Understanding Machinima

Understanding Machinima
Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
Total Pages: 377
Release: 2013-07-30
Genre: Social Science
ISBN: 1441124535


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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.

Language Teaching with Video-Based Technologies

Language Teaching with Video-Based Technologies
Author: Michael Thomas
Publisher: Routledge
Total Pages: 208
Release: 2020-07-03
Genre: Computers
ISBN: 1000172422


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This book explores the implications of technology-mediated project-based language learning for CALL teacher development, focusing on the role of video-based instruction in elucidating challenges and opportunities to promote learner creativity in the language classroom. The volume builds on existing literature on project-based language learning by extending the focus on the affordances of machinima, digital video created by teachers and learners to capture experience in 3D immersive games or virtual worlds. Drawing on data from a large-scale research project featuring case studies that examine different facets of CALL teacher education, the book calls attention to language learning and teaching strategies that encourage both learners and teachers to develop innovative approaches in the language classroom and how such approaches promote the integration of lifelong learning skills alongside traditional linguistic competencies. Offering a dynamic contribution to the growing literature on the interface of language learning and teaching and technology, this book will appeal to students and researchers in applied linguistics and language and education, as well as those interested in the latest developments in CALL.

Machinima

Machinima
Author: Matt Kelland
Publisher: Cengage Learning
Total Pages: 172
Release: 2005
Genre: Computers
ISBN:


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Machinima movies are created using the 3D graphics engines behind such computer games as 'Halo' and 'Half-Life'. This book offers an in-depth look at where machinima has come from, where and how it is used, and how anyone can use it to create a new generation of 21st-century animated home movies.

3D Game-based Filmmaking

3D Game-based Filmmaking
Author: Paul Marino
Publisher:
Total Pages: 502
Release: 2004
Genre: Computers
ISBN:


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The Machinima approach to creating movies promises to revolutionize the computer animation industry and this book will serve as the industry bible for emerging filmmakers. It expertly covers the very latest technology in filmmaking, from the history of Machinima, who the major players are, and where the Machinima movement is going. Conventional filmmakers are quickly adopting this medium as a much easier and economical way to produce animation films. This book contains a wealth of tips, tricks, and solid techniques to creating your own Machinima films from some of the best creative minds in the industry. Numerous hands-on projects are provided to show readers how to expertly create, edit, and view their own films. Some of the hot topics covered include developing actors, preparing sets, incorporating audio, adding special audio and visual effects, using the best post production techniques, using the best game engines, and much more.

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 991
Release: 2012-08-16
Genre: Social Science
ISBN:


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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

The Art of Movies

The Art of Movies
Author: Nicolae Sfetcu
Publisher: Nicolae Sfetcu
Total Pages: 1030
Release: 2014-05-06
Genre: Art
ISBN:


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Movie is considered to be an important art form; films entertain, educate, enlighten and inspire audiences. Film is a term that encompasses motion pictures as individual projects, as well as — in metonymy — the field in general. The origin of the name comes from the fact that photographic film (also called filmstock) has historically been the primary medium for recording and displaying motion pictures. Many other terms exist — motion pictures (or just pictures or "picture"), the silver screen, photoplays, the cinema, picture shows, flicks — and commonly movies.

Pioneers in Machinima: The Grassroots of Virtual Production

Pioneers in Machinima: The Grassroots of Virtual Production
Author: Tracy G. Harwood
Publisher: Vernon Press
Total Pages: 271
Release: 2021-09-07
Genre: Photography
ISBN: 1648892140


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This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.

Digital Youth, Innovation, and the Unexpected

Digital Youth, Innovation, and the Unexpected
Author: Tara McPherson
Publisher: MIT Press
Total Pages: 540
Release: 2008
Genre: Computers
ISBN: 0262134950


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How emergent practices and developments in young people's digital media can result in technological innovation or lead to unintended learning experiences and unanticipated social encounters. Young people's use of digital media may result in various innovations and unexpected outcomes, from the use of videogame technologies to create films to the effect of home digital media on family life. This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers of technological change, recognizing that these new technologies are embedded in larger social systems, school, family, friends. The chapters consider such topics as (un)equal access across economic, racial, and ethnic lines; media panics and social anxieties; policy and Internet protocols; media literacy; citizenship vs. consumption; creativity and collaboration; digital media and gender equity; shifting notions of temporality; and defining the public/private divide. Contributors Steve Anderson, Anne Balsamo, Justine Cassell, Meg Cramer, Robert A. Heverly, Paula K Hooper, Sonia Livingstone, Henry Lowood, Robert Samuels, Christian Sandvig, Ellen Seiter, Sarita Yardi

Cybercultures

Cybercultures
Author:
Publisher: Brill
Total Pages: 200
Release: 2012-01-01
Genre: Computers
ISBN: 9401208530


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Cybercultures: Mediations of Community, Culture, Politics, is a collection of essays that critically examine the role that digital media and online cultures play in the rearticulation of contemporary societies, cultures and polities. This volume interrogates the nature and effects of the existence of cybercultures in the world of Web 2.0, new media and media convergence, and mobile digital networks. It does so by examining the effect of cybercultures upon the contemporary articulation of phenomena as diverse as bodily experience, memory, the imagination, history, political participation, the nature of community, artistic creativity, and the instability of rhetoric, language and meaning.

Creative Technologies for Multidisciplinary Applications

Creative Technologies for Multidisciplinary Applications
Author: Connor, Andy M.
Publisher: IGI Global
Total Pages: 486
Release: 2016-03-29
Genre: Computers
ISBN: 1522500170


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Given that institutions of higher education have a predisposition to compartmentalize and delineate areas of study, creative technology may seem oxymoronic. On the contrary, the very basis of western thought is found in the idea of transcendent knowledge. The marriage of opposing disciplines therefore acts as a more holistic approach to education. Creative Technologies for Multidisciplinary Applications acts as an inspiration to educators and researchers who wish to participate in the future of such multidisciplinary disciplines. Because creative technology encompasses many applications with the realm of art, gaming, the humanities, and digitization, this book features a diverse collection of relevant research for the modern world. It is a pivotal reference publication for educators, students, and researchers in fields related to sociology, technology, and the humanities.