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PAMUKKALE (DENIZLI COUNTY, TURKEY), 2019 DIGITAL PHOTOGRAPHY 39.3X19.6 IN. | 100X50 CM.
INVITED ARTIST
DANUBE DELTA (TULCEA COUNTY, ROMANIA), 2018 DIGITAL PHOTOGRAPHY 39.3X19.6 IN. | 100X50 CM.
RUSU ANDRE
Lives and works in Stockholm, Sweden
https://www.instagram.com/colourgrade/
When we ‘experience’ time based-media, we accept that what we of global competition, analogue technologies have entered an aging
will see is a subjective reality, a reality, which can only exist in the phase. The digital was the decline of many analogue applications, in
world of that process. This thesis will dive into the building blocks and particular the decline of traditional implementations in humanist fields
construction process of that world, seen through the lens of the new such as in fine arts, the film industry, music industry, publishing industry,
possibilities offered through virtual reality technology. It will look at this and their Digital Age computerized reinvention. This thesis will look into
technology and the interdependencies it has to the “digital image” - the possibilities of expression in film currently offered by VR and AR
the essence of a new mass culture, and build upon its theoretical and as a new layer of digital strokes on the already existing canvas of film
practical application in filmmaking. culture. VR and AR, being a hybridization of mediums stemming from
Using my experience and education in film and digital postproduction, the advances in computing since the 1950s. Virtual reality technology, in
this research will be a study inspired by the increasing interest in virtual its current state, has a wide range of applications in medicine, military
and augmented reality, brought to pass in a future-branch and radical training, education, gaming and therapy. The research will also take into
transformation of filmmaking, and the process thereof. account advanced sound design, interactivity, miniaturisation, AI, and
A challenging aspect of filmmaking is staying cutting-edge as there is still unstandardized filming aids such as drones, 360° cameras, 3D and
not one single point that is the deciding factor of innovation in today’s binaural audio and other developing technologies. Excerpt (Research
visual culture. In the age of the computer and digital, in an environment proposal for the degree of PhD Film and Television Studies)
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