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Science Fiction CinemaBetween Fantasy and Reality$
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Christine Cornea

Print publication date: 2007

Print ISBN-13: 9780748624652

Published to Edinburgh Scholarship Online: September 2012

DOI: 10.3366/edinburgh/9780748624652.001.0001

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Conclusion: The Technology of Science Fiction Cinema

Conclusion: The Technology of Science Fiction Cinema

Chapter:
(p.247) 8. Conclusion: The Technology of Science Fiction Cinema
Source:
Science Fiction Cinema
Author(s):

Christine Cornea

Publisher:
Edinburgh University Press
DOI:10.3366/edinburgh/9780748624652.003.0008

This chapter discusses the technology of science fiction films, both as an intra- and extra-diegetic component of the genre. Academics have addressed Tom Gunning's article in their efforts to investigate the aesthetic shifts and modes of address that emerged with post-classical cinema. It was the science fiction blockbusters that emerged in the late 1970s and early 1980s that more readily affirmed cinema's ‘roots in stimulus and carnival rides’. The continued use and development of computer graphics (CG) effects and computer technologies in mainstream science fiction film followed two parallel routes throughout the 1990s. These are the figuring of human characters interacting with computer-generated or computer-controlled objects/characters in a ‘real world’ environment or the human/post-human character immersed within a computer generated environment. It is thought that science fiction will continue to visit the screens in one form of another. Finally, an interview with Stan Winston, a special effects technician, is presented.

Keywords:   science fiction films, Tom Gunning, computer graphics effects, computer technologies, Stan Winston

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