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

Publisher

TECHNÈS

Date available

2024

Language

fr

Format

text/html

Rights

© TECHNÈS, 2024. Some rights reserved.

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Identifier

ark:/17444/177889/6416

Record last modification date

2024-07-08

Record editor

Delagrave, Alex

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