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OPLL: Ossification of the Posterior Longitudinal Ligament (2nd edition) [Repost]
Comics Comic Relief - A Comprehensive Philosophy of Humor
0-Day Comics Week of 07-25-2012 (Not complete)
Modeling Low Polygon Game Characters in 3ds Max
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Entertainment The Fortunate Isles: Life and Travel in Majorca, Minorca and Iviza
Digital-Tutors - Modeling Low Polygon Game Characters in 3ds Max
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World War Hulk (Complete Comics)
Microsoft XNA Game Studio 2.0 Learn Programming Now!
Playing the Lying Game - Detecting and Dealing with Lies and Liars, from Occasional Fibbers to Frequent Fabricators
Level Design - Preproduction Blueprint: How to Plan Your Level Designs and Game Environments Workshop
The Game Audio Tutorial - A Practical Guide to Sound and Music for Interactive Games
Entertainment A Plague of Hearts by Patrick Whittaker
Innovators' Marketplace - Using Games to Activate and Train Innovators
Visual FX for Games (Repost)
George R.R. Martin - A Game Of Thrones Comics (1-9)
Essential Mathematics for Games and Interactive Applications, Second Edition - A Programmer's Guide
Entertainment Travel to Mexico City by Stig Albeck
Supply Chain Games: Operations Management and Risk Valuation [Repost]
Comics Comic Relief - A Comprehensive Philosophy of Humor
0-Day Comics Week of 07-25-2012 (Not complete)
Modeling Low Polygon Game Characters in 3ds Max
Megapack: DigitalTutors - Unity Mobile Game Development Series
Entertainment The Fortunate Isles: Life and Travel in Majorca, Minorca and Iviza
Digital-Tutors - Modeling Low Polygon Game Characters in 3ds Max
Digital-Tutors - Texturing Low Polygon Game Characters in Photoshop
World War Hulk (Complete Comics)
Microsoft XNA Game Studio 2.0 Learn Programming Now!
Playing the Lying Game - Detecting and Dealing with Lies and Liars, from Occasional Fibbers to Frequent Fabricators
Level Design - Preproduction Blueprint: How to Plan Your Level Designs and Game Environments Workshop
The Game Audio Tutorial - A Practical Guide to Sound and Music for Interactive Games
Entertainment A Plague of Hearts by Patrick Whittaker
Innovators' Marketplace - Using Games to Activate and Train Innovators
Visual FX for Games (Repost)
George R.R. Martin - A Game Of Thrones Comics (1-9)
Essential Mathematics for Games and Interactive Applications, Second Edition - A Programmer's Guide
Entertainment Travel to Mexico City by Stig Albeck
Supply Chain Games: Operations Management and Risk Valuation [Repost]
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Entertainment Photography, Cinema, Memory: The Crystal Image of Time
Posted on 2010-05-05
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More Photography, Cinema, Memory: The Crystal Image of Time By Damian Sutton Cinema and photography are both intimately associated with time—cinema with time in passing, the photograph with the lost moment. In Photography, Cinema, Memory, Damian Peter Sutton explores time in both media to present a radical new understanding of the photographic image as always coming into being. Drawing on Gilles Deleuze’s concept of the crystal image to move beyond the tropes of immobility, stasis, and death, Sutton’s analysis reveals the open-endedness of time expressed in the photograph, either as a potential for an abundant future or as a depth of meandering remembrance. He presents an innovative taxonomy of time in the photograph, considering particular representations of time in the work of Nan Goldin, Eugène Atget, Andy Warhol, and others. He contrasts this taxonomy with representations of time in cinema since 1895, offering fresh readings of the films of the Lumière brothers and Mitchell & Kenyon, as well as more recent works including Eternal Sunshine of the Spotless Mind, Amélie, and A Matter of Life and Death. Throughout this work, Sutton connects and grounds cinema and photography as starting points to comprehend how we come to terms, ultimately, with time itself as pure, immanent change. About the Author Damian Sutton is a lecturer of historical and critical studies at the Glasgow School of Art.
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