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Tute Presentation ,[object Object]
Reading; Manovich, Lev (2001). ‘Technology and Style in Computer-Animation’ in The Language of New Media, pp 185-211. by Jason O'Dwyer (u4521783)
Technology & Style In Cinema Andre Bazin was the first to acknowledge the idea of cinematic realism, which attempts to combine cinematic technology and style to create a “total and complete representation of reality.” Through advancements in film techniques (the introduction of depth of field, etc) the spectator was soon allowed to have a more intimate relationship with the image than was already possible in our own reality. “ Basin draws the idea of realism from mythological, utopian thinking. For him, realism is found in the space between reality and a transcendental spectator.” (Manovich, 187)
Technology & Style In Cinema Jean-Louis Comolli focuses more on an ideological function of cinema. He described this function as “objective duplication of the 'real' itself conceived as specular reflection.” In other words, for cinema to maintain its realism on the viewer it would have to constantly update and maintain itself, which it does through the addition and substitution principles. It constantly advances the latest of its images (through technological developments such as sound, colour, etc) so that any images from the past now look outdated (unrealistic) in comparison to the new level of realism displayed.  “ Comolli sees realism as an effect produced between the image and the historical viewer and continuously sustained through the ideologically determined additions and substitutions of cinematic technologies and techniques.” (Manovich, 187)
Technology & Style in Cinema Bordwell & Staiger acknowledge that cinema is an industry influenced by the modern practices of efficiency, product differentiation and maintenance of a standard quality. They see realism as an engineering goal for the film industry and that is why the technology is produced to achieve an accepted view of realism for the viewer.  “ Bordwell & Staiger locate realism within the institutional discourses of film industries, implying that it is a rational and pragmatic tool in industrial competition.” (Manovich 187)
Technology and Style in Computer Animation The evolution of realism in animation followed Commoli's theory of addition and substitution in the codes of realism. The focus of animation achieved a greater ideal of photorealism by evolving from the use of depth (Example given the linear perspectives of  Tron)  to a  focus  on a shallower space with reality effects such as shade, range and colour. (evolves as technology is advanced)
Technology and Style in Computer Animation ,[object Object],For the production companies, the constant substitution of codes is necessary to stay competitive. Driven by software innovation. ,[object Object]
Technology and Style in Computer Animation Realism is achieved through 2 stages ,[object Object],[object Object]
Technology and Style in Computer Animation ,[object Object]
Real or Hyperreal or?? ,[object Object]
Icons of Mimesis ,[object Object],[object Object],[object Object]
Case Example ,[object Object],The integration of  computer-generated Images had to be degraded; their perfection had to be diluted to match the imperfection of film's graininess.
Too Perfect, Too Real??
Too Perfect Too Real?? ,[object Object]
Free of grain – created by film stock and human perception.
The lines are too geometrically perfect
HYPERREAL ,[object Object],And yet it is realistic??  The resulting synthetic image is a more than perfect human vision.
HYPERREAL ,[object Object]
Jurassic Park Vs Terminator ,[object Object]

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Wk 4 Tute Presentation Slide with pictures - Stimulating Simulations & Simulacra U4521783

  • 1.
  • 2. Reading; Manovich, Lev (2001). ‘Technology and Style in Computer-Animation’ in The Language of New Media, pp 185-211. by Jason O'Dwyer (u4521783)
  • 3. Technology & Style In Cinema Andre Bazin was the first to acknowledge the idea of cinematic realism, which attempts to combine cinematic technology and style to create a “total and complete representation of reality.” Through advancements in film techniques (the introduction of depth of field, etc) the spectator was soon allowed to have a more intimate relationship with the image than was already possible in our own reality. “ Basin draws the idea of realism from mythological, utopian thinking. For him, realism is found in the space between reality and a transcendental spectator.” (Manovich, 187)
  • 4. Technology & Style In Cinema Jean-Louis Comolli focuses more on an ideological function of cinema. He described this function as “objective duplication of the 'real' itself conceived as specular reflection.” In other words, for cinema to maintain its realism on the viewer it would have to constantly update and maintain itself, which it does through the addition and substitution principles. It constantly advances the latest of its images (through technological developments such as sound, colour, etc) so that any images from the past now look outdated (unrealistic) in comparison to the new level of realism displayed. “ Comolli sees realism as an effect produced between the image and the historical viewer and continuously sustained through the ideologically determined additions and substitutions of cinematic technologies and techniques.” (Manovich, 187)
  • 5. Technology & Style in Cinema Bordwell & Staiger acknowledge that cinema is an industry influenced by the modern practices of efficiency, product differentiation and maintenance of a standard quality. They see realism as an engineering goal for the film industry and that is why the technology is produced to achieve an accepted view of realism for the viewer. “ Bordwell & Staiger locate realism within the institutional discourses of film industries, implying that it is a rational and pragmatic tool in industrial competition.” (Manovich 187)
  • 6. Technology and Style in Computer Animation The evolution of realism in animation followed Commoli's theory of addition and substitution in the codes of realism. The focus of animation achieved a greater ideal of photorealism by evolving from the use of depth (Example given the linear perspectives of Tron) to a focus on a shallower space with reality effects such as shade, range and colour. (evolves as technology is advanced)
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 14.
  • 15. Free of grain – created by film stock and human perception.
  • 16. The lines are too geometrically perfect
  • 17.
  • 18.
  • 19.
  • 20. A cyborg with futuristic alloy, in perfect form, with no degrading.
  • 21.
  • 22.
  • 23.