000 | 03776nam a22004573i 4500 | ||
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001 | EBC165889 | ||
003 | MiAaPQ | ||
005 | 20181121143435.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 181113s2000 xx o ||||0 eng d | ||
020 |
_a9780203135204 _q(electronic bk.) |
||
020 | _z9780415165549 | ||
035 | _a(MiAaPQ)EBC165889 | ||
035 | _a(Au-PeEL)EBL165889 | ||
035 | _a(CaPaEBR)ebr5001435 | ||
035 | _a(CaONFJC)MIL32848 | ||
035 | _a(OCoLC)48137948 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
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050 | 4 | _aGV1469.17.S63 -- D27 2000eb | |
082 | 0 | _a306 | |
100 | 1 | _aDarley, Andrew. | |
245 | 1 | 0 |
_aVisual Digital Culture : _bSurface Play and Spectacle in New Media Genres. |
250 | _a1st ed. | ||
264 | 1 |
_aLondon : _bRoutledge, _c2000. |
|
264 | 4 | _c©2000. | |
300 | _a1 online resource (241 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 | _aSussex Studies in Culture and Communication Ser. | |
505 | 0 | _aBook 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. | |
520 | _aDigital 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. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2018. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aDigital techniques. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aDarley, Andrew _tVisual Digital Culture : Surface Play and Spectacle in New Media Genres _dLondon : Routledge,c2000 _z9780415165549 |
797 | 2 | _aProQuest (Firm) | |
830 | 0 | _aSussex Studies in Culture and Communication Ser. | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/buse-ebooks/detail.action?docID=165889 _zClick to View |
999 |
_c36973 _d36973 |