Harris, Simon J. (Oxford University Press, 2014-02-27)
This chapter discusses and progresses through an aesthetic enquiry into a relationship between the virtual and the actual surface of painting. It is through the inherent temporality of both painting and cinema that the notion of a dynamic duration is interrogated. At the core of this investigative methodology the philosophies of both Henri Bergson and Gilles Deleuze are employed to examine how duration in painting can be experienced outside of the static recollection. Fundamentally this follows Deleuze’s seminal writing about the cinematic and the function of the image in relation to time. The author accepts Deleuze’s invitation to employ his concepts as a toolbox for dynamism. Thus a model is assembled in which the notion of the “recollection-image” and its relationship to the temporality of the “movement-image” is developed through the potential of the figural as a space between the figurative and the abstract in painting.
Holland, Brian; Holland, Lynda; Davies, Jenny (University of Wolverhampton, 2004)
This project set out to investigate if the technique of mind mapping could be used to improve the study and planning skills of second year Digital Media students from the School of Art and Design (SAD) and first year students on the History of Computing module from the School of Computing and Information Technology (SCIT). Both sets of students were shown how mind mapping could be used to plan the different types of work that they needed to undertake for their modules. MindManager software was installed in selected computer labs and the students were given tuition on how to use the software.
Halligan, Benjamin (Oxford University Press (US), 2016-03-14)
This chapter outlines the changes in perceptions of electronic dance music across the phase of the introduction of virtuality. The chapter argues that such music must be read in relation to its conception of its audience, and that the audience, often cognitively impaired, responds to the music in a way that suggests ideological positions that redeem the music from accusations of cliché and racism. The chapter notes early theorizing of virtuality as giving rise to the idea or potential of a proletarian collective, as was realized in aspects of rave cultures, as associated with the idea of the “temporary autonomous zone.” The chapter turns to specific case studies from the work of Layo and Bushwacka! and Leftfield.
With reference to Aylish Wood’s concept of ‘timespaces’, this essay explores the sentient spaces of fantasy film.1 It suggests that digital technologies, either in producing computer-generated or computer-assisted effects, have extended the capacity and significance of film settings by endowing them with a cognitive awareness and physical articulation more in line with film characters than with backdrops for action. Wood contends that ‘digital effects produce spaces with the ability to transform, or […] have a temporal quality, thus adding an extra dimension to the narrative progression’2 and designates these temporally-extended special-effects spaces as ‘timespaces’. However, the digitally generated/assisted landscape often moves beyond Wood’s notion of a temporally-extended space, and rather, constitutes an enhancement of setting to the level of a sentient being. Moreover, this sentience invests the narrative with a causal as well as a temporal element. In other words, sentient spaces contribute towards narrative progression in ways beyond temporal extension. Trees are especially amenable to such effects, evident, for example, in Harry Potter and the Goblet of Fire (2005) when animated tree roots malevolently ensnare one of its characters, Cedric Diggory (Robert Pattinson). The sentience of landscape is not in itself a new phenomenon, being evident in early fantasy film – for instance, the forest of The Wizard of Oz (1939) similarly assumes cognitive qualities. Yet, new animation and digital techniques facilitate a more credible anthropomorphism of settings, to the extent that they are either little different to animated characters or are conflated with them. Analogous to Wood’s contention for convergence between time and space in ‘timespaces’, this chapter therefore argues that settings have become credible sentient entities, with digital technologies effecting a diminishing/absent margin between character and setting. In so doing, it utilises the description ‘animated settings’ in relation to sentience in both the genres of animation and fantasy. Textually analysing a range of fantasy films, including the Harry Potter series (2001-11), Peter Jackson’s The Lord of the Rings trilogy (2001-03), and Steven Spielberg’s The Kingdom of the Crystal Skull (2008) amongst others, and referring to Wood’s ‘timespaces’ as well as Sigmund Freud’s theory of animism and studies of animation by Paul Wells and Chris Pallant, this essay posits a concept of sentient computer-generated imagery (CGI) as marking setting-character convergence.
Furby, Jacqueline; Joy, Stuart (Columbia University Press, 2015-07)
A consistent preoccupation of Christopher Nolan’s films is the psychological afflictions of their male protagonists, who variously experience flashbacks, hallucinations, amnesia or hyper-vigilance, and whose signs of emotional damage often stem from grief or guilt. However, mental trauma is not only a trait of Nolan’s films but is discernible across a range of genres, with a noticeable surge of psychologically disordered male characters in films of the new millennium. Akin to their post-war noir predecessors, such representations of masculinity suggest that the unstable mental state of the twenty-first century protagonist may relate to the effects of a post-9/11 milieu. What makes Nolan’s oeuvre distinctive is that his new millennium films tend to be fore-grounded by this feature, to the extent that mental aberration governs the narrative, thereby implying such characterisation as an authorial tendency. As Will Brooker notes, ‘Nolan’s authorial interest in psychological drama, his recurring themes of fear and memory and his characteristic experiments with narrative have now become established traits’ (2012: 22).
Moore, Samantha (University of Edinburgh, 2016-10)
The first scholarly text to explore the expanding field of animated documentary filmmaking Drawn from Life, a multidisciplinary anthology, introduces readers to a diverse range of filmmakers past and present who use the animated image as a documentary tool. In doing so, it explores a range of questions that preoccupy twenty-first-century film artists and audiences alike: Why use animation to document? How do such images reflect and influence our understanding and experience of ‘reality’? From early cinema to present-day scientific research, military uses, digital art and gaming, Drawn from Life casts new light on the capacity of the moving image to act as a record of the world around us.
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