We return to this topic in our discussion of recent treatments of space in film and
media theory below. Despite these potential misgivings, we have sought to craft
the combined term 'screen space'. We have done so on the basis of purely ...
Author: Susanne O. Saether
Publisher: Amsterdam University Press
Screen Space Reconfigured is the first edited volume that critically and theoretically examines the many novel renderings of space brought to us by 21st century screens. Exploring key cases such as post-perspectival space, 3D, vertical framing, haptics, and layering, this volume takes stock of emerging forms of screen space and spatialities as they move from the margins to the centre of contemporary media practice. Recent years have seen a marked scholarly interest in spatial dimensions and conceptions of moving image culture, with some theorists claiming that a 'spatial turn' has taken place in media studies and screen practices alike. Yet this is the first book-length study dedicated to on-screen spatiality as such. Spanning mainstream cinema, experimental film, video art, mobile screens, and stadium entertainment, the volume includes contributions from such acclaimed authors as Giuliana Bruno and Tom Gunning as well as a younger generation of scholars.
move from place to place, the terms by which peoples have encountered one
another, and how rulers governed populations” (2010, para. 6). Off-Screen Space
As I have argued elsewhere (Chapman 2014b; 2014c), virtual space that is only ...
Author: Adam Chapman
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
What is a projected image, and what is the history of projected-image art? These questions and others are explored in this thoughtful collection of nine essays by leading international scholars of film and projected-image art.
Author: Tamara Trodd
Publisher: Manchester University Press
Projected-image art occupies an increasingly important place in the contemporary art-world. But does the projected image have its own specificity, beyond the histories of experimental film and video on the one hand, and installation art on the other? What is a projected image, and what is the history of projected-image art? These questions and others are explored in this thoughtful collection of nine essays by leading international scholars of film and projected-image art. Clearly structured in three sections – "Histories," "Screen," "Space" -- the book argues for recognition of the projected image as a distinctive category in contemporary art, which demands new critical and theoretical approaches. The contributors explore a range of interpretive perspectives, offering new insights into the work of artists including Michael Snow, Carolee Schneemann, Pipilotti Rist, Stan Douglas, Gillian Wearing, Tacita Dean, Jane and Louise Wilson, amongst others. The Introduction supplies a concise summary of the history of projected-image art and its interpretation, and there is a focus throughout the book on detailed analysis of individual artworks.
This book reveals how Gothic choir screens, through both their architecture and sculpture, were vital vehicles of communication and shapers of community within the Christian church.
Author: Jacqueline E. Jung
Publisher: Cambridge University Press
Reveals how Gothic choir screens, through their architecture and sculpture, were vital vehicles of communication and shapers of community within the Christian church.
This function doesn ' t alter the depth of the frame buffer or the size or location of
the display area . See also : MoveDisplayArea ( ) , SetSpace ( ) SetSpace ( )
status _ t SetSpace ( uint32 space ) Configures the screen space to one of the ...
Author: Be Development Team
Publisher: Oreilly & Associates Incorporated
What chance is there for a new desktop operating system to succeed in these days of Microsoft dominance? How about when that operating system is positioned as an alternative to the Macintosh, itself an endangered platform? Actually, the chances are pretty good! Just as Linux quickly established itself as the OS of choice for the independent UNIX developer community, the BeOS, available for both PowerPCs and Intel systems, provides exciting new features for independent multimedia developers. Anyone who has seen the BeOS in action experiences immediate techno-lust. Here is an operating system that speaks multimedia, threading, and multiprocessing as one who was raised speaking them from birth rather than as languages painfully acquired through second-rate schooling. This is the ideal platform for high-end graphics and multimedia, featuring Silicon Graphics performance and more on commodity desktop hardware. Be Advanced Topics picks up where the Be Developer's Guide leaves off. It's the official programmer's reference manual to advanced topics for this revolutionary new operating system. Much as Inside Macintosh galvanized the Mac developer community nearly 15 years ago with its under-the-hood access to the new art of GUI programming,Be Advanced Topics provides developers with access to the internals of the first really new operating system in many years. Describing the less commonly used kits in the operating system -- the kits that don't pertain to every application -- Be Advanced Topics shows you when and how to use them. Anyone who wants to design specialized applications for the BeOS will find this book invaluable. Topics covered include: The Media Kit: Real-time processing of audio and video data The Midi Kit: MIDI data generation and processing, including Headspace® General MIDI synthesizer The Game Kit: Lets your game take over the machine The OpenGL Kit: An implementation of the OpenGL® 3D graphics interface The Network Kit: An interface to the network and mail Also included in Be Advanced Topics is a third-party CD-ROM containing tools, applications, and other freeware designed specifically for the BeOS.
If you see a person in a close - up look screen - right during a two - way
conversation , your mental map suggests that the other person is located
somewhere in the right off - screen space . SEE 10 . 2 According to the
established mental map ...
Author: Herbert Zettl
Publisher: Wadsworth Publishing Company
This book distills video basics, moving readers from video concepts and processes to production tools and techniques and, finally, to the production environment (studio or field, inside or outside) and how it affects what is done.
In Figure 2 – 5 , information relating to the file in use is shown at the top of the
screen , the menu is at the bottom , and the input screen is in the middle . One
disadvantage of panels is the space occupied by the window frame . In Figure 2 –
Author: James L. Pinson
With an emphasis on developing easy-to-use, intuitive software, this volume demonstrates how C programmers can add windowing, pull-down menus, help screens, data input screens, point-and-shoot file selection and other features to enhance software for IBM PCs and clones.