A study on the visual effects in the movie Avengers: Age of Ultron / Nawal Mohamed A. Mohamed
Early of the twenty-first century, world population used to watch or to listen to different types of Hollywood media based on movies. Movies, is categorized as one of the most outstanding cultural activities. On a variety of economic and cultural phenomena in societies, nowadays, cinematic techno...
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Format: | Thesis |
Published: |
2016
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Online Access: | http://studentsrepo.um.edu.my/7029/1/nawal.pdf http://studentsrepo.um.edu.my/7029/ |
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Summary: | Early of the twenty-first century, world population used to watch or to listen to
different types of Hollywood media based on movies. Movies, is categorized as one of
the most outstanding cultural activities. On a variety of economic and cultural
phenomena in societies, nowadays, cinematic technology has added a valuable
importance to the apparent sensitivity of the moviegoer‟s experience. Technologies in
the contemporary period are creating digital cinematic films and produces how modern
people perceive executives no longer real scenes before the camera starts recording
objectively. However, they can be built by notable increases in computer generated
imaging (CGI), motion capture technology and 3D digital camera systems. As the
starting point of the film, audiences and producers claim a current relationship between
reality and the green screen technology. Digital cinema currently allows the viewer to
inhabit and interact with cinematic reality in a unique way, and this new paradigm shift
from analog to digital has created the basis for new ways of watch the film and
manipulated picture filmed reality. The goal of this study is to analyze the film
Avengers: Age of Ultron according to its visual elements, generic elements and
production and to identify the using of visual effects in a film. This research focuses on
collecting information from secondary data. Secondary data sources are involved,
through the analysis of qualitative methods. This study will be able to afford to show
evidence that the presence of film-based manufacturer incentives such movies.
However, demand for digital effects, 3D visualization, computer graphics and all other
modern technologies is growing and is still steadily since its first appearanc |
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