![]() ![]() In making this argument, I demonstrate three things. This involves numerous questions about realism, indexicality, and affect, which I aim to intertwine and unfold below. ![]() While the visual presence of a human body may no longer be a coherent source of any link between a representation and physical reality, motion brings together digital images with the reality inscribed into media. In reviewing the history of this genre, I contextualize some early attempts to use motion capture and rotoscoping to incorporate human bodies into games, arguing that representation in games and other forms of digital media should be conceived not as deferring to the visual, but as reliant on the kinesthetic. In this essay, I present a history of the graphic adventure genre of video and computer games and its attempts at achieving a kind of cinematic realism through the registration of the body.
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