You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
This book represents a unique collaborative effort to bring together the multiple aspects of the semiotics of images into a coherent approach based on Greimasian and post-Greimasian theory. Starting with a critical discussion of epistemological and theoretical issues and continuing with methodology and numerous examples of applied analysis, it aims to provide the educated reader with a consistent and unified theoretical framework for the semiotic study of visual cultural texts. It offers a comprehensive overview of the semiotics of static images such as painting, drawing, sculpture and photography, but also dynamic images such as cinema, animation and digital games. Readers will benefit from the special emphasis placed on the analysis of the pictorial signifier, visual syntax and the structuring of the semantic universe.
This new work draws together a discussion of the full range of romantic comedies in the new millennium, exploring the cycles of films that tackle areas including teen romance, the new career woman, women as action heroes, the homme com, motherhood and pregnancy and the mature millennium woman. The work evaluates the structure of these different types of films and examines in detail the ways in which they choose to frame key contemporary issues which influence how we analyse global politics, including gender, class, race and society.
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi ...
This handbook provides an extensive overview of traditional and emerging research areas within the field of intermediality studies, understood broadly as the study of interrelations among all forms of communicative media types, including transmedial phenomena. Section I offers accounts of the development of the field of intermediality - its histories, theories and methods. Section II and III then explore intermedial facets of communication from ancient times until the 21st century, with discussion on a wide range of cultural and geographical settings, media types, and topics, by contributors from a diverse set of disciplines. It concludes in Section IV with an emphasis on urgent societal issues that an intermedial perspective might help understand.
"Bioinformatics: Concepts, Methodologies, Tools, and Applications highlights the area of bioinformatics and its impact over the medical community with its innovations that change how we recognize and care for illnesses"--Provided by publisher.
Museums and Entrepreneurship: The Effects of Capitalising on Culture in the 21st Century addresses the largely under-examined impact that different entrepreneurial endeavours have on museum practices today. It identifies an entrepreneurial turn in today’s neoliberal context and critically evaluates how this turn redefines museums in organisational, conceptual and empirical terms. It assesses the challenges that different types of museums face, examining how they are conceptualised, managed and experienced in order to remain financially viable while also remaining relevant to the communities they should serve. It brings to the fore the dynamic relationships formed across corporate sponsors,...
"Sylvain Chomet is a multifaceted French artist best known for his feature animation films The Triplets of Belleville and The Illusionist . Although the films have a highly recognized artistic value, the relevant literature is limited to a modest number of articles. This book provides the first in-depth analysis of his animation films and his contribution to contemporary animation. Apart from the films' analysis per se, Sylvain Chomet's Distinctive Animation examines important elements of the artist's life, his studies and previous works, along with his influences and important collaborations. Moreover, special attention has been paid to the production processes, as well as the historical and socioeconomic context in which they have been created, in order to provide the reader not only with a comprehensive study of the films, but also to highlight their contribution to the advancement of contemporary animation."--
"Examines key works of the distinguished French animator Sylvain Chomet and their importance for the study of contemporary animation"--
In recent years, the emerging field of museum studies has seen rapid expansion in the critical study of museums and scholars started to question the institution and its functions. To contribute differentiated viewpoints to the currently evolving meta-discourse on the museum, this volume aims to investigate how the institution of the museum has been visualized and translated into different kinds of images and how these images have affected our perception of these institutions. In this interdisciplinary collection, scholars from a variety of academic backgrounds, including art history, heritage, museums studies and architectural history, explore a broad range of case studies stretching across the globe. The volume opens up debate about the epistemological and historiographical significance of a variety of different images and representations of the Art Museum, including the transformation or adaptation of the image of the art museum across periods and cultures. In this context, this volume aims to develop a new theoretical framework while proposing new methodological tools and resources for the analysis of museological representations on a global scale.