Computer illusion in film & TV

Computer illusion in film & TV

Author: Christopher W. Baker

Publisher: Prentice Hall

Published: 1994-03

Total Pages: 182

ISBN-13: 9781567614220

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A full-color, illustrated introduction to computer special affects in the popular media. In non-technical terms it uncovers the mystery behind computer-generated illusion in film and TV, describing techniques such as 3-D modeling, motion blur, morphing, digital matte painting, human motion capture, and more. Examples are taken from popular movies, TV shows, music videos and commercials.


The New Historical Dictionary of the American Film Industry

The New Historical Dictionary of the American Film Industry

Author: Anthony Slide

Publisher: Routledge

Published: 2014-02-25

Total Pages: 623

ISBN-13: 1135925615

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The New Historical Dictionary of the American Film Industry is a completely revised and updated edition of Anthony Slide's The American Film Industry, originally published in 1986 and recipient of the American Library Association's Outstanding Reference Book award for that year. More than 200 new entries have been added, and all original entries have been updated; each entry is followed by a short bibliography. As its predecessor, the new dictionary is unique in that it is not a who's who of the industry, but rather a what's what: a dictionary of producing and releasing companies, technical innovations, industry terms, studios, genres, color systems, institutions and organizations, etc. More than 800 entries include everything from Academy of Motion Pictures Arts and Sciences to Zoom Lens, from Astoria Studios to Zoetrope. Outstanding Reference Source - American Library Association


Storyboards: Motion In Art

Storyboards: Motion In Art

Author: Mark Simon

Publisher: Taylor & Francis

Published: 2012-12-12

Total Pages: 433

ISBN-13: 1136134212

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Among the most useful tools in the production of any TV show or film is the storyboard, which is the visual blueprint of a project before it is shot. The director's vision is illustrated in the manner of a comic strip and handed on to the crew for purposes of budgeting, design, and communication. Storyboards: Motion in Art 3/e is an in depth look at the production and business of storyboards. Using exercises, real-life examples of working in the entertainment industry, interviews with people in the industry, and sample storyboard drawing, this book will teach you how to : * Develop and Improve your boards * Work with directors * Develop your resume and your portfolio * Market your talent * Create and improve a storyboard using computers Packed full of practical industry information and examples, this book will help the reader improve their skills to either land their first assignment or advance their career.


The Illusions, digital original edition

The Illusions, digital original edition

Author: Lev Manovich

Publisher: MIT Press

Published: 2014-01-10

Total Pages: 48

ISBN-13: 0262318008

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This BIT offers an excerpt from a book that has shaped the study of new media. In The Language of New Media, Lev Manovich offered the field's first systematic and rigorous theory. Here, Manovich considers the computer as illusion generator, addressing such questions as the “reality effect” of new media images and the comparative illusionism of new media, photography, film, and video.


The Film Cultures Reader

The Film Cultures Reader

Author: Graeme Turner

Publisher: Psychology Press

Published: 2002

Total Pages: 550

ISBN-13: 0415252814

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This companion reader to Film as Social Practice brings together key writings on contemporary cinema, exploring film as a social and cultural phenomenon.


The Hidden Meaning of Mass Communications

The Hidden Meaning of Mass Communications

Author: Fereydoun Hoveyda

Publisher: Bloomsbury Publishing USA

Published: 2000-07-30

Total Pages: 192

ISBN-13: 0313002711

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In 1917, the French poet Guillaume Apollinaire predicted the death of books in one or two centuries and their replacement by film and sound. In the early sixties, Marshall McLuhan proclaimed the end of the Gutenberg Galaxy. Neither of these predictions has yet happened. Nonetheless, the development of computer science and the spread of the Internet have already changed the landscape of the media and affected the fields of book publishing, journalism, cinema, and television. In his new book, Hoveyda, who was involved with cinema and literature for many years, scrutinizes the relationship between the different forms of media and art. Drawing on his varied experience as well as on his knowledge of the arts and media, he explains how cinema literally existed before literature or articulate language, and that all other forms of communication stem from this innate capability to think cinematically. Looking at the extraordinary technological developments in the fields of cinema, television, and communications, Hoveyda finds a hidden purpose behind them; a kind of common thread that illustrates and explains the quest of humans for communication. As far back as one can go, Hoveyda finds that humans were always preoccupied with the question of how to communicate what was going on in their minds. They tried—and found—ways of transmitting to one another the impressions and ideas churning in their heads. Prehistoric cave drawings, hieroglyphs, literature, and canvas paintings were and are part of such attempts. This progression of inventions seems to pursue a linear path toward externalization of their people's thoughts and dreams. The pinnacle of this externalization will be reached when it becomes automatic and foregoes the use of heavy equipment. Bunuel once told the author and his friends that he dreamt of the day when he would sit in a darkened room and project on a wall the film he was concocting in his head. This is exactly the goal of the technological progress we witness. Hoveyda's survey also includes a description of the evolution of modern cinema as he witnessed it; some new and revolutionary remarks about film appreciation and filmmaking; discussion of television and how it differs from cinema; and observations on the impact of media on one another as well as the influence of the more recent technologies on narration styles. A provocative account that will be of interest to scholars, researchers, students, and anyone involved with the development of communications.


Film Quarterly

Film Quarterly

Author: Brian Henderson

Publisher: Univ of California Press

Published: 1999-01-01

Total Pages: 588

ISBN-13: 9780520216037

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A collection of articles that appeared in the journal "film quarterly" that appeared over the last 40 years.


Cambridge National in Creative IMedia Student Book with Digital Access (2 Years)

Cambridge National in Creative IMedia Student Book with Digital Access (2 Years)

Author: Rich Brooks

Publisher:

Published: 2022-06-30

Total Pages: 217

ISBN-13: 1009110357

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Activity-based series, exam preparation skills, mapped to specification, developed with teachers, first teach September 2022. Working towards OCR endorsement. This print and digital student book covers all mandatory units for the redeveloped Cambridge National in Creative iMedia, with an easy-to-follow visual layout and accessible language to stimulate students' interest. Takes a scaffolded, activity-based approach to understanding the content, written at just the right level, helping to engage students in their learning and give them the confidence to progress. Provides lots of activities to help students develop the knowledge and skills to complete their assessments. Bite-sized learning topics build understanding of essential concepts and are supported by case studies with three levels of differentiated questions to support all students


The Digital Hand

The Digital Hand

Author: James W. Cortada

Publisher:

Published: 2006

Total Pages: 646

ISBN-13: 019516587X

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The Digital Hand, Volume 2, is a historical survey of how computers and telecommunications have been deployed in over a dozen industries in the financial, telecommunications, media and entertainment sectors over the past half century. It is past of a sweeping three-volume description of how management in some forty industries embraced the computer and changed the American economy. Computers have fundamentally changed the nature of work in America. However it is difficult to grasp the full extent of these changes and their implications for the future of business. To begin the long process of understanding the effects of computing in American business, we need to know the history of how computers were first used, by whom and why. In this, the second volume of The Digital Hand, James W. Cortada combines detailed analysis with narrative history to provide a broad overview of computing's and telecomunications' role in over a dozen industries, ranging from Old Economy sectors like finance and publishing to New Economy sectors like digital photography and video games. He also devotes considerable attention to the rapidly changing media and entertainment industries which are now some of the most technologically advanced in the American economy. Beginning in 1950, when commercial applications of digital technology began to appear, Cortada examines the ways different industries adopted new technologies, as well as the ways their innovative applications influenced other industries and the US economy as a whole. He builds on the surveys presented in the first volume of the series, which examined sixteen manufacturing, process, transportation, wholesale and retail industries. In addition to this account, of computers' impact on industries, Cortada also demonstrates how industries themselves influenced the nature of digital technology. Managers, historians and others interested in the history of modern business will appreciate this historical analysis of digital technology's many roles and future possibilities in an wide array of industries. The Digital Hand provides a detailed picture of what the infrastructure of the Information Age really looks like and how we got there.