Understanding Machinima

Author: Jenna Ng
Editor: Bloomsbury Publishing USA
ISBN: 1441124535
File Size: 39,66 MB
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In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

3d Game Based Filmmaking

Author: Paul Marino
Editor:
ISBN:
File Size: 30,68 MB
Format: PDF, Mobi
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Provides instructions on creating a 3D animated film on a PC.

Journal Of Intellectual Property Law

Author:
Editor:
ISBN:
File Size: 68,12 MB
Format: PDF
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Canadian Animation

Author: Chris Robinson
Editor: JOHN LIBBEY PUBLISHING
ISBN:
File Size: 30,83 MB
Format: PDF
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A unique look into the lives of Canada's most important animators

Machinima

Author: Matt Kelland
Editor: Course Technology Ptr
ISBN:
File Size: 52,11 MB
Format: PDF
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Provides instructions on creating a 3D animated film on a PC.

Animation And Creativity In The Classroom

Author: Britta Pollmuller
Editor: GRIN Verlag
ISBN: 3668284369
File Size: 49,27 MB
Format: PDF, Docs
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Research Paper from the year 2016 in the subject Guidebooks - School, Education, Pedagogy, Auckland University of Technology, language: English, abstract: The book is the description of a model of how young people learn about animation and machinima and looks at three key themes: creativity, which is the process of developing original ideas that have value, media literacy which is the knowledge, skills and competencies that are required to use and interpret media, and culture which influences critical and creative behaviour. The study draws from Raymond Williams' definition of culture, Lev Vygotsky's work on the development and use of creativity and Paul Well's analysis of animation language. It looks at the history of animation as an art form and a popular medium, the debate about high and popular culture, the history of art education and aesthetics and media education and criticality. The research consists of case studies of action research that explore approaches to 'camera-less' animation, drawn animation, model animation and machinima, as carried out in Norfolk Secondary Schools and Schome Park, a secure 3D virtual world for thirteen to seventeen year olds, set in Teen Second Life. The book argues that (1) Animation and machinima offer a multidisciplinary model of creativity that allows for play, imagination and fantasy, but it also needs a literacy framework to develop students' creativity in order to produce animations that are original and valuable from a critical perspective. (2) Youth culture changes the way young people engage with animation. (3) Worthwhile learning about animation and machinima has some domain-specific elements, it needs specific knowledge and depends on multimodal choices and media literacies. In all of this, the study proposes ways to consolidate art and media education, new media arts and their respective practices and pedagogies. Good teaching and learning are key factors that foster positive learning progression and are standards by which the quality of young peoples' creative work can be encouraged, understood and evaluated.

Siegener Periodicum Zur Internationalen Empirischen Literaturwissenschaft

Author:
Editor:
ISBN:
File Size: 65,76 MB
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Animated Worlds

Author: Animated 'Worlds' (Conference)
Editor: JOHN LIBBEY PUBLISHING
ISBN:
File Size: 37,42 MB
Format: PDF
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Animated 'Worlds' is an edited anthology of papers originally presented at the eponymous conference held in 2003 at Farnham Castle, England.

Gamescenes

Author: Matteo Bittanti
Editor: Johan & Levi Editore
ISBN:
File Size: 12,64 MB
Format: PDF, Docs
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Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.

Media Literacy

Author: Donaldo Pereira Macedo
Editor: Peter Lang
ISBN: 9780820486680
File Size: 11,76 MB
Format: PDF, ePub, Docs
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Textbook

Premier Of Queensland S National New Media Art Award 2010

Author: Russell Storer
Editor:
ISBN:
File Size: 25,96 MB
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This publication features the work of leading new media artists invited to participate in the 2010 Premier of Queensland's National New Media Art Award - Australia's most significant prize for new media art. The exhibition and Award is presented every two years, and the winning works become part of the Queensland Art Gallery's permanent collection. The 2010 short-listed artists are Philip Brophy, Chris Howlett, Van Sowerwine and Isobel Knowles, Wade Marynowsky, Soda_Jerk and Lynette Wallworth. The 52-page publication includes 4-page essays on each of the short-listed artists, as well as exhibition histories and bibliographies. The Award exhibition showcases new and recent works by each artist that express challenging and innovative approaches to the use of media including video, digital animation and gaming, robotics, sound and interactive technologies.

Understanding Digital Literacies

Author: Rodney H. Jones
Editor: Routledge
ISBN: 0415673151
File Size: 79,45 MB
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Assuming no knowledge of linguistics, Understanding Digital Literacies provides an accessible and timely introduction to new literacies for university students. It supplies readers with the theoretical and analytical tools with which to explore the discursive structures, linguistic features and the social impact of a host of new media practices.

Diy Media

Author: Michele Knobel
Editor: Peter Lang
ISBN: 9781433106354
File Size: 67,69 MB
Format: PDF
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Schools remain notorious for co-opting digital technologies to «business as usual» approaches to teaching new literacies. DIY Media addresses this issue head-on, and describes expansive and creative practices of digital literacy that are increasingly influential and popular in contexts beyond the school, and whose educational potential is not yet being tapped to any significant degree in classrooms. This book is very much concerned with engaging students in do-it-yourself digitally mediated meaning-making practices. As such, it is organized around three broad areas of digital media: moving media, still media, and audio media. Specific DIY media practices addressed in the chapters include machinima, anime music videos, digital photography, podcasting, and music remixing. Each chapter opens with an overview of a specific DIY media practice, includes a practical how-to tutorial section, and closes with suggested applications for classroom settings. This collection will appeal not only to educators, but to anyone invested in better understanding - and perhaps participating in - the significant shift towards everyday people producing their own digital media.

Understanding Minecraft

Author: Nate Garrelts
Editor: McFarland
ISBN: 1476618151
File Size: 13,57 MB
Format: PDF, Mobi
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Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft’s digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang’s generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft’s origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities.

Globalization Art Education

Author: Elizabeth Manley Delacruz
Editor:
ISBN:
File Size: 52,54 MB
Format: PDF, ePub
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What can art educators contribute to the world in an age of globalization? Timely research, critical analyses, narrative essays, and case studies from 49 scholars form all over the world examine how globalization interfaces not only with are and education, but also with local and regional cultural practices and identities, economies, political strategies, and ecological/environmental concerns of people around the world.

Mastering Unreal Technology

Author: Jason Busby
Editor: Sams
ISBN:
File Size: 45,12 MB
Format: PDF, ePub, Mobi
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Let your imagination run wild in the world of Unreal Technology.Mastering Unreal Technology: The Art of Level Designknows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.

Performance Technology Science

Author: Johannes H. Birringer
Editor: Paj Publication
ISBN:
File Size: 34,93 MB
Format: PDF, Mobi
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The author's writings are widely known in the United States and Europe.

Graduate Education In 2020

Author:
Editor:
ISBN:
File Size: 30,28 MB
Format: PDF, ePub
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The Complete Animation Course

Author: Chris Patmore
Editor: Barrons Educational Series Incorporated
ISBN: 9780764123993
File Size: 17,93 MB
Format: PDF
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Desktop computer artists will find a wealth of information in this heavily illustrated book. It instructs in the principles, practice, and techniques of successful animation. The author covers all forms of animation, starting with the basics of making sketches in flip books, and concluding with the latest developments in computer-generated imagery. He demonstrates with practical examples that utilize key areas of modern animationï¿1/2cell art, stop-action with clay or plastic models, and 3D computer-generated and web-based animations. This volumeï¿1/2s six chapters cover the following topics: The art of story telling and storyboarding . . . How to create stop-action animation . . . Simple cell animation, the technique for simple movie cartoon sequences . . . Full cell animation, as used by Disney, Warner Brothers, and similar studios . . . Web animation for showcasing your skill over the Internet . . . and Computer modeling and animation, including 3D modeling. The bookï¿1/2s concluding sections discuss modern hardware and software, with emphasis on affordable beginnersï¿1/2 equipment. Also provided is an overview of the animation industry and its applications to movies, TV, and computer games. More than 250 instructive illustrations enhance this fascinating how-to volume.

At Play

Author: Katherine Isbister, Ph.D.
Editor: Routledge
ISBN:
File Size: 14,92 MB
Format: PDF, ePub, Mobi
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At Play presents a collection of work illustrating the wide scope of intellectual dialogue surrounding digital games, as they have become a focal point for the media in recent years and have increasingly become an area of study in academia. Contributors to this special issue represent an international landscape, and include founders of the game studies area, as well as new researchers who are already infl uencing the fi eld. All of the articles are situated within important areas of communication theory and research, covering such topics as how games impact media economics and cross-media influence on the development of a new medium; the promise and challenges of games as documentary media; and the political subtext in games as it relates to the emergence of a new and ever more important form of persuasive interactive media. The range of both theoretical grounding and method of approach offered in this special