sábado, 4 de mayo de 2019

ACADEMY FILMS SCHOLARS PROGRAM 2019. PROJECT "HOLLYWOOD MOVIES AS BYPRODUCT OF A VIRTUAL WORLD" BY JORGE LUIS VILLACORTA SANTAMATO.

from:sguthrie@oscars.org
to:JORGEVILLACORTA1@gmail.com
cc:grants@oscars.org
date:May 3, 2019, 2:32 PM
subject:Academy Grants Program
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Dear Jorge:

Recently, the Academy’s Grants Committee met to select the recipients of the 2019 Academy Film Scholars Grants.  Out of 58 applications received, the Committee members were pleased and excited to discover a number of exceptional proposals.  After a great deal of discussion including praise for a number of the proposals, the committee ultimately selected two.  Regrettably, your proposal was not selected.

A press release announcing the two newest Academy Film Scholars will be distributed in the near future and I will make sure a copy is e-mailed to you.

The committee asked me to inform the applicants how much they enjoyed reading the proposals and how worthy many of them seemed.  They anticipate that a number of the proposals will come to fruition.  If you wish to re-apply, the online application form will be available once again in late summer or early fall.

Best of luck in all your future endeavors.

Sincerely,
Shawn Guthrie
Sr. Manager, Grants and Student Academy Awards

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Project Statement
By Jorge Villacorta
Hollywood Movies As Byproduct Of A Virtual World.
a. Description of the Project.
This is a beautiful and entertaining book that explains how all the Hollywood movies can be the byproduct of a virtual world.

b. Definitions:
Objective: To describe how the Hollywood movies can be the byproduct of a virtual world.
Methodology: Observation of the Hollywood movies. Description of how they are related to the hypothesis of a virtual world.

c. Academic and Professional Context.
While there are many scholars that explain the new technologies (virtual worlds, nanotechnology, fractal narrative, synthetic telepathy, brain-computer interface, etc.), their futures, and the potential consequences of their applications, these scholars don’t assume that we are living in a virtual world already. Books like Neuroengineering the future: virtual minds and the creation of immortality by Bruce Katz, or The Sentient Machine. The Coming Age of Artificial Intelligence by Amir Husain, are waiting for a future that, from the perspective of my project is already here. This fact makes my project unique.

d. Portions of my project that examines film industry subjects or ideas that have been underrepresented in the canon of film scholarship to date.
Even though the film industry deals with the idea of virtual worlds very often, the scholars do not assume that they are living in a virtual world already, probably because they don't want to be labeled as schizophrenic. It is evident that many people have intuitions of living in a virtual world as can be seen in many literary works and in many films. A new perspective of study may provide new amazing results and conclusions.  The scientific inquiry shouldn't feel intimidated by prejudices or social pressure.

e. Significance of the project in its field of study.
My project will allow the readers to see a phenomenon that they cannot watch by themselves due to cultural conditioning: that the daily dramas they may be experiencing are the consequences of living in a virtual theme park, a synthetic world designed to provide entertainment, emotions, and satisfactions, depending on the desires of the clients.

f. How my profesional experience is relevant to the project.
As a scholar, researcher, actor, assistant director, editor, media adviser, and curator, I notice an artificial quality in daily life that I cannot explain with the current reasoning in the academic, religious, or technological worlds. My field observations lead me to conclude that certain questions have been asked from a wrong perspective.

g. Timetable for completing the project.
Date
Activity

May 1, 2019.

I begin to gather information in order to write Hollywood Movies As Byproduct Of A Virtual World.
June 1, 2019.
I begin to write the book.
August 1, 2019.
I finish the first draft of the book.
August 2 – December 24, 2019.
I revise the book and prepare it for printing.
December 25, 2019
The book is printed.

h. Grants, residencies, and additional resources available to me. How I intend to use the Academy grant.
There aren’t additional resources but mine. I intend to use the Academy grant wisely.
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Select Bibliography
By Jorge Villacorta
Hollywood Movies As Byproduct Of A Virtual World

Bainbridge, William Sim (2011). The Virtual Future. New York: Springer.
Bandyopadhyay, Anirban (july 15, 2019). Nanobrain: Making and Intelligent Molecular Machine. Place of printing not identified: CRC Press.
Berg, Philip S. and Kabbalah Centre International (2012). Nano. Technology of Mind Over Matter. New York, N.Y.: Kabbalah Centre International.
Dodsworth, Clark Jr. (editor) (1998). Digital Illusion: Entertaining the Future with High Technology. New York, NY: ACM Pres/Addison-Wesley Publishing Co.
Duarte, German A. (2014). Fractal Narrative: About the Relationship Between Geometries and Technology and its Impact on Narrative Spaces. Bielefeld:Transcript-Verlag.
Evans, Andrew (2001). The Virtual Life: Escapism and Simulation in Our Medial World. London: Fusion Press.
Franckh, Pierre (2014). The DNA Field and the Law of Resonance: Creating Reality Through Conscious Thought. Rochester, Vt: Destiny Books.
Gauthier, Jean-Marc (2005). Building Interactive Worlds in 3D. Virtual Sets and Previsualization for Games, Film & the Web. China: Focal Press.
Husain, Amir (2018). The Sentient Machine. The Coming Age of Artificial Intelligence. New York: Scribner, an imprint of Simon & Shuster.
Imre, Sándor and Balázs Ferenc (2013). Computing and Communications. An Engineering Approach. Hoboken, N.J.: Wiley.
Katz, Bruce F. (2008). Neuroengineering the future: virtual minds and the creation of immortality. Hingham, Mass: Infinity Science Press.
Milburn, Colin (2015). Fun and Games in the World of Digital Matter. Durham: Duke University Press.
Nayar, Pramod K. (2004). Virtual Worlds. Culture and Politics in the Age of Cybertechnology. New Delhi: Sage Publications India Pvt  Ltd.
Pulizzi, James John (2012). Fractal realism: the folding together of literatura, technical media, and cognition in the twentieth century. Ph.D. Dissertation. University of California. Los Angeles.
Rössler, Otto E. (1988). Endophysics. The World As An Interface. Singapore: Eurasia Press Pie Ltd.
Steinicke, Frank (2016). Being Really Virtual. Inmersive Natives and the Future of Virtual Reality. : Springer. New York, NY: Springer Berlin Heidelberg.
Thomas, Paul (2013). Nano Art. The Immateriality of Art. Chicago, IL: Intelect and The University of Chicago Press.
Tiffin, John and Nobuyoshi, Terashima (editors) (2001). Hyperreality. Paradigm for the Third Millennium. London and New York: Routledge.
Tricart, Celine (2018). Virtual Reality Filmmaking: Techniques and Best Practices.for VR Filmmakers. New York, NY: Routledge.
William, Walter Jon (1992). Aristoi. New York; TOR.
Walpaw, Jonathan, and Walpaw, Elizabeth Winter (editors) (2012). Brain-Computer Interfaces: Principle and Practice. New York, New York: Oxford University Press.
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