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Handbook of Hyper-real Religions

Handbook of Hyper-real Religions
Author: Adam Possamai
Publisher: BRILL
Total Pages: 457
Release: 2012-03-28
Genre: Religion
ISBN: 9004218815

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‘Hyper-real religions’ are innovative religions and spirituality that mix elements of religious tradition with popular culture. Through various case studies, this book studies the on and off-line religious/spiritual consumption of these narratives through a social scientific approach.


Simulacra and Simulation

Simulacra and Simulation
Author: Jean Baudrillard
Publisher: University of Michigan Press
Total Pages: 174
Release: 1994
Genre: Art
ISBN: 9780472065219

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Develops a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure. This book represents an effort to rethink cultural theory from the perspective of a concept of cultural materialism, one that radically redefines postmodern formulations of the body.


Impossible and Hyper-Real Elements of Architecture

Impossible and Hyper-Real Elements of Architecture
Author: Carl Lostritto
Publisher:
Total Pages: 288
Release: 2022-07-15
Genre: Architecture
ISBN: 9781951541552

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Impossible and Hyper-Real Elements of Architecture addresses how and why architects, artists, and designers manipulate reality. Front and center in this discourse is the role of rendering. Most often, to render is to engage a thick software interface, to accept a photographic framework of variables and effects, and to assume an unquestioned posture of articulating material, mass, and color. But like drawing, rendering is an interdisciplinary, algorithmic, historically rooted cultural practice as much as it is a digital vocation. The elements explored in this book are labeled "impossible" because they avoid a fixed relationship to a singular built reality. Digital bonsai trees, pixels, video game levels, grids, and dioramas extend like skewers through multiple media and formats. Through work that looks very real and can't possibly exist, representation becomes the territory of speculation, ambiguity, and curiosity.


Juxtapoz Hyperreal

Juxtapoz Hyperreal
Author: Evan Pricco
Publisher: Gingko Press
Total Pages: 0
Release: 2014
Genre: Art
ISBN: 9781584235743

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Juxtapoz curates a book representing a new generation of painters who have excelled at photorealism and hyperrealism, but have taken the mediums and injected them with new styles, techniques, ideas and individual personality. The resulting work is beyond categorization. With growing viewership interested in these super-realistic modes the field of artists creating high fidelity renderings is at a high water mark. The selection of works focuses on talent and technique in the figurative realm. Half a dozen works and a mini interview from each artist, including Dan Witz, Hilo Chen, Jonathon Veo, Diego Gravinese, Omar Ortiz, Jenny Morgan, Jenn Mann, Joel Rea, Alyssa Monks, Vigal Ozeri, Glennray Tutor, Ian Cumberland, Aaron Nagel, Lu Cong, Lee Price, Taisuke Mohri and Dan Voinea brings this collection to life. Juxtapoz books deftly reach into specific artistic practices and genres, tackling each subject with an insatiable curiosity. While the content is new and specific to the books, the editorial maintains the mission of the magazine. As with the magazine, the books bring to light emerging artists while keeping us up to date on high profile creators and those already beloved by long-time Juxtapoz readers. Subjects and genres explored to-date include Erotica, Dark Arts, Handmade, Hyperrealism, Poster Art, Car Culture, Illustration, Tattoo, Photography,


Fiction, Invention and Hyper-reality

Fiction, Invention and Hyper-reality
Author: Carole M. Cusack
Publisher: Taylor & Francis
Total Pages: 315
Release: 2016-11-18
Genre: Religion
ISBN: 1317135490

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The twentieth century was a period of rapid change for religion. Secularisation resulted in a dramatic fall in church attendance in the West, and the 1950s and 1960s saw the introduction of new religions including the International Society for Krishna Consciousness (ISKCON), the Church of Scientology, and the Children of God. New religions were regarded with suspicion by society in general and Religious Studies scholars alike until the 1990s, when the emergence of a second generation of 'new new' religions – based on popular cultural forms including films, novels, computer games and comic books – and highly individualistic spiritualities confirmed the utter transformation of the religio-spiritual landscape. Indeed, Scientology and ISKCON appeared almost traditional and conservative when compared to the radically de-institutionalised, eclectic, parodic, fun-loving and experimental fiction-based, invented and hyper-real religions. In this book, scholarly treatments of cutting-edge religious and spiritual trends are brought into conversation with contributions by representatives of Dudeism, the Church of All Worlds, the Temple of the Jedi Order and Tolkien spirituality groups. This book will simultaneously entertain, shock, challenge and delight scholars of religious studies, as well as those with a wider interest in new religious movements.


Travels in Hyperreality

Travels in Hyperreality
Author: Umberto Eco
Publisher: HMH
Total Pages: 322
Release: 2014-06-24
Genre: Literary Criticism
ISBN: 0547545967

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A “scintillating collection” of essays on Disneyland, medieval times, and much more, from the author of Foucault’s Pendulum (Los Angeles Times). Collected here are some of Umberto Eco’s finest popular essays, recording the incisive and surprisingly entertaining observations of his restless intellectual mind. As the author puts it in the preface to the second edition: “In these pages, I try to interpret and to help others interpret some ‘signs.’ These signs are not only words, or images; they can also be forms of social behavior, political acts, artificial landscapes.” From Disneyland to holography and wax museums, Eco explores America’s obsession with artificial reality, suggesting that the craft of forgery has in certain cases exceeded reality itself. He examines Western culture’s enduring fascination with the middle ages, proposing that our most pressing modern concerns began in that time. He delves into an array of topics, from sports to media to what he calls the crisis of reason. Throughout these travels—both physical and mental—Eco displays the same wit, learning, and lively intelligence that delighted readers of The Name of the Rose and Foucault’s Pendulum. Translated by William Weaver


Fiction, Invention and Hyper-reality

Fiction, Invention and Hyper-reality
Author: Carole M. Cusack
Publisher: Routledge
Total Pages: 300
Release: 2016-11-18
Genre: Religion
ISBN: 1317135482

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The twentieth century was a period of rapid change for religion. Secularisation resulted in a dramatic fall in church attendance in the West, and the 1950s and 1960s saw the introduction of new religions including the International Society for Krishna Consciousness (ISKCON), the Church of Scientology, and the Children of God. New religions were regarded with suspicion by society in general and Religious Studies scholars alike until the 1990s, when the emergence of a second generation of 'new new' religions – based on popular cultural forms including films, novels, computer games and comic books – and highly individualistic spiritualities confirmed the utter transformation of the religio-spiritual landscape. Indeed, Scientology and ISKCON appeared almost traditional and conservative when compared to the radically de-institutionalised, eclectic, parodic, fun-loving and experimental fiction-based, invented and hyper-real religions. In this book, scholarly treatments of cutting-edge religious and spiritual trends are brought into conversation with contributions by representatives of Dudeism, the Church of All Worlds, the Temple of the Jedi Order and Tolkien spirituality groups. This book will simultaneously entertain, shock, challenge and delight scholars of religious studies, as well as those with a wider interest in new religious movements.


Maya Techniques

Maya Techniques
Author: Alias Learning Tools
Publisher: Sybex
Total Pages: 244
Release: 2006-03-13
Genre: Computers
ISBN: 9781897177044

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Hyper-Realistic Creature Creation Step-by-step instructions combined with in-depth discussions of topics ranging from the importance of good topology to the subtlety of facial expressions, make Hyper-Realistic Creature Creation an excellent all-around resource for the modeling, texturing and rigging of characters. —William Dwelly, Senior Software TD Maya Techniques / Hyper-Realistic Creature Creation is you solution for creating convincing characters in Maya. Get hands-on experience with innovative tools and powerful industry-recognized techniques as you learn to model like a pro, set-up your skeleton in a fast and easy way and create realistic facial controls. This book will help you achieve hyper-real characters quickly and effectively. Get the inside scoop on high-end production techniques from industry pros Erick Miller, Paul Thuriot, and Jeff Unay! Through Project-based lessons, follow Jeff Unay's process for modeling the beast, Paul Thuriot's workflow for rigging the beast's body and Erick Miller's tips and techniques on complex facial rigging for maximum flexibility. The book car5efully delineates the entire production process for the beast's creation, so that you can both understand the individual techniques and how they relate to each other in a pipeline. You'll also take advantage of helpful video demonstrations so you can watch the experts at work. By examining the entire process, you will learn strategies for creating characters with an emphasis on anatomy and realism. Lessons are designed to cover effective workflows for devising models that can be easily manipulated and animated. The methods discussed in this book can be applied to any setup needs that you may have because you'll learn the rigging process from the concept stage through to pipeline integration. With this book you will: Be introduced to modeling theories Learn how to use powerful tools like the Soft Modification Tool and the Split Edge Ring Tool. Learn how to create custom hotkeys and marking menus Import image planes and block out a character Create an Adobe Photoshop network Use automation scripts Understand how to use a multiple rig workflow Lock, paint, mirror skin weights, and connect a bound rig to a control rig Create corrective blend shapes, and set-up cluster controls Learn how to create jaw, eye, and lip setups Discover concepts of a realistic skin shader What you need to use this book Maya Complete 7 or Maya Personal Learning Edition DVD-ROM drive Bonus Features Video demonstrations of workflows & animation skills Artist Interviews MELTM Scripts Scene Files Support Files


Cinema of Simulation: Hyperreal Hollywood in the Long 1990s

Cinema of Simulation: Hyperreal Hollywood in the Long 1990s
Author: Randy Laist
Publisher: Bloomsbury Publishing USA
Total Pages: 267
Release: 2016-09-22
Genre: Performing Arts
ISBN: 1501320033

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Hyperreality is an Alice-in-Wonderland dimension where copies have no originals, simulation is more real than reality, and living dreams undermine the barriers between imagination and objective experience. The most prominent philosopher of the hyperreal, Jean Baudrillard, formulated his concept of hyperreality throughout the 1980s, but it was not until the 1990s that the end of the Cold War, along with the proliferation of new reality-bending technologies, made hyperreality seem to come true. In the ?lost decade? between the fall of the Berlin Wall and 9/11, the nature of reality itself became a source of uncertainty, a psychic condition that has been recognizably recorded by that seismograph of American consciousness, Hollywood cinema. The auteur cinema of the 1970s aimed for gritty realism, and the most prominent feature of Reagan-era cinema was its fantastic unrealism. Clinton-era cinema, however, is characterized by a prevailing mood of hyperrealism, communicated in various ways by such benchmark films as JFK, Pulp Fiction, and The Matrix. The hyperreal cinema of the 1990s conceives of the movie screen as neither a window on a preexisting social reality (realism), nor as a wormhole into a fantastic dream-dimension (escapism), but as an arena in which images and reality exchange masks, blend into one another, and challenge the philosophical premises which differentiate them from one another. Cinema of Simulation: Hyperreal Hollywood in the Long 1990s provides a guided tour through the anxieties and fantasies, reciprocally social and cinematic, which characterize the surreal territory of the hyperreal.