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Lecture 24

ETS 154 Lecture 24: Digital Cinema (Week 14)
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Department
English Textual Studies
Course Code
ETS 154
Professor
L.Scheibel

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Description
find more resources at oneclass.com November 28, 2016 Digital Cinema (Week 14) Side by Side (Christopher Kenneally, 2012) Origins of Cinema - Not in literature or narrative theater, but amusement parks (like Coney Island) - Demonstrations of new cinematic technology “Cinema of Attractions” - Film historian Tom Gunning coined this term to refer to the defining characteristics in cinema before 1906: its ability to show something - Cinema was an exhibitionist medium, less a vehicle for telling stories than as a way to present the realistic illusion of movement (“actualities”) or illusionist stage effect (“trick films”) “Aesthetic of Astonishment” - Historical audiences were not so naive as to stake a filmed image for reality (a train about to run them over). Rather, shock/surprise was the result of the discontinuity between what they knew to be true and what they felt to be true - Georges Méliès and the Lumière Brothers Digital Film: Cinema in Post-Celluloid Era of 21st Century - “Digital film” is something of an oxymoronic term: “films” are no longer photographically based, and digital animation/visual effects offer a simulation of the real rather than an index of a physical reality - Is this the “death of cinema” or the return of “attractions” and “astonishment” - Star Wars Ep II:Attack of the Clones 2002 • First film shot entirely in digital ▯1 find more resources at oneclass.com find more resources at oneclass.com November 28, 2016 “Cinema of Interactions” - Cinema emerged in the 1890s as a hybrid medium (refer to week 1), and the multiply networked, distributed forms of digital cinematic production and exhibition is only an extension of that history. - In the ancillary market, cinema is remediated in videotape, DVD, television WORDS I CANT READ (more recently, Blu0ray and online streaming and video-on-demand services) - Digital era has no sense of a medium that exists in itself, but rather only media that exist in relation to or in collaboration with other media - Cinema is not only remediated, but premediated the conceptualization of a film’s ancillary product (e.g, a DVD/Blu-ray) is no longer an afterthought or second-order distribution phenomenon, but is part of the original contractual/artistic intention of that film. Cinema as Gaming: Narrative Logic and Visual Style - Cinema and video games are in a mutual process of remediation. Some games are based on successful films, while others (eg Grand Theft Auto series) include widescreen narrative segments that introduce a game’s various levels of play like a scene/sequence from a film (“cut scenes”) - Games may also be marketed like films, including WORDS I CAN’T READ release of soundtrack albums - Narrative cinema in digital era arguably bears a closer relationship to video games than photography, drama, or fiction — and not just because some films are based on games • Computer-generated imagery resembles game graphics and DVD/Blu-ray interactivity similar to experience of game play • Mediated game-line environment offers certain roles, choices and paths for key characters rather than linear, realistic world of traditional storytelling - Gameic Filmmaking • Avata
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