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001 EBC165889
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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
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
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
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