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2013 | 7 | 1 | 35-47

Article title

Visuality and Narration in Monsters, Inc.

Authors

Title variants

Languages of publication

EN

Abstracts

EN
The overblown rhetoric concerning the “digital revolution” conceals deep continuities between traditional and new forms. As the example Monsters, Inc. shows established forms of narration can be used together with new forms of computer generated images. The complexities of this constellation are described by an analysis of the film.

Publisher

Year

Volume

7

Issue

1

Pages

35-47

Physical description

Dates

published
2013-11-01
online
2014-05-30

Contributors

  • University of Siegen (Germany)

References

  • Beil, Benjamin and Jens Schröter. 2011. Die Parallelperspektive im digitalen Bild [The Parallel Perspective in Digital Images]. Zeitschrift für Medienwissenschaft no. 4: 127-138.
  • Bordwell, David. 1986. Classical Hollywood Cinema. Narrational Principles and Procedures. In: Narrative, Apparatus, Ideology, ed. Phil Rosen, 17-34. New York: Columbia University Press.
  • Bordwell, David. 1993. Narration in the Fiction Film. London: Routledge.
  • Caldwell, John. 2008. Production Culture: Industrial Reflexivity and Critical Practice in Film and Television. Durham/NC: Duke University Press.
  • Chatman, Seymour. 1981. What Novels Can Do That Films Can’t (and Vice Versa). In On Narrative, ed. W.J.T. Mitchell, 117-136. Chicago/London: University of Chicago Press.
  • Elsaesser, Thomas/Hagener, Malte. Film Theory. An Introduction Through the Senses. New York: Routledge.
  • Kittler, Friedrich. 2001. Computer Graphics. A Semi-Technical Introduction. Grey Room no. 2 (winter): 30-45.
  • Manovich, Lev. 2001. The Language of New Media. Cambridge, MA: MIT Press.
  • Raser, John. 1972. Simulation and Society. An Exploration of Scientific Gaming. Boston: Allyn and Bacon.
  • Schröter, Jens. 2003. Virtuelle Kamera. Zum Fortbestand fotografischer Medien in computergenerierten Bildern [Virtual Camera. About the Survival of Photographic Media in Computer Imagery]. Fotogeschichte vol. 23 no. 88: 3-16.
  • Schröter, Jens. 2004. Das Netz und die Virtuelle Realität. Zur Selbstprogrammierung der Gesellschaft durch die universelle Maschine [The Net and Virtual Reality. Society’s Self-Programming through the Universal Mac hine]. Bielefeld: Transcript.
  • Schröter, Jens. 2011. Discourses and Models of Intermediality. In: CLCWeb: Comparative Literature and Culture. vol. 13, no. 3 (September). http://docs.lib.purdue.edu/clcweb/vol13/iss3/. Last accessed at 22. 08. 2012.
  • Siebert, Jan. 2005. Flexible Figuren. Medienreflexive Komik im Zeichentrickfilm [Flexible Figures. Media-reflexive Comic Effects in Cartoons]. Bielefeld: Transcript.
  • Strothotte, Thomas and Stefan Schlechtweg. 2002. Non-photorealistic Computer Graphics: Modeling, Rendering, and Animation. San Francisco, CA: Morgan Kaufmann.
  • Thompson, Kristin. 1986. The Concept of Cinematic Excess. In: Narrative, Apparatus, Ideology, ed. Phil Rosen, 130-142. New York: Columbia University Press.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.doi-10_2478_ausfm-2014-0013
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