New issue: Spatial storytelling: discussing the future of cinema. Vol. 2, No. 1. of the International Journal of Film and Media Arts
The International Journal of Film and Media Arts Volume: 2, Number: 1 (2017) http://revistas.ulusofona.pt/index.php/ijfma/issue/current is now available online.
Vol. 2, No. 1. Spatial storytelling: discussing the future of cinema
For its 2017 first issue, the International Journal of Film and Media Arts publishes a special issue dedicated to digital cinema: from platforms to storytelling.
The issue is divided into two parts. In the first part, named “reflections”, we collect a number of papers and essays written by different researchers involved in Essemble — a research and training endeavour developed by a consortium of Universidade Lusófona (Portugal), LUCA (Belgium), Moholy-Nagy /MOME (Hungary), and ifs (Germany). Sylke Rene Meyer reflects on the core concept of spatial storytelling that was used as a driver for creative production in Essemble’s latest stages and the consequences it has, namely on what concerns the hybridization of film with other storytelling formats such as videogames. Narratives and storytelling are also the topic of Natalia’s Fabics paper, that focus on the problems these new media create for more traditional forms of storytelling. Paulo Viveiros discusses the concept of the multitask-cinema as a core outcome of the transformations digital cinema is going through and the consequences this has both for creators and audiences. Ivan Marino debates the role of effects in the moulding of cinema audiences, a core topic within Essemble, since many of the crossings between animation and film are in many cases related precisely with the role of effects in film.
In the second part, named “applications” Brecht Debackere and Peter Moyes both present us with case studies of projects that using VR technologies expend the possibilities of the cinematic experience, while Tony Costa discusses the challenges digital technology implies for cinematography teaching. Finally, Simone Stewens reflects on the consequences and implications of the emergence of digital filmmaking for film education, one of the core objectives of Essemble. Altogether, these different papers highlight the overarching importance of the work conducted throughout Essemble in promoting critical reflection and experimentation around digital cinema. It’s our conviction that this practice based research approach is the one that best suits the complexity of problems and challenges these technologies, and the social consequences they have, imply.
We hope that by reading this special issue, not only the reader gets a better picture of the work that was developed throughout these years, but also of the questions and sometimes perplexities that everyday drive the educational and research endeavors of these different schools.
The editors, Manuel José Damásio and Sylke Meyer
Table of contents
Digital Cinema: From Platforms to Storytelling
Manuel José Damásio
Right, Left, High, Low: Narrative Strategies For Non–Linear Storytelling
Sylke Rene Meyer
Moldear a la Audiencia: Sobre la Génesis del Efecto en el Discurso Audiovisual
Ventura: A Character’s Mental Landscape as History
Where Good Old Cinema Narratives and New Media Collide
Multi-Task Cinema, Or a “Whatever Style”
The Importance of Digital Filmmaking and How it Affects Education in Filmschools
Cinematography in Cinema: Relationship Between Teaching Contexts And Its Application
Reflexive Perplexities: The Virtual Camera in ‘She’s Not There’
Peter Moyes, Louise Harvey
Memories in Decay: 360º Spatio-Temporal Explorations of the Past
About the journal
The International Journal of Film and Media Arts is an online semiannual publication, written in English and Portuguese, promoted by the Center for Research in Applied Communication, Culture and New Technologies (CICANT / CIC.Digital) and the Department of Film and Media Arts (DCAM) from ECATI, Universidade Lusófona de Humanidades e Tecnologias (Lisbon, Portugal). The IJFMA focuses on all areas of film and media arts research and critique, namely animation, television, media arts, videogames, fine arts, sound and their varied social and cultural forms of expression and materialization.
CFP open: Vol. 2, No. 2. Videogames and narratives
The call for full papers and book reviews for vol. 2, No. 2 (to be published December 2017) on videogames is open. Visit: http://revistas.ulusofona.pt/index.php/ijfma/announcement