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The 'camera' as camera: New subjectivities in three-dimensional virtual worlds.

机译:作为照相机的“照相机”:三维虚拟世界中的新主观性。

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I propose the camera as camera, a conceptual opening in which we can observe that computer graphics imagery (CGI) grants every calculable point in space both voice and agency. Thus, by definition, digital interactive spaces fundamentally engender new virtual subjectivities which operate in interconnection with one another, and not as autonomous, privileged subjects. This necessarily suggests that in interactive conditions we require a re-writing of power relations; the camera as camera argument provides a foundation for a technical and aesthetic reconsideration of these matters.; Tracing a connection between the early development of shutter technology by Muybridge, and the "bullet-time" of the Matrix films, I examine special effects in such films as Moulin Rouge, Lord of the Rings, Batman Begins and King Kong. I demonstrate that the "camera" of the past is now digitally re-framed as a locus of many elements, all occupying one tiny point in space simultaneously. The tropes which are characteristic of the camera as camera include: (1) techniques such as 3D visualizations, motion control, motion capture, and multi-layered compositing, (2) physics-defying fly-throughs and a daring, dynamic camera, (3) roller coaster effects and a theme park aesthetic, (4) the treatment of actors as avatars and avatars as actors, (5) subjective status conferred to objects and/or amorphous multiplicities such that they take on a narrative aspect equivalent to being a character, (6) the development of an intensely detailed alternate universe which mimics the notion of a 'virtual reality' and (7) a playful re-mix of elements and perspectives. Through these and other digitally enabled devices, the new camera as camera subject is an agent which authors a new reality for us. That reality may exist on a computer monitor, a movie screen, or in the living room of the viewer, and it may even exist off screen as the interpenetration of the virtual and the real becomes increasingly difficult to separate. I suggest that an aesthetics of play and empathy helps us to understand new directions in virtual productions. References include Donna Haraway's "situated knowledges", Andre Bazin, Lev Manovich, and Varela, Thompson and Rosch's book, The Embodied Mind.
机译:我建议将摄影机作为摄影机,这是一个概念性的开口,在其中我们可以观察到计算机图形图像(CGI)赋予了空间中每个可计算的点,包括声音和动静。因此,根据定义,数字交互空间从根本上产生了新的虚拟主体,这些主体相互连接,而不是作为独立的特权主体运行。这必然表明,在互动情况下,我们需要重新编写权力关系。摄影机作为摄影机的论点为这些问题的技术和美学重新考虑奠定了基础。追溯Muybridge快门技术的早期发展与Matrix电影的“子弹时代”之间的联系,我考察了红磨坊,指环王,蝙蝠侠开始和金刚等电影的特殊效果。我证明了过去的“相机”现在已经以数字形式重新构成了许多元素的场所,所有元素同时占据了空间中的一个小点。相机作为相机的特征是:(1)3D可视化,运动控制,运动捕捉和多层合成等技术;(2)突破物理原理的穿越和大胆的动态相机,( 3)过山车效果和主题公园美感,(4)将演员视为化身,将化身视为演员,(5)赋予对象和/或无定形多重性的主观地位,使得它们具有相当于是人物,(6)模仿了“虚拟现实”概念的高度详细的替代宇宙的发展,以及(7)元素和观点的有趣重新组合。通过这些以及其他启用数字功能的设备,作为相机主题的新相机是为我们创作新现实的媒介。现实可能存在于计算机监视器,电影屏幕上或在观众的客厅中,甚至可能在屏幕外存在,因为虚拟物体和真实物体的相互渗透变得越来越难以分离。我认为游戏和共情的美学可以帮助我们理解虚拟作品中的新方向。参考书目包括唐娜·哈拉威(Donna Haraway)的“处境知识”,安德烈·巴赞(Andre Bazin),列夫·曼诺维奇(Lev Manovich)以及瓦雷拉(Varela),汤普森和罗希(Rosch)的著作《 The Embodied Mind》。

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