Pages: 297
Release: 2011-12-01
Genre: Literary Criticism
ISBN: 0803238363

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Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic modes of storytelling have, in their own turn, demanded a rapid and radical rethinking of narrative theory. This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication. New Narratives reflects the diversity of its subject by bringing together some of the foremost practitioners and theorists of digital narratives. It extends the range of digital subgenres examined by narrative theorists to include forms that have become increasingly prominent, new examples of experimental hypertext, and contemporary video games. The collection also explicitly draws connections between the development of narrative theory, technological innovation, and the use of narratives in particular social and cultural contexts. Finally, New Narratives focuses on how the tools provided by new technologies may be harnessed to provide new ways of both producing and theorizing narrative. Truly interdisciplinary, the book offers broad coverage of contemporary narrative theory, including frameworks that draw from classical and postclassical narratology, linguistics, and media studies.

Applications of Conceptual Spaces

Applications of Conceptual Spaces
Author: Frank Zenker
Publisher: Springer
Total Pages: 275
Release: 2015-04-16
Genre: Philosophy
ISBN: 3319150219

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This volume provides an overview of applications of conceptual spaces theory, beginning with an introduction to the modeling tool that unifies the chapters. The first section explores issues of linguistic semantics, including speakers’ negotiation of meaning. Further sections address computational and ontological aspects of constructing conceptual spaces, while the final section looks at philosophical applications. Domains include artificial intelligence and robotics, epistemology and philosophy of science, lexical semantics and pragmatics, agent-based simulation, perspectivism, framing, contrast, sensory modalities, and music, among others. This collection provides evidence of the wide application range of this theory of knowledge representation. The papers in this volume derive from international experts across different fields including philosophy, cognitive science, linguistics, robotics, computer science and geography. Each contributor has successfully applied conceptual spaces theory as a modeling tool in their respective areas of expertise. Graduates as well as researchers in the areas of epistemology, linguistics, geometric knowledge representation, and the mathematical modeling of cognitive processes should find this book of particular interest.

The Cambridge Handbook of the Imagination

The Cambridge Handbook of the Imagination
Author: Anna Abraham
Publisher: Cambridge University Press
Total Pages: 865
Release: 2020-06-18
Genre: Psychology
ISBN: 1108429246

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The human imagination manifests in countless different forms. We imagine the possible and the impossible. How do we do this so effortlessly? Why did the capacity for imagination evolve and manifest with undeniably manifold complexity uniquely in human beings? This handbook reflects on such questions by collecting perspectives on imagination from leading experts. It showcases a rich and detailed analysis on how the imagination is understood across several disciplines of study, including anthropology, archaeology, medicine, neuroscience, psychology, philosophy, and the arts. An integrated theoretical-empirical-applied picture of the field is presented, which stands to inform researchers, students, and practitioners about the issues of relevance across the board when considering the imagination. With each chapter, the nature of human imagination is examined - what it entails, how it evolved, and why it singularly defines us as a species.