«Animated Landscapes: History, Form and Function», PALLANT, Chris (Ed.) (2015)

 

Expresiones audiovisualesLibros

Studying landscape in cinema isn't quite new; it'd be hard to imagine Woody Allen without New York, or the French New Wave without Paris. But the focus on live-action cinema leaves a significant gap in studying animated films. With the almost total pervasiveness of animation today, this collection provides the reader with a greater sense of how the animated landscapes of the present relate to those of the past. Including essays from international perspectives, Animated Landscapes introduces an idea that has seemed, literally, to be in the background of animation studies.

The collection provides a timely counterpoint to the dominance of character (be that either animated characters such as Mickey Mouse or real world personalities such as Walt Disney) that exists within animation scholarship (and film studies more generally). Chapters address a wide range of topics including history, case studies in national contexts (including Australia, Japan, China and Latvia), the traversal of animated landscape, the animation of fantastical landscapes, and the animation of interactive landscapes. Animated Landscapes promises to be an invaluable addition to the existing literature, for the most overlooked aspect of animation.

«Cómo ver cómo: Textos sobre cultura visual Latinoamericana», DE PEDRO, Antonio E.; ROSAURO, Elena (Eds.) (2015)

 

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La Red de Estudios Visuales Latinoamericanos (ReVLaT) es una asociación formada por una veintena de investigadores procedentes de todos los países latinoamericanos además de Estados Unidos, España, Suiza y Alemania. La Red tiene como objetivo principal el análisis crítico de imágenes, artefactos visuales y prácticas de la visualidad, dentro del amplio marco teórico de los estudios visuales.
"Cómo ver cómo" son los ensayos más relevantes de los dos últimos congresos de la Red y profundizan sobre la cultura visual latinoamericana y sus efectos. Este libro es el primer volumen de una colección que abordará diversos temas que dan Señas de Identidad a la visualidad latinoamericana.
La obra contribuye a la reflexión en torno a las características visuales y culturales de América Latina porque la cultura visual tiene un impacto político y abarca mucho más allá de las obras de arte: siempre está presente en nuestras vidas. siempre en el contexto de la visualidad global y, al mismo tiempo, cada investigador tiene en cuenta las especificidades históricas, sociales, políticas y geo-estéticas de la región.
El proyecto es, ante todo, un reto intelectual que compartimos con los lectores, bien sean especialistas en la materia o personas interesadas que buscan reflexionar de manera más general en relación con la cultura visual latinoamericana.

«Video Games Around the World», WOLF, Mark J. P. (Ed.) (2015)

 

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Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.

Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2610 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country’s cultural history and folklore. Every country or region’s unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry’s emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations.

Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

«Digital Technology and the Future of Broadcasting: Global Perspectives», PAVLIK, John V. (Ed.) (2015)

 

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This volume presents timely discussions on how digital technology is reshaping broadcasting and the media in the United States and around the world. It features contributions from distinguished scholars and young researchers, representing work that spans domestic and international issues of technological change and the implications for broadcasting and related media in a global context.

Among the many issues covered are:

The impact of digital technology on the structure of broadcasting organizations and regulation;

The nature of broadcast content or media programming and how it is delivered at home and abroad;

Engagement and interaction of the public with broadcasting and social and mobile media; and

The reshaping of revenue models for broadcasters and media organizations globally.

The first two parts of the volume, addressing research challenges, issues, and advances in global broadcasting, are competitively reviewed research papers which were presented at the BEA2114 Research Symposium. The third part focuses on international perspectives, with chapters from broadcasting scholars and paper discussants at the Research Symposium. This section provides reflection on the problems and prospects for research, education, and public policy that arise in this era of rapid and continuing change.

As a benchmark of the remarkable changes taking place in today’s media environment, the volume sets an agenda for future research on the implications of digital technology for broadcasting and broadcasting education.

«British TV Comedies. Cultural Concepts, Contexts and Controversies», KAMM, Juergen; NEUMANN, Birgit (Eds.) (2015)

 

Expresiones audiovisualesLibros

This collection offers an exciting overview of British TV comedies, ranging from the beginnings of sitcoms in the 1951s to the current boom of 'Britcoms'. It provides in-depth analyses of major comedies, systematically addressing their aesthetic properties, filmic history, humour politics and cultural impact. Understanding TV comedies as powerful cultural media, the volume explores their role in the often provocative negotiation of social controversies and cultural concepts such as class, gender, ethnicity, sexuality, family and work. Some of the key questions that are addressed include: How does comedy use symbolic codes and images to negotiate new social and cultural issues? How and to what end is humour used? How do the dynamics of seriality connect to media and popular culture? And what is the role of the British television industry and marketing strategies? By examining these and other questions, the volume opens new vistas in the field of media and television studies. The volume brings together international experts in the field and represents essential reading for those interested in British TV comedy or in theories of comedy and television.

«Video Game Policy: Production, Distribution, and Consumption», CONWAY, Steven; DEWINTER, Jennifer (Eds.) (2015)

 

Expresiones audiovisualesLibros

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

«Skepticism Films: Knowing and Doubting the World in Contemporary Cinema», SCHMERTHEIM, Philipp (2015)

 

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Cinema has always displayed an affinity to characters with distorted or even hallucinatory relations to reality. With films such as The Truman Show, the Matrix films or Inception, contemporary filmmakers add another layer to this canon of film characters: unwitting ordinary victims of deception for whom the skepticist fear that the world is not real but a simulation, fake environment or a dream has become true. These are 'skepticism films': dramatized, fictional configurations of the thought experiments which are part and parcel of philosophical reflection on knowledge and doubt. Skepticism Films: Knowing and Doubting the World in Contemporary Cinema introduces skepticism films as updated configurations of skepticist thought experiments which exemplify the pervasiveness of philosophical ideas in popular culture. Philipp Schmerheim defends a pluralistic film-philosophical position according to which films can be, but need not be, expressions of philosophical thought in their own right. It critically investigates the influence of ideas of skepticism on film-philosophical theories and develops a typology of skepticism films by analyzing The Truman Show, Inception, The Matrix, Vanilla Sky, The Thirteenth Floor, Moon and other contemporary skepticism films. With its focus on skepticism as one of the most significant philosophical problems, Skepticism Films provides a better understanding of the dynamic interplay between film, theories of film and philosophy.

«Filmstile», HESSE, Christoph; KEUTZER, Oliver; MAUER, Roman; MOHR, Gregory (2015)

 

Expresiones audiovisualesLibros

Das Lehrbuch vermittelt einen kompakten Überblick einerseits der Epochen- und Nationalstile der Filmgeschichte, andererseits individueller Stile, wobei außer der Regie auch andere Bereiche filmischer Gestaltung wie Drehbuch, Kamera, Musik und Montage berücksichtigt werden. Über die in der Filmwissenschaft etablierten Klassifikationen hinaus stellt dieses Lehrbuch zudem stilistische Kontinuitäten heraus, die in einer epochenübergreifenden Perspektive als Varianten des Realismus, des Attraktionskinos oder des Minimalismus veranschaulicht werden. Neben dem Spielfilm kommen hierbei auch Gattungen wie der Dokumentar- und Experimentalfilm zur Sprache. Welcher besondere Stil – so wird ausblickend gefragt – kennzeichnet Filme, die nicht mehr in erster Linie im Kino, sondern im Fernsehen, auf DVD und via Internet zu sehen sind?

«Flickers of Film: Nostalgia in the Time of Digital Cinema», SPERB, Jason (2015)

 

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Whether paying tribute to silent films in Hugo and The Artist or celebrating arcade games in Tron: Legacy and Wreck-It-Ralph , Hollywood suddenly seems to be experiencing a wave of intense nostalgia for outmoded technologies. To what extent is that a sincere lament for modes of artistic production that have nearly vanished in an all-digital era? And to what extent is it simply a cynical marketing ploy, built on the notion that nostalgia has always been one of Hollywood's top-selling products? In Flickers of Film , Jason Sperb offers nuanced and unexpected answers to these questions, examining the benefits of certain types of film nostalgia, while also critiquing how Hollywood's nostalgic representations of old technologies obscure important aspects of their histories. He interprets this affection for the prehistory and infancy of digital technologies in relation to an industry-wide anxiety about how the digital has grown to dominate Hollywood, pushing it into an uncertain creative and economic future. Yet he also suggests that Hollywood's nostalgia for old technologies ignores the professionals who once employed them, as well as the labor opportunities that have been lost through the computerization and outsourcing of film industry jobs. Though it deals with nostalgia, Flickers of Film is strikingly cutting-edge, one of the first studies to critically examine Pixar's role in the film industry, cinematic representations of videogames, and the economic effects of participatory culture. As he takes in everything from Terminator: Salvation to The Lego Movie , Sperb helps us see what's distinct about this recent wave of self-aware nostalgic films – how Hollywood nostalgia today isn't what it used to be.

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