«Toy Story. How Pixar Reinvented the Animated Feature», SMITH, Susan; BROWN, Noel; SUMMERS, Sam (Eds.) (2019)

 

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Toy Story (John Lasseter, 1995), Pixar's first feature-length production and Hollywood's first completely computer-generated animated film, is an international cultural phenomenon. This collection brings together a diverse range of scholars and practitioners who together explore the themes, compositional techniques, cultural significance and industry legacy of this landmark in contemporary cinema.

Topics range from industrial concerns, such as the film's groundbreaking use of computer generated imagery and the establishment of Pixar as a major player in the animation world, to examinations of its music, aesthetics, and the role of toys in both the film and its fandom. The Toy Story franchise as a whole is also considered, with chapters looking at its cross-generational appeal and the experience of growing up alongside the series.

As the first substantial work on this landmark film, this book will serve as an authoritative introduction for scholars, students and fans alike.

«Basics Photography 11: Composition», PRÄKEL, David (2019)

 

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Strong images only come about through a combination of technical excellence and thorough composition. While there is plenty of technical advice, photographers often turn to fine-art sources for the so-called 'rules of composition'. This book, however, acknowledges photography's quite different dynamic and offers a contemporary approach to composition more suited to the medium.

The second edition of Basics Photography 11: Composition offers a contemporary approach to composition. Its six core chapters cover historical background and personal motivation, formal elements, space and time within the photographic frame and composition in real-world situations.

The Basics Photography series, originally published by AVA Publishing, comprises a collection of titles including: Lighting, Composition, Capturing Colour, Post-Production Black & White, Post-Production Colour, Working in Black & White and Exposure. Easily accessible and highly readable, the books clearly explain and explore fundamental photographic concepts; they are fully indexed and illustrated with clear diagrams and inspiring imagery, building to provide an essential introduction to the subject.

«Silent Cinema. A Guide to Study, Research and Curatorship», CHERCHI USAI, Paolo (2019)

 

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Paolo Cherchi Usai provides a comprehensive introduction to the study, research and preservation of silent cinema from its heyday in the early 20th century to its present day flourishing. He traces the history of the moving image in its formative years, from Edison's and Lumière's first experiments to the dawn of 'talkies'; provides a clear guide to the basics of silent film technology; introduces the technical and creative roles involved in its production, and presents silent cinema as a performance event, rather than a passive viewing experience.

This new, greatly expanded edition takes the reader on a new journey, exploring silent cinema in the broader context of technology, culture, and society, from the invention of celluloid film and its related machinery to film studios, laboratories, theatres and audiences. Among the people involved in the creation of a new art form were filmmakers, actors and writers, but also engineers, entrepreneurs, and projectionists. Their collective efforts, and the struggle to preserve their creative work by archives and museums, are interwoven in a compelling story covering three centuries of media history, from the magic lantern to the reinvention of silent cinema in digital form.

The new edition also includes comprehensive resource information for the study, research, preservation and exhibition of silent cinema.

«Virtuoso. Film Performance and the Actor's Magic», Murray Pomerance (2019)

 

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Elizabeth Taylor's electrifying performance in Who's Afraid of Virginia Woolf? The milkshake scene in There Will be Blood. Leonardo DiCaprio's turn as Arnie in What's Eating Gilbert Grape? What makes these performances so special?

Eloquently written and engagingly laid out, Murray Pomerance answers the tough question as to what makes an exceptional, or virtuosic performance. Pomerance intensively explores virtuosic performance in film, ranging from classical works through to contemporary production, and gives serious consideration to structural problems of dramatization and production, actorial methods and tricks, and contingencies that befall performers giving stand-out moments.

Looking at more than 40 aspects of the virtuosic act, and using an approach based in careful meditation and discursion, Virtuoso moves through such themes as showing off, effacement, self-consciousness, performative collapse, spontaneity, acting as dream, acting and femininity, virtuosity and torture, secrecy, improvisation, virtuosic silence, and others; giving special attention to the labors of such figures as Fred Astaire, Johnny Depp, Marlene Dietrich, Basil Rathbone, Christopher Plummer, Leonardo DiCaprio, Alice Brady, Ethel Waters, James Mason, and dozens more. Numerous scenic virtuosities are examined in depth, from films as far-ranging as Singin' in the Rain and The Bridge on the River Kwai, and My Man Godfrey. As the first book about virtuosity in film performance, Virtuoso offers exciting new angles from which to view film both classical and contemporary.

«Video Game Design. Principles and Practices from the Ground Up», SALMOND, Michael (2019)

 

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Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule

«George Clooney», MCDONALD, Paul (2019)

 

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Paul McDonald's study of the actor-filmmaker George Clooney traces the star's career, from his role in the hit television medical drama ER to his dual screen persona, allowing him to move seamlessly from commercial hits such as Out of Sight (1998) and Ocean's Eleven (2001) to more offbeat roles in such films as Oh Brother, Where Art Thou? (2000). McDonald also considers Clooney's political activism and his roles in such explicity political films as Three Kings (1999) and Syriana (2005), as well as his work as a producer of films including Argo (2012) and as director of Confessions of a Dangerous Mind (2002); Good Night, and Good Luck (2005) and Suburbicon (2017) among others.

McDonald places Clooney in the context of the Hollywood star system, considering the argument that Clooney's star persona has many similarities with that of classical Hollywood movie stars such as Cary Grant, but also addresses Clooney as a very 21st century transmedia celebrity.

«Tiempo de vivir, tiempo de revivir. Conversaciones con Douglas Sirk», DROVE, Antonio (2019)

 

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Probablemente muy pocos libros de cine habrán respondido a una necesidad más íntima que este titulado Tiempo de vivir, tiempo de revivir. Conversaciones con Douglas Sirk, de Antonio Drove.

Un libro cuyas páginas yo he sentido —aunque sea tantas veces a la distancia que establece el hilo del teléfono— crecer día a día en el ánimo del autor, siempre con una misma sostenida pasión, a través de unas conversaciones donde su palabra era capaz en tan sólo unos segundos de transitar, a caballo de vertiginosas asociaciones, por los dominios del cine, la pintura, la literatura e incluso la sinología, sin que en ocasiones faltara tampoco la evocación de algunos de los momentos más intensos de su propia vida. El resultado de este impulso a la vista está: un texto de no fácil clasificación, una mezcla de diálogo, reflexión sobre el cine y memoria personal, en el cual se deja oír, sin duda, la voz de Douglas Sirk, pero donde brota también la del cineasta español que lo firma. No podía ser de otro modo, dado el carácter y la significación del acontecimiento que está en el origen de la obra: el encuentro entre los dos directores en Lugano (Suiza).

¿Este encuentro decisivo entre ambos directores fue una consecuencia tan sólo del azar? ¿Por qué Douglas Sirk y no otro? Es el libro quien trata de responder. Entregado a esta tarea, sin dejar de reflexionar sobre las características de su oficio, Antonio Drove nos ofrece el relato de un itinerario de iniciación y conocimiento, evocación de unos años de aprendizaje, siguiendo el hilo de unas relaciones tejidas al calor del amor y la amistad (desfilan así por la obra una serie de personas de importancia fundamental, alguna tristemente desaparecida, como José Ignacio Fernández Bourgón), unidas para siempre, en su memoria, al creador de Imitación a la vida.

«Intermedia Games—Games Inter Media. Video Games and Intermediality», FUCHS, Michael; THOSS, Jeff (2019)

 

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While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment.

In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

«Ageing Femininity on Screen. The Older Woman in Contemporary Cinema», RICHARDSON, Niall (2019)

 

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What can queer theory, media studies and feminism bring to our understanding of cinema's Lavender Ladies? Addressing the groundswell of scholarly interest in age and its representation, Ageing Femininity on Film explores character tropes for old women in recent film. Alongside a proliferation of negative stereotypes, like the grotesque hag or the dotty old fool, this book illuminates gentility as a key alternative. Across classics of British and American cinema since the 1980s, including Driving Miss Daisy and The Queen, ageing females are empowered by genteel manners. They are amateur sleuths, retired political figures, and everyday women who refuse to be ignored. Studying examples beyond the “politics of pity,” this important book unpacks the multi-faceted relationship between gentility and feminine strength.

«Phantasmal Spaces. Archetypical Venues in Computer Games», FUCHS, Mathias (2019)

 

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Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.

In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

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