Simulacro y juego. La imagen-exceso cinematográfica como reflejo de una sociedad hiperreal

IF 0.2 0 ART
Carlos Rojas-Redondo, Paco Lara-Barranco
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引用次数: 0

Abstract

The present study addresses the concept of the “image-excess” (Lipovetsky & Serroy, 2009), a cinematographic resource that manages to introduce the viewer into a dizzying succession of hyperspectacular visual scenes. It is from the extraordinary technological evolution of the last decades when digital creations (virtual realities) have generated images in the cinema that come to compete with reality, overlapping it and making its differentiation complex for the receiver. In the text we address the determining role that simulation and game play as they are key drivers for the construction of that image-excess, which is established between virtual parameters of neo-baroque and sublime characteristics. Therefore, we will delve into knowing how the simulation develops itself in the field of cinema, and how the game unfolds its full potential to act in the mind of the viewer with the firm intention of inducing him to a hyper-reality, the meta-reality that cinema supposed. Although some cinematographic productions present the limitation known as uncanny valley by producing a rejection of credibility in the observer, our main conclusion underlines the need for attraction that the excess-image must arouse, so that simulacrum and game make an appearance.
模拟和游戏。图像-电影过度反映超现实社会
本研究探讨了“图像过剩”的概念(Lipovetsky和Serroy,2009),这是一种电影资源,能够将观众引入一系列令人眼花缭乱的超眼镜视觉场景。这源于过去几十年非凡的技术演变,当时数字创作(虚拟现实)在电影中产生了与现实竞争的图像,使其重叠,并使其差异对接收者来说变得复杂。在文本中,我们讨论了模拟和游戏所扮演的决定性角色,因为它们是构建图像过剩的关键驱动因素,这种过度是在新巴洛克的虚拟参数和崇高特征之间建立的。因此,我们将深入了解模拟是如何在电影领域发展起来的,以及游戏是如何在观众的脑海中充分发挥其潜力,并坚定地引导他进入超现实,即电影所设想的元现实。尽管一些电影作品通过拒绝观察者的可信度而呈现出被称为“神秘谷”的局限性,但我们的主要结论强调了过度图像必须引起的吸引力的必要性,这样模拟物和游戏才会出现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
0.40
自引率
0.00%
发文量
35
审稿时长
12 weeks
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