Spelling suggestions: "subject:"jurassic park"" "subject:"jurassic mark""
1 |
The technological and aesthetic impact of computer-generated images on the Hollywood cinemaNapleton, Steven January 2000 (has links)
The cinema, as originally an analogue apparatus of representation, has a particularly complex and contradictory relationship to the incursion of new digital practices and potentialities. This thesis examines this relationship through a study of the impact of computer-generated images (CGI) on the Hollywood mode of production, and on its visual and narrative filmic codes. Computer animation is unquestionably a technology of digital simulation, and its initial presence is necessarily based on an aesthetics of simulation, visually separating, and diegetically demarcating, the digital image as virtual and artfficial. Consequently, most previous accounts of CGI have focused predominantly on films depicting cyberspace and VR, such as Tron and The Lawnmower Man, within the parameters of debates on special effects, the generic conventions of science fiction, and postmodern concerns with virtuality and simulation. In the early 1 990s, however, technological innovations facilitated the transition to an aesthetics of photorealism, emphasising the seamless compositing and integration of CGI characters, objects and environments with live-action. The thesis argues that the this shill is fundamental in establishing the commercial and aesthetic credibility of CGI as a production tool, and it is closely examined through a case study of Jurassic Park. The processes by which the first organic, photorealistic CG characters were created are analysed, with particular reference to the role of procedural and hand methods of computer animation in constructing a new virtual aesthetics. The integration of CGI as a production tool is also related to the diegetic presence of information technologies as narrative devices, and the extra-textual commercial and professional discourses through which CGI is explicated and celebrated. The thesis argues that the cinema is able to exploit the potential of digital methods, whilst simultaneously displaying a fundamental anxiety over the status of its own representational codes. Finally, strategies of visibility and virtuality in computer animation are further examined in the context of the emerging digital mode of production in Hollywood, and of the high concept film's role in multimedia marketing and distribution strategies
|
2 |
Ekon från det förflutna : En analys av dinosaurieljud inom film / Echoes from the past : An analysis of dinosaur sound in filmWassberg, John January 2020 (has links)
Syftet med denna uppsats är att på ett kritiskt sätt ifrågasätta det Michel Chion kallar för audiovisuella kontraktet och forska i hur det fungerar i olika kontext inom filmens värld. Samt öka förståelsen för hur ljud, bild och dokumentära inslag påverkar oss att acceptera det vi ser i filmer och serier. Fokuset kommer ligga på dinosaurier då det inte finns något som kan bekräfta hur se såg ut eller lät. Till underlag för denna forskning kommer ljuddesigners arbete tas till beaktning samt metoder som Bill Nichols skrivit om, som används inom film. Fokusområden kommer vara autenticitet och ljud ur ett audivisuellt perspektiv. / The purpose of this essay is to critically question what Michel Chion calls the audiovisual contract and research how it works in different contexts within the world of film. As well as increasing the understanding of how sound, image and documentary elements affect us to accept what we see in films and series. The focus will be on dinosaurs as there is nothing that can confirm what it looked like or sounded like. As a basis for this research, the work of sound designers will be taken into account as well as methods that Bill Nichols wrote about, which are used in film. Areas of focus will be authenticity and sound from an audiovisual perspective.
|
3 |
Visual Effects and the Test of TimeWagener, Thomas Dane 25 June 2009 (has links)
No description available.
|
4 |
Plotting HorrorHeuer, Thomas 06 May 2019 (has links)
Die Entwicklungsschübe der modernen Medien im 20. Jahrhundert haben die Wechselbeziehungen zwischen den Künsten, den Medien, den Sinnesmodalitäten, den verbalen und nonverbalen Ausdrucks- und Zeichenprozessen verstärkt und erweitert. Im Zuge dieser Entwicklungen sind Genre- und Formatfragen über das disziplinäre Interesse einzelner Kunst- und Medienwissenschaften hinaus ins Aufmerksamkeitsfeld einer vergleichenden Medienästhetik und -dramaturgie ge-rückt.
Aufbauend auf den Erkenntnissen von Kalisch 2014, 2016 und den Überlegungen Gaudreaults 2009 zu einer Unterscheidung zwischen Narration und Monstration, ist es gelungen ein Modell zur Analyse von Werken unter dem Ausgangspunkt von Dramaturgie und Präsentationsstruktur herauszubilden, das für jedwedes dramaturgisch motiviertes und fiktionales Werk verwendet werden kann, unab-hängig vom Medium. Als Mittel zur Verdeutlichung der Thesen wird Horror als ästhetische Kategorie definiert, die einen direkten Einfluss auf die narrativen Strukturen eines Werkes besitzt, was den narrativ-monstrativen Doppelcharakter von Werken belegt und ferner verdeutlicht, dass Erzählung und Formung eines Werkes untrennbar verbunden sind. Die Dualität von Dramaturgie und Präsenta-tionsstruktur wird in der Formung eines Werkes offenbar. Um dies zu verdeutli-chen, werden im Verlauf der Arbeit kursorisch Beispiele von Werken mit Schre-ckensinhalten diskutiert und analysiert.
Basierend auf diesem Modell wird eine Diskussion des Themenkomplexes von Intermedialität und Transmedialität im Spannungsverhältnis zur Komparistik der Künste durchgeführt. In der Folge wird eine Ästhetik des Schreckens diskutiert und anhand von ästhetischen Wertungskategorien aufgezeigt. Abschließend werden drei narrativ-motivierte Konzeptionen für dramaturgisch angetriebene Schre-ckensinszenierungen aufgeführt, die zur Kategorisierung von Werken angewendet werden können: düstere Präfiguration, düstere Konfiguration und düstere Manifestation. / The development in modern media during the 20th century (from movies over television to the hybrid forms of audiovisual and textual media in the internet) reveals interdependencies between art, media, the modalities of senses, the verbal and nonverbal dictions and semiotic processes that have evolved and expanded themselfes. According to this progress the interest in art and media studies should achive a collective interest in the changes of genre and formats, instead of a sepa-rated observation of only single disciplines.
Following the Prolegomena on a comperative drama of media by Eleonore Ka-lisch (Kalisch 2014) and the thougts of André Gaudreault on Narration and Mon-stration (Gaudreault 2009) this thesis bulids a system to analyse works of fiction (e. g. movies, pictures, literature, video games). This system allows to analyse and compare works of fiction based on drama and presentation structure. The horror genre is used to show the mechanics of this system. Horror has a direct influence on the narrative structure of a work and manifests a duality of narration and mon-stration (Kalisch 2016), that binds drama and presentation to each other and shows the necessity of a separated consideration on both aspects. The duality of drama and presentation reveals itself during the modeling of a work of fiction.
Build on the system the discourse is open to discuss intermetiality and transmedi-ality and their influence on the field of interest. Furthermore, an aesthetic of hor-ror is defined by evaluation categories of aesthetic indicators. In the end three types of narrativ driven concepts of horror are revealed and discussed: gloomy pre-figuaration, gloomy configuration and gloomy manifestation.
|
Page generated in 0.049 seconds