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Tanine Allison

Biographic Data

ID4497527
NAMETanine Allison
GIVEN NAMESTanine
FAMILY NAMEAllison
SIGNATUREALLISON T
AFFILIATIONSEmory University
ORCID0000-0002-5056-3077
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS0
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2009
LATEST PUBLICATION YEAR2021
H-INDEX0
  • Race and the digital face

    Open Access•Tanine Allison•ARTICLE•Convergence The International…•2021

    Ang Lee’s 2019 film Gemini Man features the most realistic digital human to grace the cinematic screen, specifically a computer-generated version of young Will Smith who battles his more aged self throughout the film. And for the first time in film history, this photorealistic digital human is Black. This essay explores why this groundbreaking achievement has not been acknowledged or celebrated by the film's production or publicity teams. I argue…

  • Losing control

    Tanine Allison•ARTICLE•New Review of Film and Television…•2020

    This essay contextualizes the horror video game Until Dawn (Supermassive Games, 2015) within the broader history of the ‘interactive movie,’ a genre of storytelling video games with prerecorded video sequences that reached its cultural peak in the mid- to late 1990s. Critics have questioned whether these products truly count as games because of the relative passivity of non-interactive watching and other limits to player control. Previous theoriz…

  • Destructive Sublime

    Tanine Allison•BOOK•Destructive Sublime•2018

  • Virtue Through Suffering

    Tanine Allison•ARTICLE•Journal of Popular Film and…•2017•References: 4

    The World War II combat films of the late 1990s and early 2000s reacted to Hollywood's digital revolution with nostalgia for old-fashioned celluloid. In these films, both photochemical and digital techniques illustrate the American soldier's bodily suffering, enacting his melodramatic redemption in the post-Vietnam and post-9/11 eras

  • Blackface, Happy Feet

    Open Access•Tanine Allison•OTHER•Special Effects•2015

  • The Virtual Life of Film by D. N. Rodowick

    Open Access•Tanine Allison•ARTICLE•Critical Quarterly•2009

No prominent works on this page.

  • The Virtual Life of Film by D. N. Rodowick

    Open Access•Tanine Allison•ARTICLE•Critical Quarterly•2009

  • Blackface, Happy Feet

    Open Access•Tanine Allison•OTHER•Special Effects•2015

  • Virtue Through Suffering

    Tanine Allison•ARTICLE•Journal of Popular Film and…•2017•References: 4

    The World War II combat films of the late 1990s and early 2000s reacted to Hollywood's digital revolution with nostalgia for old-fashioned celluloid. In these films, both photochemical and digital techniques illustrate the American soldier's bodily suffering, enacting his melodramatic redemption in the post-Vietnam and post-9/11 eras

  • Destructive Sublime

    Tanine Allison•BOOK•Destructive Sublime•2018

  • Losing control

    Tanine Allison•ARTICLE•New Review of Film and Television…•2020

    This essay contextualizes the horror video game Until Dawn (Supermassive Games, 2015) within the broader history of the ‘interactive movie,’ a genre of storytelling video games with prerecorded video sequences that reached its cultural peak in the mid- to late 1990s. Critics have questioned whether these products truly count as games because of the relative passivity of non-interactive watching and other limits to player control. Previous theoriz…

  • Race and the digital face

    Open Access•Tanine Allison•ARTICLE•Convergence The International…•2021

    Ang Lee’s 2019 film Gemini Man features the most realistic digital human to grace the cinematic screen, specifically a computer-generated version of young Will Smith who battles his more aged self throughout the film. And for the first time in film history, this photorealistic digital human is Black. This essay explores why this groundbreaking achievement has not been acknowledged or celebrated by the film's production or publicity teams. I argue…

Art (4 works) · Cinema and Media Studies (4 works) · Computer Science (3 works) · Art history (2 works) · Artificial Intelligence (2 works) · Digital Games and Media (2 works) · Law (2 works) · Media studies (2 works) · Political science (2 works) · Sociology (2 works)

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