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Machinima Bibliography

Academy of Machinima Arts & Sciences. (n.d.). Retrieved July 13, 2007, from http://www.machinima.org

Açar, A. E. (n.d.). Movie engines in der multimediaproduktion. Retrieved July 13, 2007, from http://www.uni-potsdam.de/u/eCommerce/Lehre/WS04_05/Vorlesung_E-Business/AbstractsummaryPMM.pdf

Anjyo, K. & Faloutsos, P. (Eds.). (2005). Computer Animation 2005. ACM SIGGRAPH / Eurographics Symposium on Computer Animation. New York: The Association for Computer Machinery, Inc.

Bardram, J., Bossen, C., Lykke-Olesen, A., Nielsen, R., & Madsen, K.H. (2002). Virtual video prototyping of pervasive healthcare systems. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques.

Bardzell, J., Bardzell, S., Briggs, C., Makice, K., Ryan, W., & Weldon, M. (2006). Machinima prototyping: An approach to evaluation. Proceedings of the 4 th Nordic Conference on Human-Computer Interaction: Changing Roles. New York: ACM Press. pp. 433-436.

Bardzell, J. (2007). Creativity in amateur multimedia: Popular culture, critical theory, and HCI Human Technology 3 (1), 12-33 Retrieved July 13, 2007, from http://www.humantechnology.jyu.fi/articles/volume3/2007/bardzell.pdf

Bendazzi, G. (1994). Cartoons: 100 years of cinema animation. London: John Libby.

Berkeley, L. (2006). Situating Machinima in the new mediascape. Australian Journal of Emerging Technologies, 4 (2), 65-80. http://www.swin.edu.au/sbs/ajets/journal/V4N2/V4N2abstract_berkeley.htm

Biever, C. (2003, October 25). The animation game. In New Scientist 2418. London: Reed Buisiness Corporation.

Bolter, J. D. (1997, February 14). Digital media and cinematic point of view. In Telepolis . Retrieved July 13, 2007, from http://www.heise.de/tp/r4/artikel/6/6105/1.html

Bolter, J. D.& Grusin, R. (2001). Remediation: Understanding mew media. Cambridge, MA: MIT Press.

Brandberg, P. (2006). Interaktivitet och deltagande: en kvalitativ studie kring skapandet av machinima med World of Warcraft. Retrieved July 13, 2007, from http://www.princessin.at/pdfs/finding%20machinima.pdf

Cannon, R. (2006). Meltdown. Journal of Media Practice 7 (1), 7-24.

Crawford, A. (2003). The Digital Turn: Animation in the Age of Information Technologies. In Stabile, C., Mark Harrision (Eds.). Prime-Time Animation. Television Animation and American Culture. New York: Routledge. pp 110-130.

Elson, D. K. & Riedl, M. O. (2007). A Lightweight Intelligent Virtual Cinematography System for Machinima Production . Columbia University Department of Computer Science. Retrieved July 13, 2007, from the Defense Technical Information Center http://stinet.dtic.mil/cgi-bin/GetTRDoc?AD=ADA464770&Location=U2&doc=GetTRDoc.pdf

Esposito, C. & Paley, W.B. (1995). Of mice and monkeys: A specialized input device for virtual body animation. Proceedings of Symposium on Interactive 3D Graphic., pp. 109-213.

(1973-2004). Film literature index. Albany, NY: Filmdex, Inc.

Film Society of the Lincoln Center. (n.d.). Retrieved July 13, 2007, from http://www.filmlinc.com

Fitzgerald, B., Humphreys, S., Banks, J., & Suzor, N. (2007). Game history, content, practice, and law. Retrieved July 13, 2007, from http://hdl.handle.net/2123/1586 (not availableAugust 24, 2007 - view http://eprints.qut.edu.au/archive/00008710/ for abstract)

Gauthier, J.M. (2002). Creating interactive 3-D actors and their worlds without writing code. New York: Academic Press.

Giannachi, G. (2004). Virtual theatres: An introduction. New York: Routledge.

Hancock, H. & Ingram, J. (2007). Machinima for dummies. Indianapolis, IN: Wiley Publishing Inc.

Hanson, M. (2004). The end of celluloid: Film in the digital age. Mies, Switzerland: RotoVision.

Hanson, P.K. & Hanson, H.L. (1986-). Film Review Index. Phoneix, AZ: Oryx Press.

Hartas, L. (2005). The art of game characters. Lewes, East Sussex: Ilex Press.

Heidecker, C. (2004). Finding Machinima - vom Cartoon zur Game Engine Retrieved July 6, 2007, from http://www.princessin.at/pdfs/finding%20machinima.pdf

Herndon, K. (2002). Cahiers du Machinima: Hacking the movies. Art Papers Magazine 26 (2) pp. 21-27.

Hunt, D., Moore, J., West, A., & Nitsche, M. (2006). Puppet show: Intuitive puppet interfaces for expressive character control. Medi@terra 2006, Gaming Realities: A Challenge for Digital Culture . pp.159-167.

(1972-). International index to film periodicals . NY: R.R. Bowker Co.

Internet Archive. (n.d.) Machinima Retrieved July 13, 2007, from http://www.archive.org/details/machinima

Iuppa, N., Weltman, G., & Gordon, A. (2004). Brining Hollywood storytelling techniques to branching storylines for training applications . Paper presented at the 2004 Conference on Narrative and Interactive Learning Environments. Retrieved July 13, 2007, from http://people.ict.usc.edu/~gordon/NILE04.PDF

Ishii, H. & Ullmer, B. (1997). Tangible bits: Towards seamless interfaces between people, Bits and Atoms. Proceedings of CHI '97. ACM Press, pp. 234-241.

Jacob, R. & Sibert, L. (1992) The perceptual structure of multidimensional input device selection. Proceedings of CHI '92. pp.211-218.

Järvinen, A. (2002). Gran stylissimo. The audiovisual elements and styles in computer and video games. In F. Mäyrä (Ed.), Computer games and digital cultures conference proceedings (pp. 113-128). Tampere, Finland: Tampere University Press.

Kelland, M., Morris, D. & Lloyd, D. (2005). Machinima. Cambridge, UK: Ilex Press.

Kent, S. (2001). The ultimate history of video games. Roseville, CA: Prima.

King, G. & Krzywinska, T. (Eds.). Screenplay: Cinema. Videogames. Interfaces. London & New York: Wallflower Press 2002.

Koskimaa, R. (n.d.). Teaching digital literature: Code and culture. Retrieved July 13, 2007, from http://www.openlit.gr/proceedings/Koskimaa.pdf

Lankshear, C. (2007) The "stuff" of new literacies Paper presented at the Mary Lou Fulton Symposium. Retrieved July 13, 2007 from http://www.geocities.com/c.lankshear/stuff.pdf

Library of Congress. (n.d.). Origins of American Animation. Retrieved July 13, 2007 from http://memory.loc.gov/ammem/oahtml/oahome.html

Lowood, H. (2005). Real-time performance: Machinima and game studies. In The International Digital Media & Arts Association Journal 2 (1) pp 10-23.

Lowood, Henry. (2006). High-performance play: The making of machinima. Journal
of Media Practice
1, 25-42.

Lowood, H. (2006). Storyline, dance/music, or PvP?: Game movies and community players in World of Warcraft. Games and Culture 10 (1), 362-382.

Lowood, H. (n.d.). How they got game 2. From Stanford University, HTGG 2 Web site: http://htgg2.stanford.edu/

Lunenfeld, P. (2002). The myths of interactive cinema. In Harries, D. (Ed.). The new media book. London: BFI Pub., 2002.

Machinima. (n.d.). Retrieved July 13, 2007 from http://www.machinima.com/

Papers :: Machinima @ GT . From Georgia Tech, Machinma @ Georgia Tech Web site: http://www.gvu.gatech.edu/machinima/papers.html

Manovich, L. (2001). Language of New Media. Cambridge, MA: MIT Press.

Marino, P. (2004). 3D game-based filmaking: The art of machinim. Scottsdale, AZ: Paraglyph Press.

Mazalek, A. & Nitsche, M. (2007). Session: Tangible. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (pp. 155-162). New York: ACM Press.

McMahan, A. & Buckland, W. (n.d.). Cognitive schemas and virtual reality. Intelligent Agent 5 (1). Retrieved July 23, 2007 from http://intelligentagent.com/archive/Vol5_No1_ave_mcmahanbuckland.htm

Meyer, T. (2003). Building cost-effective research platforms: Utilizing free / open-souce software in research projects. Research Letters in the Information and Mathematical Sciences, 4 pp 91-93. Retrieved July 13, 2007 from http://www.massey.ac.nz/~tameyer/research/computertheatre/docs/costeffective.pdf

Murray, J. (1997). Hamlet on the holodeck. The future of narrative in cyberspace. Cambridge, MA: MIT Press.

Nitsche, M. (2005). Film live: An excursion into Machinima. In Buschoff, B. (Ed.). Developing interactive narrative content. München Grünwald : Sagas_Sagasnet. pp 210-243. Retrieved on July 19, 2007 from http://www.lcc.gatech.edu/~nitsche/download/Nitsche_machinima_DRAFT4.pdf

Ondrejka, Cory R. (n.d.). Escaping the Gilded Cage: User Created Content and Building the Metaverse. New York Law School Law Review, Forthcoming. Retrieved July 13, 2007, from http://ssrn.com/abstract=538362

Processing programming environment. (n.d.). Retrieved July 13, 2007 from http://www.processing.org/

Ray, R. H. (2006, October 27). Machinima group animates life 'in-world' Technique
harnesses 3-D game engines. 
From Massachusettes Institute of Technology, MIT News Office Web site: http://web.mit.edu/newsoffice/2006/machinima.html

Rieser, M. & Zapp, A. (2002). New screen media: Cinema/art/narrative. London: British Film Institutute.

Salen, K. (2002). Telefragging: Monster movies In King, L. (ed.) Game on: The history and culture of videogames. London: Laurence King Publ. pp 98-111.

Salen, K. & Zimmerman, E. (2004). Rules of play: Game design fundamentals . Massachusetts : MIT Press.

Salen, K. (2002, October 19). Curator's statement. Quake! Doom! Sims! Transforming play: Family albums and monster movies . Retrieved July 13, 2007, from http://www.walkerart.org/archive/7/A5736D3C789330FC6164.htm

Sandor, E., & Fron, J. (2001, October 26-27). The future of video games as an art: On the art of playing with shadows. Playing by the rules: The cultural policy challenges of video games . Retrieved July 13, 2007, from http://www.artn.com/UCGAMESARTN.PDF

Seig, D. (Producer/Director). (2005). Scanimate [Motion Picture]. United States: ZFX Studios.

Serious Games. (n.d.). Retrieved July 13, 2007 from http://www.seriousgames.org/index2.html

Sharp, D. (2006). Participatory culture production and the DIY internet: From theory to practice and back again. Media International Australia Incorporating Culture and Policy 9 (118), 16-24.

Sontag, S. (1977). On photography . Hamondsworth , UK : Penguin.

Sotamaa, O. (2005). Creative user-centered design practices: Lessons from game cultures. In Haddon, L., Mante, E., Sapio, B., Commonen, K.H., Fortunati, L. & Kant, A. (Eds.) Everyday innovators, researching the role of users in shaping ICTs (pp. 104-116). Springer: Dordrect.

State of Play. (n.d.). Retrieved July 13, 2007, from http://www.nyls.edu/pages/3621.asp

Swanson, B. D. (2007). Second Life Machinima for libraries: the intersection of instruction, outreach & marketing in a virtual world . IFLA World Library and Information Congress 2007, Durban: South Africa . Forthcoming. Retrieved July 23, 2007, from http://www.ifla.org/IV/ifla73/papers/133-DalySwanson-en.pdf

Tavares, R. (2006). Freinet joga Counter-Strike? Machinima e mod-games no processo de educação e inclusão e inclusão social . Retrieved July 6, 2007 from http://www.comunidadesvirtuais.pro.br/seminario2/trabalhos/roger.pdf

Tardif, H. (1991). Character animation in real time. Reports from the Field, ACM SIGGRAPH Panel Proceedings. Panel: Applications of Virtual Reality I.

Ullmer, B., Ishii, H. (2001). Emerging frameworks for tangible user interfaces. In Carroll, J. (Ed.). Human-computer interaction in the new millennium (pp. 579-601). Addison-Wesley.

Wardrip-Fruin, N. & Harrigan, P. (2004). First Person: New media as story, performance, and game. Cambridge: MIT Press.

Wehn, K. (2004, July 13). Machinima - was Ego-Shooter und Puppentheater gemeinsam haben. In Telepolis Retrieved July 19, 2007, from http://www.heise.de/tp/r4/artikel/17/17818/1.html

Wehn, K. (2004, July 26). Die Produktion von Machinima-Filmen. In Telepolis Retrieved July 19, 2007, from http://www.heise.de/bin/tp/issue/r4/download.cgi?artikelnr=17915&pfad=/tp/r4/artikel/17/17915

Wehn, K. (2004, August 8). Machinima-Stile: Parodien, Live-Machinimas, Ego-Shooter, Animationen. In Telepolis. Retrieved July 19, 2007, from http://www.heise.de/tp/r4/artikel/18/18159/1.html

Weiberg, B. (2002) Beyond interactive cinema . Retrieved July 13, 2007, from http://www.keyframe.org/txt/interact/

Wiedemannn, J. (2004). Animation now! Koln: Taschen Press.

Directorate for Science, Technology and Industry Committee for Information, Computer and Communications Policy Working Party on the Information Economy. (2007, April 12). Participative web - User created content . Retrieved July 13, 2007, from http://www.oecd.org/dataoecd/57/14/38393115.pdf

Zapart, T., Koon-Ying Li, R. & Blashki, K. (2004). Make it Machinima! Incorporating gaming technologies into e-training application creation. Second International Conference on Information Technology: Research and Education, 2004. (pp. 24-28). Retrieved on July 19, 2007 from http://ieeexplore.ieee.org/iel5/9597/30325/01393639.pdf?tp=&isnumber=&arnumber=1393639

Additional resources

Animation Journal

Animation Magazine

http://www.freepatentsonline.com/20050250579.html

Game Studies

http://www.heise.de/tp/r4/artikel/17/17915/s1.html

This bibliography was compiled by Colyn Wohlmut for the course: Information Technology Tools and Applications; Virtual Environments in the San Jose State University School of Library and Information Science program using APA format.

Comments? Please Send to:

Dr. Henry E. Lowood
ph.: (650) 723-4602
Fax: (650) 725-1068
email: lowood@stanford.edu

 

Last modified: October 9, 2007

     
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