28 research outputs found

    Adapting Watchmen After 9/11

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    The Migration Of Forms: Bullet Time As Microgenre

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    Rehak considers the ways in which the film The Matrix branded bullet time both as technical process and stylistic convention, and discusses bullet time\u27s ancestry in image experimentation of the 1980s and 1990s. In his analysis, Rehak uses the conceptual framework of the microgenre to explore the cultural lifespan of bullet time, treating it less as a singular special effect than a package of photographic and digital techniques whose fortunes were shaped by a complex interplay of technology, narrative and style. Rehak\u27s goal is to shed light not just on bullet time, but on the changing behavior of visual texts in contemporary media. He examines an overview of special effects scholarship to date, most notably the indication that the repetition of special effects dulls their effectiveness, in part due to the changing competencies of audiences. Rehak also looks at the struggle of the filmmakers of The Matrix to craft sequels that simultaneously preserved bullet time\u27s appeal while varying it enough to ensure another breakthrough

    Computer-Generated Imagery

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    More Than Meets The Eye: Special Effects And The Fantastic Transmedia Franchise

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    From comic book universes crowded with soaring superheroes and shattering skyscrapers to cosmic empires set in far-off galaxies, today’s fantasy blockbusters depend on visual effects. Bringing science fiction from the studio to your screen, through film, television, or video games, these special effects power our entertainment industry. More Than Meets the Eye delves into the world of fantastic media franchises to trace the ways in which special effects over the last 50 years have become central not just to transmedia storytelling but to worldbuilding, performance, and genre in contemporary blockbuster entertainment. More Than Meets the Eye maps the ways in which special effects build consistent storyworlds and transform genres while traveling from one media platform to the next. Examining high-profile franchises in which special effects have played a constitutive role such as Star Trek, Star Wars, The Matrix, and The Lord of the Rings, as well as more contemporary franchises like Pirates of the Caribbean and Harry Potter, Bob Rehak analyzes the ways in which production practices developed alongside the cultural work of industry professionals. By studying social and cultural factors such as fan interaction, this book provides a context for understanding just how much multiplatform storytelling has come to define these megahit franchises. More Than Meets the Eye explores the larger history of how physical and optical effects in postwar Hollywood laid the foundation for modern transmedia franchises and argues that special effects are not simply an adjunct to blockbuster filmmaking, but central agents of an entire mode of production

    Materializing Monsters: Aurora Models, Garage Kits And The Object Practices Of Horror Fandom

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    Since the explosion of ‘monster culture’ among adolescents in the 1960s, model kits, statues and toys based on horror-movie icons have played a key role in fan activities surrounding fantastic film and television. From magazines such as Famous Monsters to garage kits and collectible companies, these ‘object practices’ provide an alternative means of mapping the history, present and future of fantastic-media franchises, moving beyond reductive conceptions of marketing and promotion to suggest that material incarnations of science fiction, horror and fantasy texts are essential to their cultural persistence and commercial viability

    The Rise Of The Home Computer

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    Sidebar: Retrogames

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    Of Eye Candy And Id: The Terrors And Pleasures of ‘Doom 3’

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    Mapping The Bit Girl: Lara Croft And New Media Fandom

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    This paper examines the fan movement surrounding Lara Croft, a computer-generated character who has appeared in computer games, comic books, men\u27s magazines, promotional tours, music videos, calendars, action figures and motion pictures. A fixture of the pop-culture landscape since 1996, Croft embodies or incarnates a nexus of cultural, economic, and technological forces, whose shared characteristic is their powerful hold on a vast audience base. Lara Croft is nothing without her fans. As the founding member of a new mode of celebrity system featuring female digital stars, Croft\u27s essentially technological nature – the mode of her signification and circulation – produces continuities and ruptures with traditional fan practices, reframing our understandings of categories such as ‘fan’, ‘audience’, ‘character’, and ‘text’ in relation to a mediascape whose speed and multiplicity mark not just postmodernism, but adaptive responses to postmodernity. From this perspective, Lara Croft is less a singular entity than a coping strategy, a mediation of media. The concerns of this project are, first, to examine Lara Croft as a conjunction of industrial and representational forces intended to promote certain types of reception and consumption; second, to assess the ways in which her peculiar semiotic status – simultaneously open-ended and concrete – renders her available for appropriation and elaboration by fans; and, finally, to discuss the ways in which Croft\u27s fandom opens up new debates about the relationship between texts, audiences, and technology

    Materiality and object-oriented fandom

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    Editorial overview of TWC No. 16, special issue, "Materiality and Object-Oriented Fandom.
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