語系:
繁體中文
English
日文
簡体中文
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Embodying comics: Reinventing comics...
~
Georgia Institute of Technology.
Embodying comics: Reinventing comics and animation for a digital performance.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
書名/作者:
Embodying comics: Reinventing comics and animation for a digital performance.
作者:
Samanci, Ozge.
面頁冊數:
260 p.
附註:
Source: Dissertation Abstracts International, Volume: 70-11, Section: A, page: 4094.
Contained By:
Dissertation Abstracts International70-11A.
標題:
Design and Decorative Arts.
標題:
Theater.
標題:
Multimedia Communications.
標題:
Cinema.
ISBN:
9781109452532
摘要、提要註:
In the digital era, the comics medium has been transported from print to computer screen, and thus its evolution takes place in digital performances based on full-body interaction technologies. The major implication of this process is that the conventions of comics will be merging with those of performance, film, and animation.
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3376348
Embodying comics: Reinventing comics and animation for a digital performance.
Samanci, Ozge.
Embodying comics: Reinventing comics and animation for a digital performance.
- 260 p.
Source: Dissertation Abstracts International, Volume: 70-11, Section: A, page: 4094.
Thesis (Ph.D.)--Georgia Institute of Technology, 2009.
In the digital era, the comics medium has been transported from print to computer screen, and thus its evolution takes place in digital performances based on full-body interaction technologies. The major implication of this process is that the conventions of comics will be merging with those of performance, film, and animation.
ISBN: 9781109452532Subjects--Topical Terms:
423076
Design and Decorative Arts.
Embodying comics: Reinventing comics and animation for a digital performance.
LDR
:03745nam 2200325 4500
001
344929
005
20100910124356.5
008
110817s2009 ||||||||||||||||| ||eng d
020
$a
9781109452532
035
$a
(UMI)AAI3376348
035
$a
AAI3376348
040
$a
UMI
$c
UMI
100
1
$a
Samanci, Ozge.
$3
423236
245
1 0
$a
Embodying comics: Reinventing comics and animation for a digital performance.
300
$a
260 p.
500
$a
Source: Dissertation Abstracts International, Volume: 70-11, Section: A, page: 4094.
500
$a
Adviser: Alexandra Mazalek.
502
$a
Thesis (Ph.D.)--Georgia Institute of Technology, 2009.
520
$a
In the digital era, the comics medium has been transported from print to computer screen, and thus its evolution takes place in digital performances based on full-body interaction technologies. The major implication of this process is that the conventions of comics will be merging with those of performance, film, and animation.
520
$a
In a comics story implemented with full-body interaction technologies, representational space shifts from two to three dimensions. Physical elements can now easily be combined with virtual ones. The participants' contribution to the experience now includes a larger set of kinesthetic choices. Earlier media offer the readers the opportunity to read the story with their eyes, turn pages, and click a mouse. Instead of one or perhaps two readers of print and screen-based comics, a digital performance can be experienced by a group of viewers positioned in space in various ways. By utilizing the tools of computer vision, the projection of a participant can be made the main character of the comics story. Consequently, the comics and animation frame changes when moved to digital performance spaces. The frame becomes embodied, nested, elastic, and dynamic. The first two qualities relate to the physicality of the medium, where performers and viewers are simultaneously present in both the real and fictional spaces. The second two qualities relate to the procedurality of the medium and the potential for computational manipulation within the frame based on changing relationships across space (distance) and time (story). The resulting new expressive opportunities include: (1) Impossible Story Worlds; (2) Plasticity of Digital Double; (3) Movement in Comics; (4) Infinite Canvas; (5) Comic Strip and Character Generators; (6) Offending the Viewer; (7) Fragmentation of Space-time; (8) Simultaneity; (9) Delay; (10) Expansion of Performance Set; (11) Massive Number of Participants; (12) Creating Unaware Participants with Surveillance Technologies; (13) Elastic Distance and the Mobility of Components; (14) Intricate Uses of Props; (15) Mediated Self-reflection; (16) Nested Boundaries of Illusion; (17) Elastic, Dynamic, and Embodied Frame; (18) Dynamic and Participatory Thought Balloons, Movement Lines, Typographic Components, and Icons
520
$a
Embodied Comics is as much a form of digital performance based on full-body interaction technology as it is a storytelling environment. A digital artist can create or design various stories with Embodied Comics. Our installation, Egg's Journey, is an example of a storytelling with Embodied Comics. Egg's Journey investigates an unexplored possibility, (a change in the conventions of comics in a digital performance) and instantiates the theoretical outcomes of this dissertation project.
590
$a
School code: 0078.
650
4
$a
Design and Decorative Arts.
$3
423076
650
4
$a
Theater.
$3
177882
650
4
$a
Multimedia Communications.
$3
423238
650
4
$a
Cinema.
$3
423239
690
$a
0389
690
$a
0465
690
$a
0558
690
$a
0900
710
2
$a
Georgia Institute of Technology.
$3
423237
773
0
$t
Dissertation Abstracts International
$g
70-11A.
790
1 0
$a
Mazalek, Alexandra,
$e
advisor
790
$a
0078
791
$a
Ph.D.
792
$a
2009
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3376348
筆 0 讀者評論
多媒體
多媒體檔案
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3376348
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入