Häftad, Engelska, 2022
Animating Truth
Documentary and Visual Culture in the 21st Century
Av Nea Ehrlich
Del i serien Edinburgh Studies in Film and Intermediality
328 kr
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Beskrivning
Explores the rise of animated documentary and non-fiction in the 21st centuryExamines the digitalisation and virtualisation of culture as the backdrop for the rise of contemporary animated documentariesFocuses on the techno-cultural setting and explores multiple areas of non-fictionOffers a wide view of visual culture case studies including film, art, journalism, gaming, scientific and data visualizationConfronting shifts in the status and aesthetics of the real, Nea Ehrlich analyses how contemporary technoculture has transformed the relationship of animation to documentary by mapping out two parallel trends: the increased use of animation within documentary or non-fiction contexts, and the increasingly pervasive use of non-photorealistic animation within digital media. As the virtual becomes another aspect of our contemporary mixed reality (physical and virtual), the book aims to understand how this visual paradigm shift influences viewers, both ethically and politically, and questions the wider ramifications of this transformation in non-fiction aesthetics.
Produktinformation
- Utgivningsdatum: 2022-12-14
- Mått: 156 x 234 x 29 mm
- Vikt: 454 g
- Format: Häftad
- Språk: Engelska
- Serie: Edinburgh Studies in Film and Intermediality
- Antal sidor: 288
- Förlag: Edinburgh University Press
- ISBN: 9781474463379
- Utmärkelser: Winner of Norman McLaren/Evelyn Lambart Award for Best Monograph in Animation 2024 (UK)
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Mer om författaren
Nea Ehrlich is Lecturer in The Department of the Arts at Ben Gurion University of the Negev in Israel.
Recensioner i media
All in all, the book is recommended reading for undergraduate and postgraduate students who are looking for an updated overview of the status of animation and documentary (and the space in between) in contemporary Visual Culture. What is more, because of the strong interdisciplinary approach adopted, the book will be attractive to Media and Film scholars, as well as scholars within Game and Screen Studies, but also Computer Science.
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