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In this book, Seung-hoon Jeong introduces the cinematic interface as a contact surface that mediates between image and subject, proposing that this mediation be understood not simply as transparent and efficient but rather as asymmetrical, ambivalent, immanent, and multidirectional. Jeong enlists the new media term "interface" to bring to film theory a synthetic notion of interfaciality as underlying the multifaceted nature of both the image and subjectivity. Drawing on a range of films, Jeong examines cinematic interfaces seen on screen and the spectator’s experience of them, including: the direct appearance of a camera/filmstrip/screen, the character’s bodily contact with such a medium-interface, the object’s surface and the subject’s face as "quasi-interface," and the image itself. Each of these case studies serves as a platform for remapping and revamping major concepts in film studies such as suture, embodiment, illusion, signification, and indexicality. Looking to such theories as the ontology of the image and the phenomenology of the body, this original theorization of the cinematic interface not only offers a conceptual framework for rethinking and re-linking film and media studies, but also suggests a general theory of the interface.
A revolutionary reconceptualization of capital and perception during the twentieth century.
»Postnaturalism« offers an original account of human-technological co-evolution and argues that film and media theory, in particular, needs to be re-evaluated from the perspective of our material interfaces with a constantly changing environment. Extrapolating from Frankenstein films and the resonances they establish between a hybrid monster and the spectator hooked into the machinery of the cinema, Shane Denson engages debates in science studies and philosophy of technology to rethink histories of cinema, media, technology, and ultimately of the affective channels of our own embodiment. With a foreword by media theorist Mark B. N. Hansen.
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
Want to know how to get a job designing UI for films or games? Not sure how to get started? We've got the answers to these and many more questions in our beginner's guide to launching a career in FUI. Jono gathers the most prolific artists in the industry to help answer some of the most common questions such as: What does the FUI process look like? What tools do FUI designers use? How do you get a job designing FUI? How do I get started? If you've ever considered designing user interfaces for film or games, then this guide is for you. This is a guide to help people needing advice on how to get started in FUI and how to break into the industry. This is not a coffee table book full of pretty pictures or step-by-step tutorials. It is a book filled with tips and insights collected from industry professionals. ALSO INCLUDES 'Approaching an interface' checklist 'Assessing an interface' checklist Pro tips from our contributing artists CONTRIBUTING ARTISTS Alan Torres (Captain America: Civil War, Avengers: Age of Ultron, Furious 7, Guardians of the Galaxy) Ash Thorp (Ghost in the Shell, Call of Duty: Infinite Warfare, 007: Spectre, Total Recall, Prometheus, Robocop) Chris Kieffer (Westworld, Passengers, Interstellar, G.I. Joe: Retaliation, Deep Water Horizon)) Corey Brammell (TMNT: Out of the Shadows, Ant-Man, 5th Wave, Transformers: Age of Extinction) Davison Carvalho (Star Wars: The Force Awakens, Doctor Strange, Captain America: Civil War, Mortal Kombat X) Gemma Kingsley (Black Mirror, The Conjuring 2, London Has Fallen) Jayse Hansen (Spider-Man Homecoming, Guardians 2, Star Wars: The Force Awakens, The Avengers 1&2, Iron Man 3) Jérémie Benhamou (Call of Duty: Advanced Warfare, Dead Space 2&3, Assassins Creed: Unity, Rainbow Six: Siege) John LePore (Batman V Superman: Dawn of Justice, Captain America: Civil War, Iron Man 2, The Avengers) Jorge Almeida (Minority Report, Star Trek Into Darkness, The Dark Knight Rises, Microsoft Future Vision 2015) Ryan Rafferty Phelan (Avengers Age of Ultron, Mission Impossible V, Agent 47, Guardians of the Galaxy)
A study of Peruvian Cinema and the role of criticism in forming a national cinematic vision
Cinema, the primary vehicle for storytelling in the twentieth century, is being reconfigured by new media in the twenty-first. Terms such as "worldbuilding," "virtual reality," and "transmedia" introduce new methods for constructing a screenplay and experiencing and sharing a story. Similarly, 3D cinematography, hypercinema, and visual effects require different modes for composing an image, and virtual technology, motion capture, and previsualization completely rearrange the traditional flow of cinematic production. What does this mean for telling stories? Fast Forward answers this question by investigating a full range of contemporary creative practices dedicated to the future of mediated storytelling and by connecting with a new generation of filmmakers, screenwriters, technologists, media artists, and designers to discover how they work now, and toward what end. From Chris Milk and Aaron Koblin's exploration of VR spherical filmmaking to Rebeca Méndez's projection and installation work exploring climate change to the richly mediated interactive live performances of the collective Cloud Eye Control, this volume captures a moment of creative evolution and sets the stage for imagining the future of the cinematic arts.
In this book, Seung-hoon Jeong introduces the cinematic interface as a contact surface that mediates between image and subject, proposing that this mediation be understood not simply as transparent and efficient but rather as asymmetrical, ambivalent, immanent, and multidirectional. Jeong enlists the new media term "interface" to bring to film theory a synthetic notion of interfaciality as underlying the multifaceted nature of both the image and subjectivity. Drawing on a range of films, Jeong examines cinematic interfaces seen on screen and the spectator’s experience of them, including: the direct appearance of a camera/filmstrip/screen, the character’s bodily contact with such a medium-interface, the object’s surface and the subject’s face as "quasi-interface," and the image itself. Each of these case studies serves as a platform for remapping and revamping major concepts in film studies such as suture, embodiment, illusion, signification, and indexicality. Looking to such theories as the ontology of the image and the phenomenology of the body, this original theorization of the cinematic interface not only offers a conceptual framework for rethinking and re-linking film and media studies, but also suggests a general theory of the interface.
Captain Kirk fought Nazis. JFK's assassination is a videogame touchstone. And there's no history like "Drunk History."