Future Cinema Course

Course Site for Future Cinema 1 and Future Cinema 2: Applied Theory at York University, Canada


Acland Charles,, Print Traffic Durham: Duke University Press, 2003.
Adams, Adrian. Total Art: Environments, Happenings and Performances, 1974
Azuma, Ronald. “A Survey of Augmented Reality.” Presence: Teleoperators and Virtual Environments 6.4 (1997): 355-385.
Azuma, R. et. al. 2001. Recent Advances in Augmented Reality, IEEE Computer Graphics and Applications, v.21 n.6. ;
Bachelard, Gaston. The Poetics of Space. Boston: Beacon Press, 1994.
Bazin, André. What is Cinema? Vol I and II
Bauman, Zygmunt. Fluid Modernity. Cambridge: Polity Press, 2000.
Behrens, Roy. “Creative Invention in Science and Art.” Art Education, 26.4 (1973): 2-4.
Benford, S., Anastasi, R, Flintham, M., Drozd, A., Crabtree, A., Greenhalgh, C., Tandavanitj, N., Adams, M., Row-Farr, J., Coping with uncertainty in a location-based game, IEEE Pervasive Computing, September 2003, 34041, IEEE.
Binsted, Kim. Sufficiently Advanced Technology: Using Magic to Control the World. Plenary session in CHI’ 2000, Conference on Human Factors in Computing Systems, The Netherlands, April 1-6, 2000.
Bolter, Jay David, and Diane Gromala. Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency. Cambridge: MIT Press, 2003.
Bolter, J D et al. 2001. “Augmented Reality as a New Media Experience.” ISAR 2001.197-206
Bolter, J.D., and Grusin, R. Remediation: Understanding New Media. Cambridge MA: MIT Press, 1999.
Boriana Koleva et. al. (Nottingham and Blast Theory) “Orchestrating a Mixed Reality Performance. In ACM CHI ‘01, pages 38-45.
Bobick, A. S. et. al. “The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment” in PRESENCE: Teleoperators and Virtual Environments, 8(4), August 1999.
Burnett, Ron. What Images Want. Boston: MIT Press, 2004.
Bolter, Jay David and Blair MacIntyre. “Is It Live or Is It AR?” IEEE Spectrum August 2007.
http:// www.spectrum.ieee.org/aug07/5377
Bolter, Jay David. “Theory and Practice in New Media.” Digital Media Revisited. Ed. Gunnar Liestol, Andrew Morrison, and Terje Rasmussen. Cambridge: MIT Media Press, 2004. 15-34
Cawood, Stepahn and Mark Fiala Augmented Reality @ Home The complete guide to understanding and using Augmented Reality technology
Chaouli, Michel. “How Interactive Can Fiction Be?” Critical Inquiry 31 (2005): 599-617.
Coyne, D., Designing Information Technology in the Postmodern Age. Boston: MIT Press, 1995.
Cubitt, Sean. The Cinema Effect Boston: MIT Press, 2004.
Doane, Mary Ann. “Temporality, Storage, Legibility: Freud, Marey, and the Cinema.” Critical Inquiry, 22.2 (1996): 313-343.
Dodsworth, Clark, Ed. Digital Illusion: Entertaining the Future with High Technology. Addison-Wesley, 1998.
Douglas, Oliver. Poetry and Narrative in Performance. London: Macmillan Press, 1989.
Druckery, T. ed., Electronic Culture: Technology and Visual Representation. Aperture, 1996.
Flintham, M, Anastasi, R, Benford, S D, Hemmings, T, Crabtree, A, Greenhalgh, C M, Rodden, T A, Tandavanitj, N, Adams, M, Row-Farr, J (2003), Where on-line meets on-the-streets: experiences with mobile mixed reality games in CHI 2003 Conference on Human Factors in Computing Systems ACM Press Florida, 5-10 April 2003.
Galloway, A, Protocol. Boston: MIT Press, 2004.
Grau , Oliver, ed. Media Art Histories. Cambridge: MIT Press, 2007.
—. Virtual Art: Illusion to Immersion. Cambridge: MIT Press, 2003.
Haller M., F. Landerl, and M. Billinghurst. “A Loose and Sketchy Approach in a Mediated Reality Environment.” 3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia, Graphite 2005, Dunedin, New Zealand, 29 Nov. – 02 Dec. 2005. 371-379.
Hanson, Matt. The End of Celluloid: Film Futures in the Digital Age. Switzerland: RotoVsiion, 2004.
Harrigan, Pat and Noah Wardrip-Fruin (Eds.), Third Person Authoring and Exploring Vast Narratives
MIT Pres, 2009.
Heim, Michael Virtual Realism. Oxford: Oxford University Press, 1998.
Hollerer and Feiner, Situated Documentaries: Embedding Multimedia Presentations in the Real World, ISWC 99.
Jacobson, Linda. Cyberarts: Exploring Art & Technology. San Francisco: Miller Freeman, 1992.
Jentsch, Ernst. “On the Psychology of the Uncanny.” Trans. Roy Sellars. Angelaki 2 (1996): 7-16
Klein, Norman. Bleeding Through–Layers of Los Angeles, 1920-1986 (Book & DVD-ROM), ZKM, 2003.
Krueger, Myron Artificial Reality II. Boston: Addison-Wesley, 1991.
Landow, George P. Hypertext 3.0: Critical Theory and New Media in an Era of Globalization.
Baltimore: Johns Hopkins University Press, 2006.
Laurel, B. The Art of Human-Computer Interface Design. Addison-Wesley, 1990.
Laurel, Brenda”Dramatic Techniques for Orchestrating Human Response”, Computers as Theatre, 1992-
Lévy, Pierre “The Art and Architecture of Cyberspace”, Collective Intelligence, 1995
London, Barbara Video Spaces: eight installations. New York: MOMA/Abrams, 1995.
Lunenfeld, Peter. The Digital Dialectic: New Essays on New Media Leonardo Books. Boston: MIT Press, 2000.
MacLeod, Douglas, and Mary Anne Moser, eds. Immersed in Technology: Art and Virtual Environments. Cambridge: MIT Press, 1996.
MacIntyre, B., and J. D. Bolter. “Single-Narrative, Multiple Point-of-View Dramatic Experiences in Augmented Reality.” Virtual Reality 7.1 (2003): 10.
MacIntyre et al, AR as a Narrative Experience ISAR 01
MacIntyre, Jay David Bolter, Jeannie Vaughn, Maribeth Gandy, Brendan Hannigan, and Noel Moreno “Three Angry Men: An Experiment in Augmented-Reality, Point-of-View Drama” TIDSE 03
MacIntyre, B. et al. 2001. “Ghosts in the Machine: Integrating 2D Video Actors Into a 3D AR System.” In International Symposium on Mixed Reality 2001, Yokohama, Japan, March 14–15
McLuhan, Marshall. Understanding Media: The Extensions of Man
Manovich, Lev, The Language of New Media. Boston: MIT Press, 2001.
Manovich, L. “The Poetics of Augmented Space: Learning from Prada” nettime, 2004.
Manovich, Lev. Database as a Symbolic Form. http://www.manovich.net/docs/database.rtf
Marling, Karal Ann, ed. Designing Disney’s Theme Parks: The Architecture of Reassurance. Montreal: Flammarion, 1997.
Mazalek, et al genieBottles: An Interactive Narrative in Bottles in SIGGRAPH 01
Mazalek, et al Tangible Viewpoints: A Physical Interface for Exploring Character-Driven Narratives in SIGGRAPH 02
Mazalek, A., Davenport, G., Ishii, H., “Tangible Viewpoints: A Physical Approach to Multimedia Stories”, in Proceedings of ACM Multimedia ‘02 (Juan-les-Pins, France, December 1-6, 2002), ACM Press.
Miller, Carolyn Handler. Digital storytelling : a creator’s guide to interactive entertainment. Focal press 2004
Mitchell, William. The Reconfigured Eye. Boston: MIT Press, 1995.
Moggridge, Bill. Designing Interactions. Cambridge: The MIT Press, 2007.
Moore, Rachel O. Savage Theory: Cinema as Modern Magic. Durham: Duke University Press, 1999.
Morie, Jacquelyn F. “Coercive Narratives, Motivation and Role Playing in Virtual Worlds.” USC Institute for Creative Technologies Publications. http//:www.ict.usc.edu/publications/SCI-2002-Morie.pdf
Moser A. and D. MacLeod ed., Immersed in Technology: Art and Virtual Environments. Boston: MIT Press, 1996.
Murray, Janet, Hamlet on the Holodeck: The future of narrative in Cyberspace. Simon & Shuster, 1997.
Murray, J. H. “Did it make you cry? Creating dramatic agency in immersive environments.” Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. Third International Conference, VS 2005, Strasbourg, France, November 30 – December 2, Proceedings Series: Lecture Notes in Computer Science, Vol. 3805, 2005.
Norman, Donald A. The Design of Everyday Things. New York: Basic Books, 2002.
Novak, Marcos “Liquid Architectures in Cyberspace,”1991
Ohta, Yoichi, Tamura, Hideyuki, eds. Mixed Reality. Ohmsha / Springer-Verlag, 1999.
Pausch, Randy and Jon Snoddy and Robert Taylor and Scott Watson and Eric Haseltine, “Disney’s Aladdin: first steps toward storytelling in virtual reality”, In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996, pp 193-203.
Popper, F. Origins of Kinetic Art. Boston: M.I.T., 1969.
Raby, Fiona & Anthony Dunne, Design Noir: The Secret Life of Electronic Objects. Birkhauser, 2001.
Rieser Martin and Andrea Zapp New Screen Media: Cinema, Art, Narrative (book and DVD). London: British Film Institute, 2002
Schell and Joe Shochet. Designing Interactive Theme Park Rides: Lessons From Disney’s Battle for the Buccaneer Gold, in Gamasutra, July 6, 2001
Schneider Storyworld creation: Authoring for Interactive Storytelling, 2002
Shaw, Jeffrey, and Peter Weibel, eds. Future Cinema: The Cinematic Imaginary After Film. Cambridge: MIT Press, 2003.
Sherman, W. and Craig, A. Understanding Virtual Reality: Interface Application and Design.. Morgan Kauffman, 2003.
Singhal, S. and Zyda, M, Networked Virtual Environments. Boston: Addison Wesley, 1999.
Sommerer, C & Mignonneau, L, eds. Art @ Science. Berlin.New York: Springer Verlag, 1998.
Sparacino, Flavia 2004. “Narrative Spaces: bridging architecture and entertainment via interactive technology” MIT Media Lab Research Series.
Stafford, Barbara Maria. “Revealing Technologies/Magical Domains.” Devices of Wonder: From the World in a Box to Images on a Screen. Ed. Barbara Maria Stafford and Frances Terpak. Los Angeles: The Getty Research Institute, 2001. 1-109.
Stapleton, Christopher and Charles E. Hughes. “Believing is Seeing: Cultivating Radical Media Innovations,” IEEE Computer Graphics and Applications 26.1 (2006): 88-93.
Taussig, Michael. Mimesis and Alterity: A Particular History of the Senses. New York: Routledge, 1993.
Thurschwell, Pamela. Literature, Technology, and Magical Thinking. Cambridge: Cambridge University Press, 2001.
Tofts, Darren, and Murray McKeich. Memory Trade: A Prehistory of Cyberculture. North Ryde, NSW: Interface, 1998.
Quigley, Martin. Magic Shadows: The Story of the Origin of Motion Pictures.
Washington, D.C.: Georgetown University Press, 1948.
Utterson, Andrew. Technology and Culture, The Film Reader. New York: Routledge, 2005.
Vlahakis, V. et al. “Archeoguide: First Results of an Augmented Reality, Mobile Computing System in Cultural Heritage Sites.” In Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage, Glyfada, Greece, 28-30 November 2001). VAST ‘01. New York: ACM Press, 2001. 131- 140.
Wardrip-Fruin, Noah and Pat Harrigan, First Person: New Media as Story, Performance and Game. Boston: MIT Press, 2004.
Wardrip-Fruin, Noah, The New Media Reader. Boston: MIT Press, 2003.
Wilson, Stephen, Information Arts: Intersections of Art, Science, and Technology . Boston: MIT Press, 2001.
Youngblood, Gene. Expanded Cinema. New York: E.P.Dutton and Co. Inc. 1970.
Zapp. Andrea. Networked narrative environments – as imaginary spaces of being, Manchester Metropolitan University/MIRIAD_in collaboration with FACT Liverpool, 2004.
Zapp, Andrea. New screen media: cinema/art/narrative The British Film Institute (BFI), London and Center for Art and Media (ZKM) Karlsruhe, 2002