51 research outputs found
Digital afx: digital dressing and affective shifts in Sin City and 300
In Sin City (Robert Rodriguez, 2005) and 300 (Zack Snyder, 2006) extensive
post-production work has created stylised colour palettes, manipulated areas
of the image, and added or subtracted elements. Framing a discussion around
the terms ‘affect’ and ‘emotion’, this paper argues that the digital technologies used in Sin City and 300 modify conventional interactions between
representational and aesthetic dimensions. Brian Massumi suggests affective
imagery can operate through two modes of engagement. One mode is
embedded in a meaning system, linked to a speci?c emotion. The second
is understood as an intensi?cation whereby a viewer reacts but that reaction is
not yet gathered into an alignment with meaning. The term ‘digital afx’
is used to describe manipulations that produce imagery allowing these two
modes of engagement to coexist. Digital afx are present when two competing
aesthetic strategies remain equally visible within sequences of images. As a
consequence the afx mingle with and shift the content of representation
Human cloning in film: horror, ambivalence, hope
Fictional filmic representations of human cloning have shifted in relation to the 1997 announcement of the birth of Dolly the cloned sheep, and since therapeutic human cloning became a scientific practice in the early twentieth century. The operation and detail of these shifts can be seen through an analysis of the films The Island (2005) and Aeon Flux (2005). These films provide a site for the examination of how these changes in human cloning from fiction to practice, and from horror to hope, have been represented and imagined, and how these distinctions have operated visually in fiction, and in relation to genre
Talking about Maya
‘Talking about Maya’ is a resource for people who want to
know more about how animators create using software.
The document brings together a detailed sample of
answers given in response to questions focussed on using
Autodesk Maya. The interviews were undertaken during an
Arts and Humanities Research Council funded
project exploring computer-generated (CG) animation. Part
of the project involved asking animators (this loose use of
the term ‘animator’ covers modellers, riggers and
animators) to describe their experience of working with
software
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