Digital EncountersDigital Encounters is a cross media study of digital moving images in animation, cinema, games, and installation art.In a world increasingly marked by proliferating technologies, the way we encounter and understand these story-worlds, game spaces and art works reveals aspects of the ways in which we organize and decode the vast amount of visual mat |
Contents
1 | |
1 Reanimating the interface | 12 |
2 Digital effects and expanded narrative space | 42 |
3 Encountering the interface | 71 |
fatal attractors | 105 |
5 Gallery spacetemporal zoning | 133 |
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Common terms and phrases
ability active agency AI-space animation architecture argue artwork attractors avatar avatar-space Batman Begins become camera cartoon character actions colour competing elements complex constructed conventions create Daniel Greaves digital effects cinema Digital Encounters digital games digital intermediate digital technologies dimensions discussion distribute attention drawing Duck Amuck embedded embodied emerges engagement environment experience figures film filmmaking Flatworld game-world game’s gamer Half-Life human imagery immersion impact inscribed installation art instance interaction interplay John Lasseter live action live-action look manipulate Matrix meaning movement moving image technologies Myst negotiation offer panels Perfect Storm perspective play player possibilities potential presence relationship reveal Rotoshop screen seamless interface sense sequence shift shot Silly Symphonies sound space and action spatio-temporal organization split-screen story story-world structure Studio Tate Modern technological interfaces temporal textual time-based Timecode timespace Tomb Raider Toy Story transformation viewer viewer’s attention visible visual World in Four