DİJİTAL EVRENDE MİMESİSİ YENİDEN DÜŞÜNMEK; AVATAR FİLMI
Journal Title: The Turkish Online Journal of Design, Art and Design (TOJDAC) - Year 2012, Vol 2, Issue 2
Abstract
Cinema, with its unique way of expression, states a wide range area of capabilities. This is a “narrative” form that conveys a strong sense and discourse which includes its own unique codes and techniques. Even if this narrative form houses infinite contingencies, basically, it is based on showing and performing. While the Modernist or the Avant-garde cinemas, which are experiencing the modern narrative techniques, are on the other side of these narrational contingencies, the Classical Cinema has always managed to protect its ties with the mimesis concept which exists since Aristotle thanks to its practices on generally used forms of dramatic narration which are showing and performing. Mimesis, accordingly, states the form in which the narrator is excluded and in which the events are re-fictioned and relived in a present time. Here, the context of making the events ‘lived’ without a mediator, establishes a virtual reality which is over the feelings of “katharsis” and “identification” with the application of digital 3D effects in the cinema of today. This study argues how the “mimesis” concept is evolutionized by the digital capabilities of the cinema or what this new form has added to the narrative capabilities of the cinema. Accordingly, the 3D movie Avatar directed by James Cameron will be analysed in accordance in the cinematic narrative forms.
Authors and Affiliations
Rana İğneci Süzen
TÜRKİYE’DE REKLAM ENDÜSTRİSİ DEĞER ZİNCİRİ VE TEMEL GÖSTERGELER
19. yüzyılın 2. yarısından günümüze dek, ülkenin siyasal, toplumsal ve ekonomik grafiğine oldukça paralel bir gidişat izleyen reklam endüstrisi, Türkiye’de kültür ekonomisini döndüren temel çarklardan biri haline gelmişt...
THE PORTRAYAL OF CONSUMPTION IN FILMS: AN ANALYSIS OF FIGHT CLUB
“Consumer society” is one of the terms available to describe the structure of societies today. In the film Fight Club, the act of “consuming” is exemplified through product placement, which the film does, but nonetheless...
YAYIN BİÇİMİ VE DİNLEYİCİ PERSPEKTİFİNDEN TÜRKİYE’DE İNTERNET İLE RADYONUN YAKINSAMASI
İnternet medyasında yaşanan teknolojik gelişmeler geleneksel medyaya farklı biçimlerde etki etmiştir. Yeni medya geleneksel medya olarak adlandırılan radyo, televizyon ve yazılı basın gibi mecraların üretim ve dağıtım ka...
CHANGES IN SOCIOCULTURAL REPRESENTATIONS IN POPULAR DIGITAL GAMES
The aim of this study is to investigate digital games with respect to sociocultural aspects and examine whether they are influenced by social and cultural events. In total, 14 digital games were studied by the researcher...
THE PLACE OF PHOTOGRAPHY IN SYSTEMATIC RESEARCHS: EXAMPLE OF MİMAR SİNAN'S ARTIFACTS
Shortly after invention in 19.century, photography had been used in service art research. As well as photographing of paintings, ceramics, chinas, photographs of the most valuable architectural structures are important....