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Communicating Ideas with Film, Video, and Multimedia
A Practical Guide to Information Motion-Media
S. Martin Shelton
Southern Illinois University Press, 2004
Written for a broad audience of professional informational and corporate filmmakers, film students, technical writers, and clients, Communicating Ideas with Film, Video, and Multimedia: A Practical Guide to Information Motion-Media is an insider’s perspective on the informational media industry. With over thirty-five years of experience, award-winning filmmaker S. Martin Shelton presents his astute views on the state of the profession and offers sage, constructive advice for the successful design and production of information motion-media.

 

Forgoing discussions of technology, Shelton instead concentrates on the communication principles that can motivate an audience to achieve a particular goal—a goal that must be realistic, worthwhile, and appropriate. His inventive approach coalesces theory of the media with its philosophy, analysis, history, and application, as well as his own informed personal opinions. This valuable guide examines how to effectively encode information in motion-media by using in-depth communication analysis and pertinent filmic design. Throughout, Shelton emphasizes that kinetic visuals, rather than audio, are the defining elements of the best motion-media communication. Organized into five parts that can be used independently or in sequence, the volume frames key topics in the industry that collectively form a cohesive strategy for motion-media design and production. First, Shelton discusses the essence of the medium as a communication tool. In the second part, he addresses the forms and functions of motion-media. The third part details communication analysis and its application. Next, Shelton delves into script design, distribution, and career growth. Lastly, he offers advice on business aspects of the profession. Told from the vantage point of a seasoned expert, Communicating Ideas with Film, Video, and Multimedia is a “how to do it” book as well as a treatise on “why to do it.” Shelton’s narrative is complemented by twenty-six illustrations (including multimedia flowcharts, sample forms, and photographs of some of the great documentary filmmakers), a variety of script formats, and a listing of the all-time best documentary films.

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Creating the Witness
Documenting Genocide on Film, Video, and the Internet
Leshu Torchin
University of Minnesota Press, 2012

Since the beginning of the conflict in 2003, more than 300,000 lives have been lost in Darfur. Players of the video game Darfur Is Dying learn this sobering fact and more as they work to ensure the survival of a virtual refugee camp. The video game not only puts players in the position of a struggling refugee, it shows them how they can take action in the real world.

Creating the Witness examines the role of film and the Internet in creating virtual witnesses to genocide over the last one hundred years. The book asks, how do visual media work to produce witnesses—audiences who are drawn into action? The argument is a detailed critique of the notion that there is a seamless trajectory from observing an atrocity to acting in order to intervene. According to Leshu Torchin, it is not enough to have a camera; images of genocide require an ideological framework to reinforce the messages the images are meant to convey. Torchin presents wide-ranging examples of witnessing and genocide, including the Armenian genocide, the Holocaust (engaging film as witness in the context of the Nuremburg trials), and the international human rights organization WITNESS and its sustained efforts to use video to publicize human rights advocacy and compel action.

From a historical and comparative approach, Torchin’s broad survey of media and the social practices around it investigates the development of popular understandings of genocide to achieve recognition and response—both political and judicial—ultimately calling on viewers to act on behalf of human rights.




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Games of Empire
Global Capitalism and Video Games
Nick Dyer-Witheford
University of Minnesota Press, 2009

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.

In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.

Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.

Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

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Ghostlife of Third Cinema
Asian American Film and Video
Glen M. Mimura
University of Minnesota Press, 2009

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Identities in Motion
Asian American Film and Video
Peter X Feng
Duke University Press, 2002
This innovative book shows how Asian American filmmakers and videomakers frame and are framed by history—how they define and are defined by cinematic projections of Asian American identity. Combining close readings of films and videos, sophisticated cultural analyses, and detailed production histories that reveal the complex forces at play in the making and distributing of these movies, Identities in Motion offers an illuminating interpretative framework for assessing the extraordinary range of Asian American films produced in North America.
Peter X Feng considers a wide range of works—from genres such as detective films to romantic comedies to ethnographic films, documentaries, avant-garde videos, newsreels, travelogues, and even home movies. Feng begins by examining movies about three crucial moments that defined the American nation and the roles of Asian Americans within it: the arrival of Chinese and Japanese women in the American West and Hawai’i; the incorporation of the Philippines into the U.S. empire; and the internment of Japanese Americans during World War II. In subsequent chapters Feng discusses cinematic depictions of ideological conflicts among Asian Americans and of the complex forces that compel migration, extending his nuanced analysis of the intersections of sexuality, ethnicity, and nationalist movements.
Identities in Motion illuminates the fluidity of Asian American identities, expressing the diversity and complexity of Asian Americans—including Filipinos, Indonesians, Chinese, Japanese, Vietnamese, Laotians, Indians, and Koreans—from the nineteenth to the twenty-first century.
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Making Asian American Film and Video
History, Institutions, Movements
Okada, Jun
Rutgers University Press, 2015
The words “Asian American film” might evoke a painfully earnest, low-budget documentary or family drama, destined to be seen only in small film festivals or on PBS (Public Broadcasting Service). In her groundbreaking study of the past fifty years of Asian American film and video, Jun Okada demonstrates that although this stereotype is not entirely unfounded, a remarkably diverse range of Asian American filmmaking has emerged. Yet Okada also reveals how the legacy of institutional funding and the “PBS style” unites these filmmakers, whether they are working within that system or setting themselves in opposition to its conventions.  
 
Making Asian American Film and Video explores how the genre has served as a flashpoint for debates about what constitutes Asian American identity. Tracing a history of how Asian American film was initially conceived as a form of public-interest media, part of a broader effort to give voice to underrepresented American minorities, Okada shows why this seemingly well-intentioned project inspired deeply ambivalent responses. In addition, she considers a number of Asian American filmmakers who have opted out of producing state-funded films, from Wayne Wang to Gregg Araki to Justin Lin. 
 
Okada gives us a unique behind-the-scenes look at the various institutions that have bankrolled and distributed Asian American films, revealing the dynamic interplay between commercial and state-run media. More than just a history of Asian Americans in film, Making Asian American Film and Video is an insightful meditation on both the achievements and the limitations of institutionalized multiculturalism. 

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Phenomenology's Material Presence
Video, Vision and Experience
Gabrielle A Hezekiah
Intellect Books, 2010

Phenomenology’s Material Presence draws on recent work in phenomenology, embodiment, and cinema and extends the field by examining metaphysical presence in postcolonial cinema. Where other scholarship has assimilated insight from individual phenomenological thinkers, Phenomenology’s Material Presence utilizes the methods of these thinkers—Husserl, Heidegger, and Merleau-Ponty—to produce a richly textured and poetic essay that brings them into conversation. Through a meditation on three experimental videos by Trinidadian filmmaker Robert Yao Ramesar, this book makes the case that video performs an act of phenomenological inquiry. Phenomenology’s Material Presence extends our theorizing in both film studies and philosophy.

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The Queer Games Avant-Garde
How LGBTQ Game Makers Are Reimagining the Medium of Video Games
Bonnie Ruberg
Duke University Press, 2020
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center.

Interviewees:
Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
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Recycled Stars
Female Film Stardom in the Age of Television and Video
Mary R. Desjardins
Duke University Press, 2015
The popularity of television in postwar suburban America had a devastating effect on the traditional Hollywood studio system. Yet many aging Hollywood stars used television to revive their fading careers. In Recycled Stars, Mary R. Desjardins examines the recirculation, ownership, and control of female film stars and their images in television, print, and new media. Female stardom, she argues, is central to understanding both the anxieties and the pleasures that these figures evoke in their audiences’ psyches through patterns of fame, decline, and return. From Gloria Swanson, Loretta Young, Ida Lupino, and Lucille Ball, who found new careers in early television, to Maureen O’Hara’s high-profile 1957 lawsuit against the scandal magazine Confidential, to the reappropriation of iconic star images by experimental filmmakers, video artists, and fans, this book explores the contours of female stars’ resilience as they struggled to create new contexts for their waning images across emerging media.
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Representing Blackness
Issues in Film and Video
Smith, Valerie
Rutgers University Press, 1997

The essays in this collection provide a variety of perspectives on black representation and questions of racial authenticity in mainstream as well as African American independent cinema. This volume includes seminal essays on racial stereotypes, trenchant critiques of that discourse, original essays on important directors such as Haile Gerima and Charles Burnett, and an insightful discussion of black gay and lesbian film and video.

The contributors include Donald Bogle, Thomas Cripps, Jane Gaines, Nathan Grant, Stuart Hall, Tommy L. Lott, Wahneema Lubiano, Mike Murashige, Valerie Smith, James Snead, and David Van Leer. This volume is an important contribution to the Depth of Field series and should be indispensible for courses and individual scholars in film and multicultural studies. The book contains a mix of original and previously published pieces.

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Resolutions 3
Global Networks of Video
Ming-Yuen S. Ma
University of Minnesota Press, 2012

Resolutions 3 explores the wide-ranging implications of video art and video-based production in contemporary media culture. It is the third volume in a series composed of Resolution: A Critique of Video Art (1986) and Resolutions: Contemporary Video Practices (1996). While Resolution was one of the first critical texts on video art in the United States, Resolutions was one of the first books to address video as a medium across disciplines from theoretical, activist, and transnational perspectives.

Resolutions 3 articulates this legacy as a challenge to reengage with the explosive viral reach of moving image–based content and its infiltration into and impact on culture and everyday life. The contributors to this work analyze what is now a fourth decade of video practices as marked within and outside the margins of art production, networked interventions, projected spectacle, museum entombment, or 24/7 streaming. Intending to broaden, contest, and amplify the mediated space that was defined by its two predecessors, this volume investigates the ever-changing state of video’s deployment as examiner, tool, journal reportage, improvisation, witness, riff, leverage, and document.

Contributors: Kathleen Ash-Milby, Smithsonian National Museum of the American Indian; Myriam-Odile Blin, Rouen U, France; Nancy Buchanan, California Institute of the Arts; Derek A. Burrill, U of California, Riverside; Sean Cubitt, U of Melbourne; Faisal Devji, New York U; Jennifer Doyle, U of California, Riverside; Jennifer Friedlander, Pomona College; Kathy High, Rensselaer Polytechnic Institute; Lucas Hilderbrand, U of California, Irvine; Nguyen Tan Hoang, Bryn Mawr College; Kathy Rae Huffman; Amelia Jones, McGill U; David Joselit, Yale U; Alexandra Juhasz, Pitzer College; Jessica Lawless, Santa Fe Community College; Hea Jeong Lee; Jesse Lerner, Pitzer College; Akira Mizuta Lippit, U of Southern California; Lionel Manga; Laurence A. Rickels, U of California, Santa Barbara; Kenneth Rogers, U of California, Riverside; Michael Rush, Eli and Edythe Broad Art Museum, Michigan State U; Freya Schiwy, U of California, Riverside; Beverly R. Singer, U of New Mexico; Yvonne Spielmann, U of the West of Scotland; Catherine Taft, Getty Research Institute; Holly Willis, U of Southern California.

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Sex Ed
Film, Video, and the Framework of Desire
Eberwein, Robert
Rutgers University Press, 1999
In a 1914 movie, Damaged Goods, a doctor shows a character the horrific effects of venereal disease. In contrast, many of today's sex ed videos encourage viewers to realize their sexuality more fully as a source of pleasure. In Sex Ed, Robert Eberwein demonstrates how films and videos used for sex education have provided a complex ideological framework in which questions of sexuality, gender, and race are compellingly foregrounded.

Eberwein starts his investigation in the silent and early sound eras with educational films used both to warn audiences about venereal disease and to provide basic contraception information. World War II movies, he states, waged their own war against venereal disease-in the armed services and at home. Newer works deal with birth control and focus in particular on AIDS.

Sex Ed also highlights the classroom. Eberwein draws connections between the earliest and most recent examples of educational films as he analyzes their ideological complexity. He concludes by examining marriage-manual films of the early 1970s and very recent videos for couples and individuals seeking instruction in sexual techniques to increase pleasure.
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Visible Nations
Latin American Cinema and Video
Chon A. Noriega
University of Minnesota Press, 2000

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Wiping the War Paint off the Lens
Native American Film and Video
Beverly R. Singer
University of Minnesota Press, 2001

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Women Of Vision
Histories in Feminist Film and Video
Alexandra Juhasz
University of Minnesota Press, 2001

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The World is Watching
Video as Multinational Aesthetics, 1968-1995
Dennis Redmond
Southern Illinois University Press, 2003

Evolving rapidly from the movie screen to the television screen to the computer screen, video culture has blossomed from its origins as an obscure spin-off of the 1960s Anglo-American media culture into one of the leading art forms of the late twentieth century. And as such, video culture has grown from being the dominion of small but dedicated cult followings to becoming a near mainstream cinematic interest. The World Is Watching: Video as Multinational Aesthetics, 1968–1995 explores the origins and implications of this powerful visual medium which crosses national, cultural, and political boundaries to present provocative tales of the highest quality. Dennis Redmond’s probing study is rooted in close readings of three stylish and highly successful video efforts—The Prisoner (1967), The Decalogue (1988), and Neon Genesis: Evangelion (1995).

Irish director and star Patrick McGoohan’s classic science fiction vision, The Prisoner, established many of the basic conventions of video for such elements as shot selection, set design, scripting, scoring, and editing techniques. In The Prisoner, a government agent has resigned his position only to be immediately abducted and confined to an isolated town. Thus imprisoned, the agent faces the sinister and surreal efforts of his captors to break him and learn the secret cause of his resignation. Saturated with Cold War allegory, this seventeen-part series was groundbreaking in its exploration of new types of global content, ranging from gender and ethnic identity to the politics of information. Part futuristic thriller, part James Bond parody, the cult series remains hugely popular among partisans of science fiction, and has had an indelible influence on its mainstream descendants.

               

Set in a Polish housing complex, each episode of The Decalogue examines one of the ten commandments. The provocative series synthesized elements of the Eastern European auteur film with the consumerism of its Western European counterparts, establishing the new genre of Eurovideo. Paying special attention to director Krzysztof Kieslowski's micropolitics of gender, as well as his innovations in scripting, lighting, and framing, Redmond locates The Decalogue within the broader context of Polish filmmaking and as a harbinger of the subsequent Velvet Revolutions of Eastern Europe. Now available on DVD for English-speaking audiences, The Decalogue remains a stunning specimen of video artistry.

               

Aided by transcripts that are far superior to the flawed English dubbing in some video versions, Redmond’s analysis of Hideaki Anno’s acclaimed television series Neon Genesis: Evangelion explores the increasingly popular narrative form of anime. This animated series is set in the post-apocalyptic future, where young pilots in robotic battle suits combat alien invaders. In discussing this twenty-six part epic undertaking, Redmond identifies the impact of the Godzilla narratives, videogame culture, the Japanese mecha, the Hong Kong action thriller and the American sci-fi blockbuster on the formation of a uniquely East Asian identity and aesthetic sensibility. Anime is proving itself to be exceedingly apt and able at crossing national borders and is now enjoying mass popularity among global audiences, thus making it an ideal subject for Redmond’s telling assessment of the impact of video culture worldwide.

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