9,705 research outputs found

    Dialectical Polyptych: an interactive movie installation

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    Most of the known video games developed by important software companies usually establish an approach to the cinematic language in an attempt to create a perfect combination of narrative, visual technique and interaction. Unlike most video games, interactive film narratives normally involve an interruption in time whenever the spectator has to make choices. “Dialectical Polyptych” is an interactive movie included in a project called “Characters looking for a spectactor”, which aims to give the spectator on-the-fly control over film editing, thus exploiting the role of the spectator as an active subject in the presented narrative. This paper presents an installation based on a mobile device, which allows seamless real-time interactivity with the movie. Different finger touches in the screen allow the spectator to alternate between two parallel narratives, both producing a complementary narrative, and change the angle or shot within each narrative.info:eu-repo/semantics/publishedVersio

    Live Sports Virtual Reality Broadcasts: Copyright and Other Protections

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    As virtual reality rapidly progresses, broadcasts are able to increasingly mimic the experience of actually attending a game. As the technology advances and the viewer can freely move about the game and virtual reality can simulate the in-stadium attendance, the virtual reality broadcast nears the point where the broadcast is indistinguishable from the underlying game. Thus, novel copyright protection issues arise regarding the ability to protect the experience through copyright. Although normal broadcasts may be copyrighted, virtual reality broadcasts of live sports could lack protection under the Copyright Act because the elements of originality, authorship, and fixation are harder to satisfy for this type of work. If the elements that formerly protected broadcasts through copyright no longer apply, the virtual reality broadcast of the game will lose copyright protection. The virtual reality broadcaster can receive protection for the work in several ways, such as (1) by broadcaster-made modifications to the transmitted broadcast, (2) through misappropriation claims, or (3) by inserting contract terms. These additional steps maintain the ability of virtual reality broadcasters to disseminate works without fear the work will not be protectable by the law

    The lives of others: an interactive installation

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    “The lives of others” is an interactive audiovisual installation that is based on a voyeuristic approach of the binomial inside / outside and private / public, between the finished product presentable to the public and the mechanism that generates it. This mechanism consisting of physical devices and logical-mathematical instructions usually remains in the private sphere, is the interior of the work that is not seen, which belongs only to the creator / author. “the lives of others” quest for demystify the separation of the visual apparatus and the mechanism that generates this external system, making both visible and bringing to the public sphere the elements usually hidden.info:eu-repo/semantics/publishedVersio

    Narrating the past: virtual environments and narrative

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill

    The différance engine: videogames as deconstructive spacetime

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    The purpose here is to intervene within some dominant strands of videogame scholarship and propose a more problematic relation to our object. The two dominant tendencies taken-up here represent what has come to be self-styled as a media studies 2.0 model, over and against a supposedly previously dominant (and retroactivated as outmoded) 1.0. Proposed in opposition to these somewhat sweeping positions will be a deconstructive model which, while disagreeing with these theoretical ‘algorithms’, would not believe itself to be leading a charge toward any notionally more thoroughgoingly circumnavigating 3.0 account. Specifically, while the 2.0 account proposes a “new” active first-person Performative framework versus an “old” third-person indicative Constative, we would recommend a reworked iterative-Performative as propounded in the works of Derrida and Butler

    Distributed Cinema: Interactive, Networked Spectatorship In The Age Of Digital Media

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    Digital media has changed much of how people watch, consume and interact with digital media. The loss of indexicality, or the potential infidelity between an image and its source, contributes to a distrust of images. The ubiquity of interactive media changes aesthetics of images, as viewers begin to expect interactivity. Networked media changes not only the ways in which viewers access media, but also how they communicate with each other about this media. The Tulse Luper Suitcases encapsulates all of these phenomena

    'Visibility brings with it responsibility': Using a pragmatic performance approach to explore a political philosophy of technology

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    With the emergence, suspicion and social acceptance of ubiquitous communications technology thoroughly plumbed and the digital age already wondering what it is going to rename itself in light of ever more fluid and complex technologies, this paper asks: what can theatre and performance provide to the production of a political philosophy of technology? Using the work of Maurice Merleau-Ponty, Michel Foucault and an analysis of a recent inter-cultural adaptation of Jean Genet's The Maids, this study examines the politics of visible theatre technologies in performance and offers a pragmatic, or instrumentalist, approach to developing a political philosophy of technology

    Distributed Cinema: Interactive, Networked Spectatorship In The Age Of Digital Media

    Get PDF
    Digital media has changed much of how people watch, consume and interact with digital media. The loss of indexicality, or the potential infidelity between an image and its source, contributes to a distrust of images. The ubiquity of interactive media changes aesthetics of images, as viewers begin to expect interactivity. Networked media changes not only the ways in which viewers access media, but also how they communicate with each other about this media. The Tulse Luper Suitcases encapsulates all of these phenomena
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