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CU-Boulder FILM 1502 - Media Hybridity, Transmedia Narratives and Digital Cinema

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FILM 1502 1st Edition Lecture 26Outline of Last Lecture I. Why have certain themes and groups of filmmakers and films been marginalized?II. What benefits can be gained by seeing these objects not as marginalized, but as necessarily important to our understanding of film culture as a whole?III. Discussion: De Sica’s Bicycle Thieves is certainly an excellent example of Italian Neo-Realism, but can we view it as both influenced by and influential on its historical context?Outline of Current Lecture I. What is Transmedia Narrativity and how has it impacted film production, distribution, exhibition, and marketing?II. What are the larger implications of media hybridity in terms of what cinema is going to become?III. Where do we go from here?Current LectureMedia Hybridity, Transmedia Narratives and Digital Cinema 12/9 Hybrid Film- Transmedia Missionarieso Convergenceo Remediation Reciprocity o New media ecology—media influences each other but also existing simultaneously in the same media space Q1: Lev Manovich points out that Hybrid Media though less present in home videos, is prevalent in othermajor mediaCG Modeling and Film Form - Film and CG (computer graphics modeling)o Delineates film and the linear space - Camera and light sourcing o With CG create an unlimited amount of light sources o Allows for multitude of view points at once o Avatar: mostly CG in parts where they are avatars, very realisticThese notes represent a detailed interpretation of the professor’s lecture. GradeBuddy is best used as a supplement to your own notes, not as a substitute.o Jurassic Park: very little CG, used for motion capture, very realistic - Industrial Shifts o Ratio of live action to CG—shift to using more CG in film o Impact: allows for more opportunities in filmmaking, budgets get pushed higher Video Games: A Case Study- CG and “reality”- Relevance - Video game platformers—early games, flat platform with simply goals, side shot, negative feedback for failure, running towards a goal o Interactivity  Logic systems—built around act of play, get something by doing something Technology- The closing gap- Pseudo-cinema o “gamic” aesthetic Fanstastic Mr. Fox- Simple platform, simple goal, layout of space, side scrolling Doom- First person shooter, perspective of in a game, clear perspective, run around shooting, nothing necessarily playful, not in original source materialAdaptation and Transmedia Narrativity - Novels- Fan fiction- Fan art- Mods- Narrative entry points—Transmedia allows for unique entry point for


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CU-Boulder FILM 1502 - Media Hybridity, Transmedia Narratives and Digital Cinema

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