Includes bibliographical references (pages 207-215) and index.
CONTENTS NOTE
Text of Note
Chapter INTRODUCTION -- part Part I HISTORY -- chapter 1 A BACK STORY: REALISM, SIMULATION, INTERACTION -- chapter 2 GENEALOGY AND TRADITION -- Mechanised spectacle as popular entertainment -- chapter 3 SHAPING TRADITION -- The contemporary context -- part Part II AESTHETICS -- chapter 4 SIMULATION AND HYPERREALISM -- Computer animation and TV advertisements -- chapter 5 THE WANING OF NARRATIVE -- New spectacle cinema and music video -- chapter 6 THE DIGITAL IMAGE IN 'THE AGE OF THE SIGNIFIER' -- part Part III SPECTATORS -- chapter 7 GAMES AND RIDES -- Surfing the image -- chapter 8 SURFACE PLAY AND SPACES OF CONSUMPTION.
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SUMMARY OR ABSTRACT
Text of Note
Visual Digital Culture considers the effect of new image technologies on the forms and experience of mass visual culture. Examining the digital imaging techniques employed in films such as Forrest Gump and Toy Story, and across a wide range of media including music video, computer games, theme parks and simulation rides, Andrew Darley argues that contemporary visual culture is radically different from traditional visual culture--marking a break with the emphasis on story, representation, meaning and reading, favoring instead a focus on style, image performance and sensation.
OTHER EDITION IN ANOTHER MEDIUM
Title
Visual digital culture.
International Standard Book Number
0415165547
TOPICAL NAME USED AS SUBJECT
Computer games-- Social aspects.
Video games-- Social aspects.
Video recordings-- Social aspects.
Jeux d'ordinateur-- Aspect social.
Jeux vidéo-- Aspect social.
Vidéos-- Aspect social.
Beeldcultuur.
Computer games-- Social aspects.
Filosofische aspecten.
Informatiemaatschappij.
POLITICAL SCIENCE-- Public Policy-- Cultural Policy.