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Machinima
Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''machine'' and ''cinema''. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become obsolete or even unavailable. For game studies, "Machinima's gestures grant access to gaming's historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture." The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 199 ...
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Machinima Sample Reindeer Full Size
Machinima, originally machinema () is the use of Real-time computing, real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''machine'' and ''Film, cinema''. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become obsolete or even unavailable. For game studies, "Machinima's gestures grant access to gaming's historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture." The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disne ...
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Digital Puppetry
Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real time by computers. It is most commonly used in filmmaking and television production, but has also been used in interactive theme park attractions and live theatre. The exact definition of what is and is not digital puppetry is subject to debate among puppeteers and computer graphics designers, but it is generally agreed that digital puppetry differs from conventional computer animation in that it involves performing characters in real time, rather than animating them frame by frame. Digital puppetry is closely associated with character animation, motion capture technologies, and 3D animation, as well as skeletal animation. Digital puppetry is also known as virtual puppetry, performance animation, living animation, aniforms, live animation and real-time animation (although the latter also refers to animation generated by computer ...
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Computer Animation
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a ra ...
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Fan Labor
Fan labor, also called fan works, are the creative activities engaged in by fans, primarily those of various media properties or musical groups. These activities can include creation of written works (fiction, fan fiction and review literature), visual or computer-assisted art, films and videos, animations, games, music, or applied arts and costuming. Although fans invest significant time creating their products, and fan-created products are "often crafted with production values as high as any in the official culture," most fans provide their creative works as amateurs, for others to enjoy without requiring or requesting monetary compensation. Fans respect their gift economy culture and are often also fearful that charging other fans for products of their creativity will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. The skills that fans hone through their fan works may be marketable, and some fans find e ...
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Pre-rendering
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-ti ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Stunt Island
''Stunt Island'' is a flight simulation video game for MS-DOS PCs released in 1992. It was designed by Adrian Stephens and Ronald J. Fortier and published by Walt Disney Computer Software. The game, marketed as "The Stunt Flying and Filming Simulation", provides an island which contains a number of different film sets, such as a city, an oil rig, a canyon, and an aircraft carrier. The player can position cameras and props around these sets, and create triggers to start actions including the camera panning and an object moving. The game also has an editing mode where the player can splice together taped footage and insert sound effects. GOG.com released an emulated version for Microsoft Windows, Mac OS X and Linux in 2016. Game components Game engine The game engine for ''Stunt Island'' was co-developed by The Assembly Line. It is capable of simultaneously rendering several hundred simple 3D objects on a typical early 1990s PC with 386 processor at 33 MHz with two megabytes ...
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Video Games
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, computer monitor, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example List of text-based computer games, text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through loudspeaker, speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their computing platform, platform, which include arcade video games, console games, and PC game, personal computer (PC) games. More recently, the industry has expanded on ...
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Blend Word
In linguistics, a blend (sometimes called blend word, lexical blend, portmanteau or portmanteau word) is a word formed from parts of two or more other words. At least one of these parts is not a morph (the realization of a morpheme) but instead a mere ''splinter'', a fragment that is normally meaningless. In the words of Valerie Adams: In words such as ''motel, boatel'' and ''Lorry-Tel'', ''hotel'' is represented by various shorter substitutes – ''otel, tel'' or ''el'' – which I shall call splinters. Words containing splinters I shall call blends.Adams attributes the term ''splinter'' to J. M. Berman, "Contribution on blending," ''Zeitschrift für Anglistik und Amerikanistik'' 9 (1961), 278–281. Classification Blends of two or more words may be classified from each of three viewpoints: morphotactic, morphonological, and morphosemantic.Elisa Mattiello, "Blends." Chap. 4 (pp. 111–140) of ''Extra-grammatical Morphology in English: Abbreviations, Blends, Red ...
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Quake (series)
''Quake'' is a series of first-person shooter video games, developed by id Software and, as of 2010, published by Bethesda Softworks. The series is composed of the eponymous game from 1996 and its nonlinear, standalone sequels which vary in setting and plot. ''Quake'' was created as a successor franchise to id's highly successful ''Doom'' series, which had begun in 1993. As a new series, it built upon the fast-paced gameplay, game engine, and 3D graphics capabilities of ''Doom.'' It also expanded upon the multiplayer capabilities of ''Doom'' by introducing online multiplayer over the internet. This contributed to the popularity of the ''Quake'' series and characterized it as a figurehead in online gaming. Games Every game in the ''Quake'' franchise shares a basis in first-person shooter gameplay. However, the series lacks a singular narrative across all of its entries. Two major storylines exist within the franchise, as well as the ''Arena'' series, which focuses primarily on ...
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Filmmaking
Filmmaking (film production) is the process by which a motion picture is produced. Filmmaking involves a number of complex and discrete stages, starting with an initial story, idea, or commission. It then continues through screenwriting, casting, pre-production, shooting, sound recording, post-production, and screening the finished product before an audience that may result in a film release and an exhibition. Filmmaking occurs in a variety of economic, social, and political contexts around the world. It uses a variety of technologies and cinematic techniques. Although filmmaking originally involved the use of film, most film productions are now digital. Today, filmmaking refers to the process of crafting an audio-visual story commercially for distribution or broadcast. Production stages Film production consists of five major stages: * Development: Ideas for the film are created, rights to existing intellectual properties are purchased, etc., and the screenplay is written ...
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Live Action
Live action (or live-action) is a form of cinematography or videography that uses photography instead of animation. Some works combine live-action with animation to create a live-action animated film. Live-action is used to define film, video games or similar visual media. According to the Cambridge English Dictionary, live action " nvolvesreal people or animals, not models, or images that are drawn, or produced by computer." Overview As the normal process of making visual media involves live-action, the term itself is usually superfluous. However, it makes an important distinction in situations in which one might normally expect animation, such as when the work is adapted from a video game, or from an animated cartoon, such as ''Scooby-Doo'', ''The Flintstones'', '' 101 Dalmatians'' films, or ''The Tick'' television program. The phrase "live-action" also occurs within an animation context to refer to non-animated characters: in a live-action/animated film such as ''Space Jam ...
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