132 research outputs found

    Muse, number 50 (2016)

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    Note from the Editor -- From the Director / Alex W. Barker (Director) -- An Old Nurse from Egypt / Elizabeth G. Wolfson -- Roman Black-Gloss Pottery from the Capitoline Museums at the University of Missouri : A New 3D Scanning Project for Use-Wear Analysis / Marcello Mogetta, Laura Banducci, and Rachel Opitz -- Markings on Silver : The Study of a Byzantine Silver Dish / Amy Welch -- Mysteries and Histories in an Orthodox Triptych / Rebecca Hertling Ruppar -- Fallen Angel : A Case Study in Architectural Ornament / W. Arthur Mehrhoff -- About the Authors -- Acquisitions 2016 -- Exhibitions 2016 -- Loans to Other Institutions 2016 -- Museum Activities 2016 -- Museum Staff 2016 -- Museum Docents 2016 -- Museum Store Volunteers 2016 -- Museum Advisory Council of Students (MACS) 2016 -- Advisory Committee 2016 -- Museum Associates Board of Directors 2016

    2D to 3D non photo realistic character transformation and morphing (computer animation)

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    This research concerns the transformation and morphing between a full body 2D and 3D animated character. This practice based research will examine both technical and aesthetic techniques for enhancing morphing of animated characters. Stylized character transformations from A to B and from B to A, where details like facial expression, body motion, texture are to be expressively transformed aesthetically in a narrated story. Currently it is hard to separate 2D and 3D animation in a mix media usage. If we analyse and breakdown these graphical components, we could actually find a distinction as to how these 2D and 3D element increase the information level and complexity of storytelling. However, if we analyse it from character animation perspective, instance transformation of a digital character from 2D to 3D is not possible without post production techniques, pre-define 3D information such as blend shape or complex geometry data and mathematic calculation. There are mainly two elements to this investigation. The primary element is the design system of such stylizes character in 2D and 3D. Currently many design systems (morphing software) are based on photo realistic artifacts such as Fanta Morph, Morph Buster, Morpheus, Fun Morph and etc. This investigation will focus on non photo realistic character morphing. In seeking to define the targeted non photo realistic, illustrated stylize 2D and 3D character, I am examining the advantages and disadvantages of a number of 2D illustrated characters in respect to 3D morphing. This investigation could also help to analyse the efficiency and limitation of such 2D and 3D non photo realistic character design and transformation where broader techniques will be explored. The secondary element is the theoretical investigation by relating how such artistic and technical morphing idea is being used in past and today films/games. In a narrated story contain character that acts upon a starting question or situation and reacts on the event. The gap between his aim and the result of his acting, the gap between his vision and his personality creates the dramatic tension. I intend to distinguish the possibility of identifying a transitional process of voice between narrator and morphing character, while also illustrating, through visual terminology, the varying fluctuations between two speaking agents. I intend to prove and insert sample demonstrating “morphing” is not just visually important but have direct impact on storytelling

    Anime for Architects: A new Perspective on Architecture

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    The primary argument of this study is that the medium of anime and manga, Japanese cartoons and comics, has the potential to offer a new perspective on the representation of architectural space. This might come as a surprise due to a preconceived notion that cartoons and comics are an immature art form without any value outside of the entertainment realm. Hence it is the goal of this dissertation to reveal how the methodology of manga, in particular, has the ability to enhance architectural representations in terms of the multi-sensory and space-time perception of architecture through characteristics of manga, such as narrative, portrayal of the invisible realm and the expression of both space and time by panel arrangements. To do this, a foundation with the beginnings, development, and basic visual vocabulary and grammar of comics is described and compared to other art forms. Through this comparison, the communicative power of comics is assessed by its combination of picture and word, ability to make visible the invisible through iconic images, and closure, which creates sequencing and narrative. Next, a comparison is made to show how manga is unique and visually distinctive from Western comics. Manga is found to make more use of the “masking” effect, aspectto- aspect and moment-to-moment panel transitions, length, hyper-stylization, and minimalist art. In order to argue that these manga differences have a better relationship in representing architectural space, important characteristics of architectural space are identified. These characteristics are the built environments presence in a multi-sensory world, space-time, and its association with experiential and lived space. These are then examined in relationship to the ability manga methodology has in representing these three characteristics. Finally, manga is compared to the current methods of representing architectural space such as conventional architectural drawings and writings, 3d architectural animations, virtual reality, and film. It can be concluded that manga is a more complete way of representing architectural space. As a demonstration of this, a sample manga that focuses on one particular area in Tokyo, Ikebukuro, is drawn to illustrate how this method can work utilizing the characteristics of manga, such as narrative, portrayal of the invisible realm and expression of both space and time by panel arrangements

    2019 Undergraduate Research Symposium: Full Program

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    Full program with schedule and abstracts for the 2019 Undergraduate Research Symposium

    Creative Machine

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    Curators: William Latham, Atau Tanaka and Frederic Fol Leymarie A major exhibition exploring the twilight world of human/machine creativity, including installations, video and computer art, Artificial Intelligence, robotics and Apps by leading artists from Goldsmiths and international artists by invitation. The vision for organising the Creative Machine Exhibition is to show exciting works by key international artists, Goldsmiths staff and selected students who use original software and hardware development in the creative production of their work. The range of work on show, which could be broadly termed Computer Art, includes mechanical drawing devices, kinetic sculpture driven by fuzzy logic, images produced using machine learning, simulated cellular growth forms and the self-generating works using automated aesthetics, VR, 3D printing, and social telephony networks. Traditionally, Computer Art has held a maverick position on the edge of mainstream contemporary culture with its origins in Russian Constructivist Art, biological systems, “geeky” software conferences, rave / techno music and indie computer games. These artists have defined their own channels for exhibiting their work and organised conferences and at times been entrepreneurial at building collaborations with industry at both a corporate and startup level (with the early computer artists in the 1970s and 1980s needing to work with computer corporations to get access to computers). Alongside this, interactive media art drew upon McLuhan’s notion of technology as extensions of the human to create participatory, interactive artworks by making use of novel interface technology that has been developed since the 1980s. However, with new techniques such as 3D printing, the massive spread of sophisticated sensors in consumer devices like smartphones, and the use of robotics by artists, digital art would appear to have an opportunity to come more to the fore in public consciousness. This exhibition is timely in that it coincides with an apparent wider growth of public interest in digital art, as shown by the Digital Revolution exhibition at the Barbican, London and the recent emergence of commercial galleries such as Bitforms in New York and Carroll / Fletcher in London, which, acquire and show technology-based art. The Creative Machine exhibition is the first event to make use of Goldsmiths’ new Sonics Immersive Media Lab (SIML) Chamber. This advanced surround audiovisual projection space is a key part of the St James-Hatcham refurbishment. The facility was funded by capital funding from the Engineering & Physical Sciences Research Council (EPSRC) and Goldsmiths, as well as research funding from the European Research Council (ERC). This is connected respectively to the Intelligent Games/Game Intelligence (IGGI) Centre for Doctoral Training, and Atau Tanaka’s MetaGesture Music (MGM) ERC grant. The space was built by the SONICS, a cross-departmental research special interest group at Goldsmiths that brings together the departments of Computing, Music, Media & Communications, Sociology, Visual Cultures, and Cultural Studies. It was designed in consultation with the San Francisco-based curator, Naut Humon, to be compatible with the Cinechamber system there. During Creative Machines, we shall see, in the SIML space, multiscreen screenings of work by Yoichiro Kawaguchi, Naoko Tosa, and Vesna Petresin, as well as a new immersive media work by IGGI researcher Memo Akten

    Bridging Beijing Opera and Hip Hop A Style Fusion Experiment in Character Design

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    The concept of style fusion for visual storytelling is introduced and applied in this research. Style fusion is the process of identifying two distinct styles as sources, which are from different artists or culture backgrounds, and applying features and visual symbols from both to develop a new style. As a proof of concept, the source performance styles selected for fusion are traditional Chinese Beijing opera and hip hop. A set of guidelines for this style fusion are developed after an analysis of the visual symbols of each source style. A character and an environment design fusion are done based on these guidelines. Finally, the style fusion is visualized using 3D models

    Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology

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    The topic of this dissertation is the anatomical, psychological, and cultural examination of a human face in order to effectively construct an anatomy-driven 3D virtual face customization and action model. In order to gain a broad perspective of all aspects of a face, theories and methodology from the fields of art, engineering, anatomy, psychology, and cultural studies have been analyzed and implemented. The computer generated facial customization and action model were designed based on the collected data. Using this customization system, culturally-specific attractive face in Korean popular culture, “kot-mi-nam (flower-like beautiful guy),” was modeled and analyzed as a case study. The “kot-mi-nam” phenomenon is overviewed in textual, visual, and contextual aspects, which reveals the gender- and sexuality-fluidity of its masculinity. The analysis and the actual development of the model organically co-construct each other requiring an interwoven process. Chapter 1 introduces anatomical studies of a human face, psychological theories of face recognition and an attractive face, and state-of-the-art face construction projects in the various fields. Chapter 2 and 3 present the Bezier curve-based 3D facial customization (BCFC) and Multi-layered Facial Action Model (MFAF) based on the analysis of human anatomy, to achieve a cost-effective yet realistic quality of facial animation without using 3D scanned data. In the experiments, results for the facial customization for gender, race, fat, and age showed that BCFC achieved enhanced performance of 25.20% compared to existing program Facegen , and 44.12% compared to Facial Studio. The experimental results also proved the realistic quality and effectiveness of MFAM compared with blend shape technique by enhancing 2.87% and 0.03% of facial area for happiness and anger expressions per second, respectively. In Chapter 4, according to the analysis based on BCFC, the 3D face of an average kot-mi-nam is close to gender neutral (male: 50.38%, female: 49.62%), and Caucasian (66.42-66.40%). Culturally-specific images can be misinterpreted in different cultures, due to their different languages, histories, and contexts. This research demonstrates that facial images can be affected by the cultural tastes of the makers and can also be interpreted differently by viewers in different cultures

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    Overture and Beginners Please! A Call for Performing Arts Metadata at the Edinburgh Festival Fringe.

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    In August 1947, Scotland hosted its first Edinburgh International Festival of Music and Drama. Unbeknownst, it simultaneously hosted an uninvited set of eight theatre troupes, whose performances included a staging of Macbeth, alongside Marionette puppet plays. These undeterred artists set into motion what would become the single largest celebration of arts and culture in the world: the Edinburgh Festival Fringe. The year 2017 is the Festival’s 70th Anniversary. Yet, little attention has been paid to its documentation and description. The literature suggests that metadata schemas dedicated to performing arts are recent, and none have been explored in the context of the Fringe. This research project conducts a case study of an archival collection entitled Follow the Fringe. It employs qualitative content analysis to explore how well the current metadata schemas modeled for performing arts address the descriptive needs of the Edinburgh Festival Fringe.Master of Science in Library Scienc

    Spatialising Illustration

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    As an illustrator I reflect on human behaviour and the psychological effects of space through drawing. I use people I have met and whose lives intrigue me. Taking a woman I know, I observe and draw. ‘She sat at the table in the sparse kitchen. It had belonged to her grandmother, and her mother before her.’ (Regan, 2012) This quote is taken from the illustrated book I have created ‘The Set,' it is significant in introducing what I discovered about space. Space is not physical and universal. It is personal and formed in the mind. ‘The Set’ explores a woman and the spaces she inhabits. I visualise and try to make sense of this by drawing
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