Visual Digital Culture : Surface Play and Spectacle in New Media Genres.

By: Darley, AndrewMaterial type: TextTextSeries: Sussex Studies in Culture and Communication SerPublisher: London : Routledge, 2000Copyright date: ©2000Edition: 1st edDescription: 1 online resource (241 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9780203135204Subject(s): Digital techniquesGenre/Form: Electronic books.Additional physical formats: Print version:: Visual Digital Culture : Surface Play and Spectacle in New Media GenresDDC classification: 306 LOC classification: GV1469.17.S63 -- D27 2000ebOnline resources: Click to View
Contents:
Book Cover -- Title -- Contents -- List of illustrations -- Acknowledgements -- Introduction -- History -- A back story: realism, simulation, interaction -- Genealogy and tradition: mechanised spectacle as popular entertainment -- Shaping tradition: the contemporary context -- Aesthetics -- Simulation and hyperrealism: computer animation and TV advertisements -- The waning of narrative: new spectacle cinema and music video -- The digital image in 'the age of the signifier' -- Spectators -- Games and rides: surfing the image -- Surface play and spaces of consumption -- Active spectators? -- Exhibiting spectacle (and style) -- Conclusion -- Notes -- Bibliography -- Author index -- Subject index.
Summary: Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.
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Book Cover -- Title -- Contents -- List of illustrations -- Acknowledgements -- Introduction -- History -- A back story: realism, simulation, interaction -- Genealogy and tradition: mechanised spectacle as popular entertainment -- Shaping tradition: the contemporary context -- Aesthetics -- Simulation and hyperrealism: computer animation and TV advertisements -- The waning of narrative: new spectacle cinema and music video -- The digital image in 'the age of the signifier' -- Spectators -- Games and rides: surfing the image -- Surface play and spaces of consumption -- Active spectators? -- Exhibiting spectacle (and style) -- Conclusion -- Notes -- Bibliography -- Author index -- Subject index.

Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2018. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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