Oxford Handbook of Cinematic Listening e-bog
1021,49 DKK
(inkl. moms 1276,86 DKK)
The Oxford Handbook of Cinematic Listening explores the place of cinema in the history of listening. It looks at the ways in which listening to film is situated in textual, spatial, and social practices, and also studies how cinematic modes of listening have extended into other media and everyday experiences. Chapters are structured around six themes. Part I ("e;Genealogies and Beginnin...
E-bog
1021,49 DKK
Forlag
Oxford University Press
Udgivet
29 marts 2021
Længde
576 sider
Genrer
APF
Sprog
English
Format
epub
Beskyttelse
LCP
ISBN
9780190853631
The Oxford Handbook of Cinematic Listening explores the place of cinema in the history of listening. It looks at the ways in which listening to film is situated in textual, spatial, and social practices, and also studies how cinematic modes of listening have extended into other media and everyday experiences. Chapters are structured around six themes. Part I ("e;Genealogies and Beginnings"e;) considers film sound in light of pre-existing practices such as opera and shadow theatre, and also explores changes in listening taking place at critical junctures in the early history of cinema. Part II ("e;Locations and Relocations"e;) focuses on specific venues and presentational practices from roadshow movies to contemporary live-score screenings. Part III ("e;Representations and Re-Presentations"e;) zooms into the formal properties of specific films, analyzing representations of listening on screen as well as the role of sound as a representational surplus. Part IV ("e;The Listening Body"e;) focuses on the power of cinematic sound to engage the full body sensorium. Part V ("e;Listening Again"e;) discusses a range of ways in which film sound is encountered and reinterpreted outside the cinema, whether through ancillary materials such as songs and soundtrack albums, or in experimental conditions and pedagogical contexts. Part VI ("e;Across Media"e;) compares cinema with the listening protocols of TV series and music video, promenade theatre and personal stereos, video games and Virtual Reality.