英語と映画研究に詳しい方、お願いします!

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  • 英語と映画研究に詳しい方へのお願いです。購読している大学の資料の一部が理解できず、概要を教えていただきたいです。
  • 仮想現実と空想の現実についての重要な部分のみ教えていただけると助かります。
  • 映画における仮想現実の起源と関連性についての詳細を教えていただけますか?
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英語と映画研究に詳しい方、お願いします!

英語と映画研究に詳しい方、お願いします!急ぎで困ってます! 下にあるのは大学の購読で、使う資料の一部です。自分の英語ではぜんぜん理解するどころか、訳せもしません。情けないですが、どなたか、これに書かれている概要を教えていただけないでしょうか。 英語の力がなくても書かれている内容がすごく気になります。 めっちゃめちゃ長くてすみません! 仮想現実と空想の現実らへんの重要そうなとこだけでもいいので教えてください・・・ どなたかよろしくお願いします。 Thus "virtual reality" can also refer us back to familiar terrain for which a precedent can be found in the history of film theory. Virtual reality, made possible by particular technologies of simulation, involves the spectator's presence, and to this extent, it is comparable to the imaginary reality that a spectator attributes to any fiction or narrative, to whose representations(be they verbal, visual or acoustic) the mind grants reality status. We can usefully refer back to "diegesis" here: just as narratives establish their diegetic space by allowing the viewer to give a consistent reading to a film's markers of temporal continuity and spatial contiguity(despite "actual" discontinuity and non-contiguity), virtual realities-especially in their most frequent applications,i.e. in game environments-establish diegetic coherence by a set of rules and conventions, one of which is that the body of the participant or player is fully co-opted into the diegetic space, while nonetheless knowing the s/he also exists in extra-diegetic space, whether it is a bedroom or a video-arcade. Alexander Galloway has concluded that it is "difficult to demarcate the difference between diegetic and non-diegetic acts in a video game, for the process of good game continuity is to fuse these acts together as seamlessly as possible" The body of the operator, the control of the game and the action on-screen fuse to create an imaginary reality that connect the machine and the human. Virtual reality thus appeals even more directly to the body and the senses, but not in any simple or atraightforwardly "physical"way:contact(whether by eye or hand or both) is mediated, translated, relayed. Likewise, the game space is modeled as a 3-D environment in the computer, so that the actual view on the screen is being generated from this model, rather than drawn from a set of pre-existing inside the computer as a computational reality created by earlier techniques.

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回答No.1

かくして「バーチャルリアリティー」(以後VRと略します)は、映画史上に先例のある見慣れた場面に我々を連れ戻す可能性がある。     シミュレーションの特殊技術によって可能になったVRは、観客の存在を含むと言う点では、(それが言語的、視覚的、聴覚的たるとを問わず)実在と同格の価値を心に与えて、視覚観客が作り話や小説に与える想像上の実在に匹敵する。 この場合「物語空間」に戻るのは有効である。ちょうど物語が、観衆に映画製作者の(「実際には」不連続で、繋がりがないにも関わらず)時間的空間的連続性を読み込ませることによって物語の空間を確立するように、VR、特にゲーム環境のような、そのもっとも普通の使われ方では、規則や慣習によって物語の一貫性を確立する。     その一例は、参加者あるいは競技者の身体は完全に物語空間に吸収されるが、同時に参加者または競技者は、寝室に居ようが、ビデオ遊技場に居ようが、物語空間の外にも存在する。     「優れたゲームは、これらの役を縫い目なく自然に繋ぎあわせるため、物語空間での行動と、物語空間外での行動を区別する境界線を引くのは難しい」と Alexander Galloway は結論づけた。     オペレーターの身体、ゲームの操作コントロール、それに画面上の動き、が解け合って、機械と人間を繋ぐ想像の実際を創り出す。     VRは、こうしてさらに直接的に身体と感覚に訴えるが、簡単な直截的な「物理的」方法ではない(目、手、あるいは目と手の両方)の接触が仲介され、翻訳され、中継される。     同様に、ゲーム空間は、コンピュータでは3次元環境を模したもので、このモデルから画面の実際の画像は作られるので、過去の技術で作られた計算による実在としてPC内に既存資料によるものではない。 (僕は映画学は知らないので、見当違いの訳かもしれません)。     言ってることは、身内の子どもがコンピュータ相手にテニスをやってるような話です。(近寄るとラケットを振り回していて危ないので、僕は気をつけております)    VRが出来たばかりの頃、ご大層な物々しい英語で書いた骨董品でお疲れさまです。日本語で言えば「いとことごとし」って感じですね。        

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回答No.2

    #1です。謝罪です。     映画学とか美術とかは、ガチガチの科学の人から痛めつけられるのか、必要以上に自分の専門分野の「学問的内容の豊かさを誇張する」必要を感じている人が居るようです。     僕は、一度その晩の音楽会の一般向け説明会に行ったことがあり、近くの大学の音楽教授の衒学的英語に、笑いをこらえるのに苦労した覚えがあり、この文でついそれを思い出してしまいました。   訳以外の僕の付け足しは無視してください。

mikael48
質問者

お礼

遅れてすみません! ほんっっとうに助かりました! おかげでなんとか理解してプレゼンに間に合いました。 確かに、わざわざ難しい単語使って普通の人にはわからないようにしてるのは反感があります… でもまぁ自信があるだけこういう人たちは残念ながらそれなりの知識持ってるってことなんじゃないですかね^_^ ありがとうございました! 感謝感謝です!

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