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Zoltán
Dragon. Film in the digital age - introduction
The
introductory essay calls attention to the phenomena that are the result of the
pervasive digitization and softwarization of culture and that have become unavoidable
in our everyday lives. The film as medium is also part of this cultural shift,
as it is in the very process of digitization on many levels: first
technologically, as the base of film production has changed leaving behind the
analogue techniques; second, medially, as the outcome of the technological
shift is the loss or refashioning of some medium specifities together with the
arrival of new characteristics; and third, aesthetically, as for instance the
visual domain of films is enhanced by computer animation or crowd scenes
generated by software algorithms to an extent never seen before.
Full text in Hungarian →
New media vs. old media
Miklós
Sághy: Database logic and films). Reflections on the works of Lev Manovich and Zoltán Dragon
The paper focuses
on the question how contemporary medial environment, which is basically defined
by computers, influences the language and narrative techniques of films - if it
does so at all. The main emphasis of the analysis is on database logic, which
has become a dominant principle in sorting and storing information, as well as
the main organization structure of human experience in the digital age,
according to Lev Manovich. The theoretician contrasts narratives (as
traditional organization forms) with databases, and argues that the former
organizing methods do not have the same status in computer culture, since
databases occupy an important, if not the
largest, territory of the new media landscape. Accepting this opinion, we
should face an inevitable question whether the database logic can influence
(or, what is more, overwhelm) the classic narrative logic in movies. A
Hungarian film theorist, Zoltán Dragon - supporting his point with examples -
claims that it may happen in the foreseeable future, since database logic has
already shown up in feature films. The aim of this paper is to examine this
question by means of a few instances of likely roles of database logic in
future films.
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Zsolt
Kelemen: Arcade Fire 2.0 and Database Logic
In collaboration with Google,
the Canadian indie-rock band Arcade Fire made an interactive video for the tone
of the band's song entitled "We Used To Wait". This creative project
makes great use of new media and database logic as defined by Lev Manovich. It
also suggests a new way of subject formation.
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Gábor Zoltán Kiss: Iteration and design in video game theory
The paper
argues that traditional media are not always the ideal backdrop against which
video games should be interpreted, while games may prove useful in re-interpreting
traditional media. Video games are described as synthetic-aesthetic systems, and
the term iteration is stressed as a
unique characteristic of this representational form. The author suggests that,
following the logic of videogame-theory, games have to work in an iterative
way. The second part of the paper stresses three points of views, namely
procedural logic, design and use, since these may serve as starting points in the
process of interpreting games.
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Diána Gollowitzer: Series-orgy, or the impact of new
media on contemporary American fiction TV-series
Television series made in the
US can be considered as representative products of contemporary popular
culture. Serial narrative, however, is not a new phenomenon: its rules
developed with the appearance of books and later with the mass production of
newspapers. In line with this history, series were defined by researchers as
narratives that have a characteristic pace of consumption, defined by the
carrier media. Still, although the above definition was not tenable earlier,
its inappropriateness has become clear by the appearance of new media. The
essay, thus, introduces a new approach towards the definition of series.
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Digitalisation
Jay David Bolter - Richard Grusin: Networks of
remediation
The present study is the third chapter of the paradigmatic
book, Remediation.
Understanding New Media, written by Jay David Bolter and Richard Grusin. The authors define
the central notion of remediation by
several examples and from several perspectives in order to demonstrate a
process in which new representational technologies do not deny their relations
with older media technologies but rather take their functions and exceed them
in a way that has both cultural and social impacts.
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Lev Manovich:
The Practice of Everyday (Media) Life
Cultural
production and consumption induced by Web 2.0 applications serve as central
topics of Manovich's argument. The title of the essay refers to Michel de
Certeau's book from 1980, entitled The
Practice of Everyday Life. The "strategy" discussed in that work (the
frameworks defining interpretational and everyday practices provided by
institutional and power structures) and the" tactics" (individual choices of
modern subjects, that help them navigate among strategy frames) are notions
that have been rearranged in the context of 21st century culture
industry, and this rearrangement constitutes the central element of writing.
Contemporary society, according to Manovich, is increasingly characterized by
the consumption of modifiable, customized products, and this practice
influences cultural production. By concentrating primarily on contents produced
by users, Manovich shows the shift in producing symbolic representations, and
the way this change relates to the traditional logic of electronic media, its
logic, structures, and patterns; he also discusses the way mass cultural
production turns into the mass production of culture, in which the lives of
individuals, or sub-cultural groups (not documented previously) become media
products.
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László
Tarnay: The ideal of the original and new media
The paper
starts out from an idea taken from the film Copie
conforme (Abbas Kiarostami, 2010), according to which a certified copy is
better than an original. The author and examines the way that the relationship
between original and copy is transformed by two of the most important
characteristics of the latest digital media, namely interactivity and immersion.
These two features are the most tangible in forms that simulate human
perception (visual and auditory), and conjure the future prosthetic experience
of the cyborg body. The paper presents the process that started with
illusionist pictures of the antiquity and follows it up to the birth of film,
and goes beyond that, culminating in digital simulation. This process is used
as the backdrop for interpreting the relation between original and copy. Full text in Hungarian →
Student's workshop
Miklós
Gerdelics: Virtual map of generic elements - Applicability of the IMDb in film
theory
The present
paper attempts to introduce a new method to the analysis of a question
regarding film theory, while relying upon modern computer technologies, the database
logic of new media, as well as the unused potential of the internet. The author
considers that the history of filmic genres is a theme that can be discussed in
a particularly productive way in this technological context, since the theory
of contemporary genre films have already created the possibility of isolating
the stable and variable elements of genres. This type of analysis and its logic
of rearrangement may be compared to the logic of computer databases, of remics
culture, as well as of new media. At the same time, there is a specific filmic
database, which have already realized such an analysis of films, namely the
Internet Movie Database (imdb.com). IMDb has an enormous potential from the
point of view of research on films, this potential, however, has not been used
so far. The paper offers a possible use of database-analysis on the example of
genre problematics. It first deals with some relevant aspects of contemporary
culture's "softwerization", and in a next step uses these aspects for an
analysis of genre history, drawing on parallels in genre theory.
Full text in Hungarian →
Balázs Sipos: Origins of the 21st
century action movie? Integrity of narrative and action in Christopher Nolan's Inception
Inception is a film at the border between a contemporary
action movie and a spectacular auteur film - this is the starting point of the
interpretation, which claims that Nolan relies on classical tools that have
been used since ancient Greek theatre, resulting in a tragedy of destiny,
relying on 20th century, primarily existential drama. The argument
attempts to describe the uniqueness of the film in reaching this goal by
relying on the tradition of action movies, and their accessible language. The
main question of the analysis is the extent to which Nolan is successful in
integrating the underlying engine of the film, namely existential drama, into
spectacle. The relationship between spectacle and existential drama is mapped
out. The analysis also examines the relationship between film and dream, and
interprets the prologue and the epilogue, finally addressing the problem of
irony regarding generic clichés as well as directorial tricks.
Full text in Hungarian →
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