The Opacity of Representations of 3D Scanning and Motion Capture in the Cinema - Text 8
A similar issue can be seen a little later in Steven Lisberger’s Tron (1982). Here too a sequence introduces a 3D scanning process: the main character is projected into a video game of his own invention by means of digitising his body, programmed by the film’s artificial intelligence. Here we find another monumental computer – not unlike the ENIAC (Electronic Numerical Integrator Analyser and Computer) of the 1940s, or the U.S. Navy’s Whirlwind I computer[4] – with the machine’s gigantic size suggesting once again that it eludes general understanding.
Document type (medium)
Born-digital text
Author
Contributor
Publisher
TECHNÈS
Date available
2024
Language
fr
Format
text/html
Rights
© TECHNÈS, 2024. Some rights reserved.
License
Identifier
ark:/17444/177889/6416
Record last modification date
2024-07-08
Record editor
Delagrave, Alex
