Invisible digital: what animation and games tell us about software and digital culture
"Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and techno...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York
Bloomsbury Academic
2024
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Schriftenreihe: | Bloomsbury collections
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Schlagworte: | |
Online-Zugang: | BSB01 UBT01 URL des Erstveröffentlichers |
Zusammenfassung: | "Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man’s Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man’s Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes. The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on materialist perspectives, combined with insights from work that more explicitly interrogates algorithms and algorithmic culture. Aylish Wood employs the notion of assemblages to introduce the concept of material-cultural narratives. Using this conceptual framework, she draws out material-cultural narratives for each case study to demonstrate what they reveal about software and digital culture. These analyses of software provide a widely applicable method through which moving image studies can contribute more fully to the wider and growing debates about algorithmic culture." |
Beschreibung: | 1 Online-Ressource (200 Seiten) Illustrationen |
ISBN: | 9781501390869 9781501390883 9781501390890 |
DOI: | 10.5040/9781501390869 |
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index_date | 2024-07-03T23:18:45Z |
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isbn | 9781501390869 9781501390883 9781501390890 |
language | English |
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spelling | Wood, Aylish Verfasser (DE-588)1314998307 aut Invisible digital what animation and games tell us about software and digital culture Aylish Wood New York Bloomsbury Academic 2024 1 Online-Ressource (200 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Bloomsbury collections "Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man’s Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man’s Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes. The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on materialist perspectives, combined with insights from work that more explicitly interrogates algorithms and algorithmic culture. Aylish Wood employs the notion of assemblages to introduce the concept of material-cultural narratives. Using this conceptual framework, she draws out material-cultural narratives for each case study to demonstrate what they reveal about software and digital culture. These analyses of software provide a widely applicable method through which moving image studies can contribute more fully to the wider and growing debates about algorithmic culture." Computerspiel (DE-588)4010457-6 gnd rswk-swf Animationsfilm (DE-588)4142484-0 gnd rswk-swf Digitalisierung (DE-588)4123065-6 gnd rswk-swf Computer animation / Social aspects Animated films / Production and direction Video games / Design Animationsfilm (DE-588)4142484-0 s Computerspiel (DE-588)4010457-6 s Digitalisierung (DE-588)4123065-6 s DE-604 Erscheint auch als Druck-Ausgabe, hbk 978-1-5013-9090-6 https://doi.org/10.5040/9781501390869?locatt=label:secondary_bloomsburyCollections Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Wood, Aylish Invisible digital what animation and games tell us about software and digital culture Computerspiel (DE-588)4010457-6 gnd Animationsfilm (DE-588)4142484-0 gnd Digitalisierung (DE-588)4123065-6 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4142484-0 (DE-588)4123065-6 |
title | Invisible digital what animation and games tell us about software and digital culture |
title_auth | Invisible digital what animation and games tell us about software and digital culture |
title_exact_search | Invisible digital what animation and games tell us about software and digital culture |
title_exact_search_txtP | Invisible digital what animation and games tell us about software and digital culture |
title_full | Invisible digital what animation and games tell us about software and digital culture Aylish Wood |
title_fullStr | Invisible digital what animation and games tell us about software and digital culture Aylish Wood |
title_full_unstemmed | Invisible digital what animation and games tell us about software and digital culture Aylish Wood |
title_short | Invisible digital |
title_sort | invisible digital what animation and games tell us about software and digital culture |
title_sub | what animation and games tell us about software and digital culture |
topic | Computerspiel (DE-588)4010457-6 gnd Animationsfilm (DE-588)4142484-0 gnd Digitalisierung (DE-588)4123065-6 gnd |
topic_facet | Computerspiel Animationsfilm Digitalisierung |
url | https://doi.org/10.5040/9781501390869?locatt=label:secondary_bloomsburyCollections |
work_keys_str_mv | AT woodaylish invisibledigitalwhatanimationandgamestellusaboutsoftwareanddigitalculture |