Visual Digital Culture

Regular price €55.99
Quantity:
In stock with our UK publisher. 14-28 days
Delivery/Collection within 10-20 working days
14 days return policy Shipping & Delivery
A01=Andrew Darley
Amusement Park
animation
Author_Andrew Darley
Category=JBCC1
Category=JBCT
Category=JHM
Category=KNT
cinema
Classical Narrative Cinema
Computer Animated Films
Computer Animation
Computer Games
Computer Imaging Techniques
contemporary
Contemporary Visual Culture
digital aesthetics
digital image culture analysis
Digital Imaging Techniques
Digital Techniques
Eagle
eq_bestseller
eq_business-finance-law
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
game
games
Hale's Tours
Hale’s Tours
interactive media analysis
Live Popular Entertainment
mass
Mass Visual Culture
media theory
Motionless Voyage
music
Music Video
Neneh Cherry
Popular Entertainment
post-cinematic forms
rides
Sea Water
sensory experience research
simulation
Simulation Rides
spectatorship studies
Starship Troopers
Toy Story
Tv Advertisement
Vice Versa
video
Visual Digital
Visual Digital Culture

Product details

  • ISBN 9780415165556
  • Weight: 440g
  • Dimensions: 156 x 234mm
  • Publication Date: 13 Apr 2000
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
Secure checkout Fast Shipping Easy returns

Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture.
Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.

Andrew Darley is Senior Lecturer at the Surrey Institute of Art and Design.

More from this author