Henry Jenkins describes convergence as ‘a situation where multiple media systems coexist and where media content flows fluidly across them’ (2006: 282). An important part of the information transferred across platforms are the techniques utilised in creation. Digital technologies have no doubt had a large impact on moving images and how they are developed and produced in the modern world. There has been the introduction of inexpensive consumer digital recording devices, and the ability to create a video with mobile phones rather than needing a separate dedicated device. This has led to growth in the creation of amateur moving images on platforms such as YouTube in a variety of forms. As well as inspiring the creation of new areas of production, digital advances have enabled further evolution in more traditional areas. Early cinematic pioneers dabbled with in-camera trickery in order to create fantastical scenes and amaze viewers, and this principle carries forward to today. Matt Reeve’s Dawn of the Planet of the Apes (2014) is a good example of the intriguing applications of digital technology in order to achieve these old goals in a potentially better way. As with the introduction of any new way to achieve a goal, the opportunities available to content creators have multiplied with the growth in the variety of digital techniques. The power particular innovations in technology can have in their contribution is perhaps underlined by the impact they have had in less revered
Camera-stylo, which would permit the cinema “to become a means of expression as supple and sbutle as that of written language and would therefore accord filmmakers the status of authors. Astruc’s notion was to break away from the tyranny of narrative in order to evolve a new form of audiovisual language” (Cook, 350). Astruc went on to describe how the problem of the cinema is how to express thought. “The creation of this language has preoccupied all the theoreticians and writers in the history of cinema, from Einstein down to the script-writers and adaptors of the sound cinema” (Cook, 350).
Overall, Jenkins is interested on the impact convergence has on popular culture, however, considering the process of convergence of modes, he recognizes that popular and political cultural are beginning to blur. Like cultural, both new and old media alike are begging to blur and evolve, while delivery technologies become obsolete and get replaced. An example would be the replacement of floppy disk to CDs and more commonly now, the use of USBs, Jenkins describes this as “The Black Box Fallacy”, where media combine as one
In the digital era of convergent media, the most obvious about the change of cinema is the storage which rely on celluloid that you can touch in the past. Now, however, it is stored as electronic packets of 1s and 0s which is virtual. The changes of the cinema is not only about the film storage, but also the production,post-production, exhibition and distribution which is the main part of the film industry structure. In the era of celluloid, the four steps of movie is relatively independent and has its sequence. In digital movie, whereas, the connection and integration among four parts of industry structure are ever close.
Aside from basic two dimensional art, I have always been fascinated with the unique stories told through film. The way that a picture is painted through film is something that one cannot find in just any art form. Film is unique and fascinating, so I sought to find a way to unite the two worlds of film and the 2D art that I enjoy so much. My findings were that digital animation combined the artistic style that I love and the storytelling of film in a way that intrigued me beyond any other career I had researched.
“The point of theatre is transformation: to make an extraordinary event out of ordinary material right in front of an audience 's eyes. Where the germ of the idea came from is pretty much irrelevant. What matters to every theatre maker, I know, is speaking clearly to the audience 'right now. '” This quote by English playwright and screenwriter, Lee Hall, from an essay he published in the Times of London, is central to the connection between theatre and motion picture technology. Since the rise of film in the early twentieth century, these elements have been influencing each other, and working together, to elevate the storytelling and experience of each medium and, in turn, better connecting them to the modern audience. The collaboration of these two mediums has resulted in a new form of theatre, known as digital theatre, that shows “theatrical entertainment does not have to be either purist (involving only ‘live’ actors on stage), or be consumed by the dominant televisual mass media, but can gain from the strengths of both types of communication.”(Masura). Throughout this paper, the intersection of theatre and motion picture technology will be explored through their effect on each other, in storytelling and experience, and the product of their collaboration—digital theatre.
WILKS, J. j., CUTCHER, A. l., & WILKS, S. s. (2012). Digital Technology in the Visual Arts
Tools such as synchronous sound recorders and lightweight 16mm cameras allowed filmmakers to convey more complex narratives. Over time, such recording and editing capabilities continued to evolve. As a result, distinct styles and methods emerged that would not have been otherwise feasible. Broadening the toolset available to filmmakers, the ever-evolving technology afforded documentarians the ability to better capture their ‘reality’.
Between the use of film or digital photography, film is the more effective method when looking for originality and creativity. With the adoption of digital photography, the younger generations, as well as the older and more current photographers are becoming lazy. These groups must recognize that the art of the photograph is being jeopardized by the digital camera and the camera phone. For the current photographers as well as amateur photographers, this essay will serve as testimony to film as well as other chemical methods, and how they shouldn’t be ignored, but preferred. The digital era has had a massive impact on the art world and all of its mediums, but for photography this impact has resulted in the removal of the human from the photograph making process. This intimate process is what makes it an art form. All of films imperfections and unique qualities, as well as its monetary value and scarcity are just a few factors that have made it so precious. To replace this entire process with a microchip is offensive and undermines the importance of the process that is needed to make a photograph. Anyone can take a picture but you must make a photograph, and this skill is being simplified to a digital camera. The impact of the digital era on photography has hindered the process of making a photograph; painting the art form obsolete in today’s society.
In recent years our society is seeing first hand the evolution of new media. From the inception of the Internet, what followed was a whirlwind of progress in
In today’s society, technology and art go hand in hand. Art has been around for a long time but technology such as computers are still very new. These two mediums have comingled and now evolve and effect the other. Art has changed to reflect the vast improvements technology has contributed to communication and the ability to create using digital space. Technology has also changed with artist pushing the boundaries of what is technical possible in the digital realm. Much of today’s art is created and presented in digital formats. The question of whether digital art is truly art has risen among many critics in the art community.
Of its many remarkable components, Jackson’s The Lord of the Rings may be celebrated the most for its use of innovative technology. In the introductory quote, Jackson was hailed as the “master of technomagic” (Alleva). Especially through the making of the character Gollum, the films display an incredible use of breakthrough technology. An article written by Mihaela Mihailova discusses the movies’ use of motion capture and estrangement. Mihailova’s article explains that motion capture is a method where “an actor’s performance serves as a ‘reference point’ for a computer which tracks and stores movement via
In the last decade computer technology has been introduced to photography yet again challenging the meaning
Old media like broadcasting, print, and film created a consumer culture in the public. Participants would consume the media they could find, and that was the extent of their engagement with a piece of media. But during the digital age, participatory culture has exploded. Participatory culture is a concept coined by Henry Jenkins where consumers take part in both the consumption and the production of media. The advent of computers facilitates a low barrier of entry for creation of digital media and its propagation. With the availability of personal computers and consumer level software to manipulate media as well as the popularity of the internet to spread content, fans have become more engaged with the media they consume. In turn, participants can create forms of that media that comment and expand upon the original content. Participants who used to only consume media now have the avenues to become producers of media. In this essay, I will explore participatory culture through the lense of Lev Manovich’s Five Principles of New Media: Numerical Representation, Modularity, Automation, Variability, and Transcoding.
In this essay I am going to have an in-depth look at the question “what is digital media convergence”, not just a simple answer of what it is because the question may seem simple but in digital media convergence there are several underlying convergences which make up the whole idea, in this essay I am going to try and cover what these are and what effects technologically, socially and culturally they are having on us.
Interactive media experience is a special multimedia presentation, that involved interactive media techniques and interactive media arts. Their final purposes are that creating a method of communication with perception by using presenting content such as text, games, animation, video, moving image and audio. In short, interactive media is a method of communication to circularly present a combinatorial information which output from the media and comes from the input of the users. Smuts (2009, p.53) defined “interactive” features in two points, he stated, “First, I look for essential features of this relationship; second, using these features I develop a surprisingly simple definition of “interactivity” that can help distinguish the interactive from no interactive arts”. Whether interactive media or new digital media, they both are a division of multimedia. However, compare with new digital media such as multiple images, interactive media is more focusing on the interaction. The key idea of interactive media is that to build interactive relationship between sender and receiver at a specific time and space, in order to complete informational interaction. The most significant disadvantage of multiple images on screen present is that treat the audience as passive recipient of information. For example, films are in a set from, the audiences are setting in front of a screen in a dark room, they