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Visual digital culture : surface play and spectacle in new media genres / Andrew Darley.

By: Material type: TextTextSeries: Sussex studies in culture and communicationPublication details: London ; New York : Routledge, 2000.Description: 1 online resource (x, 225 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 0203171810
  • 9780203171813
  • 0415165555
  • 9780415165556
  • 0203135202
  • 9780203135204
  • 9780415165549
  • 0415165547
  • 1134708378
  • 9781134708376
  • 1280328487
  • 9781280328480
Subject(s): Additional physical formats: Print version:: Visual digital culture.DDC classification:
  • 306.4/87 21
LOC classification:
  • GV1469.17 D27 2000eb
Other classification:
  • 54.02
Online resources:
Contents:
Chapter INTRODUCTION -- part Part I HISTORY -- chapter 1 A BACK STORY: REALISM, SIMULATION, INTERACTION -- chapter 2 GENEALOGY AND TRADITION -- Mechanised spectacle as popular entertainment -- chapter 3 SHAPING TRADITION -- The contemporary context -- part Part II AESTHETICS -- chapter 4 SIMULATION AND HYPERREALISM -- Computer animation and TV advertisements -- chapter 5 THE WANING OF NARRATIVE -- New spectacle cinema and music video -- chapter 6 THE DIGITAL IMAGE IN 'THE AGE OF THE SIGNIFIER' -- part Part III SPECTATORS -- chapter 7 GAMES AND RIDES -- Surfing the image -- chapter 8 SURFACE PLAY AND SPACES OF CONSUMPTION.
Summary: Visual Digital Culture considers the effect of new image technologies on the forms and experience of mass visual culture. Examining the digital imaging techniques employed in films such as Forrest Gump and Toy Story, and across a wide range of media including music video, computer games, theme parks and simulation rides, Andrew Darley argues that contemporary visual culture is radically different from traditional visual culture--marking a break with the emphasis on story, representation, meaning and reading, favoring instead a focus on style, image performance and sensation.
Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
eBook eBook e-Library EBSCO Social Science Available
Total holds: 0

Includes bibliographical references (pages 207-215) and index.

Print version record.

Chapter INTRODUCTION -- part Part I HISTORY -- chapter 1 A BACK STORY: REALISM, SIMULATION, INTERACTION -- chapter 2 GENEALOGY AND TRADITION -- Mechanised spectacle as popular entertainment -- chapter 3 SHAPING TRADITION -- The contemporary context -- part Part II AESTHETICS -- chapter 4 SIMULATION AND HYPERREALISM -- Computer animation and TV advertisements -- chapter 5 THE WANING OF NARRATIVE -- New spectacle cinema and music video -- chapter 6 THE DIGITAL IMAGE IN 'THE AGE OF THE SIGNIFIER' -- part Part III SPECTATORS -- chapter 7 GAMES AND RIDES -- Surfing the image -- chapter 8 SURFACE PLAY AND SPACES OF CONSUMPTION.

Visual Digital Culture considers the effect of new image technologies on the forms and experience of mass visual culture. Examining the digital imaging techniques employed in films such as Forrest Gump and Toy Story, and across a wide range of media including music video, computer games, theme parks and simulation rides, Andrew Darley argues that contemporary visual culture is radically different from traditional visual culture--marking a break with the emphasis on story, representation, meaning and reading, favoring instead a focus on style, image performance and sensation.

English.

WorldCat record variable field(s) change: 650

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