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Survey of 80 of the world's most prominent animation artists and studios.
Science and technology have had a profound effect on the way humans perceive space and time. In this book, an international team of authors explore themes of depth and surface, of real and conceptual space and of human/machine interaction. The collection is organized around the concept of Technospace--the temporal realm where technology meets human practice. In exploring this intersection the contributors initiate debate on a number of important conceptual questions: Is there a clear distinction between the real spaces of the body or the city, and the conceptual space of virtual reality?How are real and metaphorical spaces of electronic cultures quantified and regulated? Is there an ethics of technospace?Historically, the reception of new technologies has been invested with romantic idealism on the one hand and panic on the other. The authors argue that in order for utopian dreams to be tempered by ethical, humanistic needs, we have an urgent need to reveal, reflect upon and evaluate technospace and our relationship to it.
One of five volumes devoted to exploring some of the peripheral aspects of American films. Essays describe the depiction of such geographical and conceptual places as Arizona and the Arabic world, such public and ritual spaces as churches and western saloons, and such private arenas and commonplace spaces as the men's room and poolsides. Not illustrated. No index. Paper edition (unseen), $18.95. Annotation copyright by Book News, Inc., Portland, OR
This edition of Double Edge Magazine is our Entertainment edition which features an exclusive inside look at "SUPER MARIO BROTHERS".
From classics like King Kong, to beloved B-movies like The Beast from 20,000 Fathoms, to blockbusters like Jurassic Park, it's easy to see that filmmakers and audiences alike love to see dinosaurs on the screen. This comprehensive filmography, arranged alphabetically by title, contains entries that include basic facts (year of release, country of origin, studio, and running time), followed by a concise plot summary, the author's critical commentary, information on the production and the people behind it, and secrets of the often-ingenious special effects. Three useful appendices feature films with minor dinosaur content, planned but unfinished dinosaur movies, and the quasi-dinosaurs of Toho Studios. To be included, a movie must depict one or more representations of a "prehistoric reptile." Inaccurate portrayals are included, as long as the intent is to represent a real or fictional dinosaur. Not eligible are films featuring prehistoric mammals, prehistoric humans or humanoids, and beasts of mythology--unless, of course, the movie also has a dinosaur.
A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during ...
AFTER THE NEW WAVE: SCIENCE FICTION TODAY is a revised and updated version of AFTER THE NEW WAVE, Nader Elhefnawy's earlier collection of essays on science fiction.
From reviews of the third edition: “Film Genre Reader III lives up to the high expectations set by its predecessors, providing an accessible and relatively comprehensive look at genre studies. The anthology’s consideration of the advantages and challenges of genre studies, as well as its inclusion of various film genres and methodological approaches, presents a pedagogically useful overview.” —Scope Since 1986, Film Genre Reader has been the standard reference and classroom text for the study of genre in film, with more than 25,000 copies sold. Barry Keith Grant has again revised and updated the book to reflect the most recent developments in genre study. This fourth edition adds new essays on genre definition and cycles, action movies, science fiction, and heritage films, along with a comprehensive and updated bibliography. The volume includes more than thirty essays by some of film’s most distinguished critics and scholars of popular cinema, including Charles Ramírez Berg, John G. Cawelti, Celestino Deleyto, David Desser, Thomas Elsaesser, Steve Neale, Thomas Schatz, Paul Schrader, Vivian Sobchack, Janet Staiger, Linda Williams, and Robin Wood.
From Monitor to The Late Show, British television programs featuring the visual arts are profiled here. The various types or genres of arts programs are identified, including review programs, strand series, drama-documentaries, and artists' profiles, and a chronological account of their evolution from 1936 to the 1990s is provided. Major series such as Civilization, Ways of Seeing, Shock of the New, State of the Art, and Relative Values are examined in detail.
The co-authors have a unique approach to the study of television, viewing its history and reception not only through important articles about the medium, but also through analyzing how Hollywood auteur cinema has commented on television over the decades, in films such as Tootsie, Network, The Last Picture Show, A Face in the Crowd, Rollerball, The King of Comedy and others. Television at the Movies argues that the study of television is a crucial aspect of understanding our recent and contemporary culture, and it provides an illuminating point of entry for students and researchers in the field.