Architectures of Illusion: From Motion Pictures to Navigable Interactive Environments
Maureen Thomas, François Penz
Intellect Books, 2003 - Computers - 214 pages
The world of media production is in a state of rapid transformation. In this age of the Internet, interactivity and digital broadcasting, do traditional standards of quality apply or must we identify and implement new criteria?
This profile of the work of the Cambridge University Moving Image Studio (CUMIS), presents a strong argument that new developments in digital media are absolutely dependent on an understanding of traditional excellence. The book stands alone in placing equal emphasis on theoretical and practical aspects of its subject matter and avoids jargon so as to be easily understood by the general reader as well as the specialist.
• animation • navigable architectural environments • moving image narrativity
• questions of truth and representation • virtuality/reality • synthetic imaging
This broad analysis of current research, teaching and media production contains essential information for all those working or studying in the areas of multimedia, architecture, film and television.
The book is designed as a core text for the Cambridge University 1 year MPhil Degree in Architecture and the Moving Image.
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Realism and Fantasy in the Animated Film
4 Animation and Documentary
The Creative Treatment of Actuality
5 Motion Painting
Cinema Console Games and Screen Language
2 Tradition and Innovation Drama Narrative and Narration on the Film
5 Storyscapes Storyseekers and Storymakers Dramatic Narrative
Architecture and the Screen from Photography to Synthetic Imaging
2 Architects Perspectives on Film
4 Location Shooting in City Films
Visions and Revisions in Representing Truth
3 The Motivation Behind the Camera
3 Big ScreenSmall Screen Cross Fertilization Between Film and Interactive
4 Narrative Narration and Engagement in Adventure Gamestories
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20th century 21st century 2D animation Abe's Oddysee abstract aesthetic architecture artists audience characters cinema close-up Cloud Strife combat console games conventions create culture dialogue Discworld Disney's documentary dramatic effects elements engage entertainment environment episodes example Excalibur experience exploit explore fairy fiction Figure film film-makers Final Fantasy VII frame France genre graphic novel human Indiana Jones interactive John Lasseter Katz Lara Croft Lara's live-action medium Metal Gear Solid mise en scene movement movie movie-making moving images moving-image narrative Oddworld painting photographic play player PlayStation plot potential prerecorded produced protagonist realism relationship Resident Evil RT3D screen narration sequences shooting shot Silent Hill skills soundtrack space spatial Steven Spielberg story storyscape storyseeker storytelling storyworld strategies structure studio style techniques Tekken television Tenchu Tomb Raider Tomb Raider II traditional viewer virtual camera visual X-Files
Page 4 - film, radio and magazines make up a system which is uniform as a whole and in every part... all mass culture is identical