2,171 research outputs found
3D Animation: Creating an Experiential Environment.
This thesis is a supporting paper for three of my 3D animations created and presented for a Master of Fine Arts graduate exhibition. It discusses how the two realms of graphic design and 3D animation helped me to develop my heuristic techniques of creating animations. Using the three animations as examples, I make an attempt to explain how linear and figurative images influence each other in the creative process of creature/character development. I also discuss the various influences and cumulative explorations behind the imageries of animation. A brief discussion about Asian Indian aesthetic concepts and the general methodology of creating 3D animation using Alias|Wavefront Maya is also included
Projected performances: the phenomenology of hybrid theater
Throughout the 20th century, mediatized forms gained prominence and eclipsed the theater as a site of cultural power and popularity. Because of this tension, performance theorists like Peggy Phelan framed the definition of theater through its inherent differences from film and television. Other theorists like Philip Auslander problematized this distinction, particularly due to televisionâs similarities to live performance. The cinema, however, has remained an opponent to performance, ignored in favor of technologies that more readily promote a sense of âliveness.â In Projected Performances, I argue that film projection is more closely related to performance than previously thought, particularly when viewed in light of their phenomenological similarities. Projection is a live act that generates a kind of presence that approximates what is felt with a live performer. The theatrical setting of most film viewings foregrounds this phenomenological frame, despite the prerecorded nature of the content. Despite the seemingly static nature of film, the exhibition of it is most often decidedly theatrical. Hybrid theater, in which productions incorporate film projection alongside live performers, highlights these similarities in a much more explicit way, creating a unique sensory experience. This blending of effects is evident in theatrical broadcasts like the Metropolitan Operaâs âLive in HDâ series, which capitalizes on the liveness of theater to draw people to the cinema. I also investigate hybrid productions that use projected scenery, such as The Woman in White and The Elephant Vanishes, as well as productions that feature projected bodies, like the work of Lemieux.Pilon 4d Art. Finally, I interrogate the use of projections in the monumental spectacles of the opening ceremonies at the 2008 and 2010 Olympics in Beijing and Vancouver, respectively.Throughout, I examine the ways in which these hybrid productions trouble the assumed distinction between performance and media, demonstrating that projection is a kind of performance that can share the stage with live performers without damaging the unique essential qualities of theater
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Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy
Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from âjustâ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architectsâ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the âexpressive infrastructureâ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw âon a Westnocentric literary and sensory paletteâ (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)
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Preservation in the Dark: Current Trends and Future Prospects for Son et Lumiere in China
This thesis aims to explore the questions of what the successful cases of preservation-oriented son et lumiere are like and how the future application of son et lumiere can be further improved to benefit the heritage sites in China. These questions are primarily unfolded by three case studies in China: Son et lumiere at Tulou (Eryilou), Fujian; Son et lumiere at City Wall in Laomendong Historic District, Nanjing; Son et lumiere at the Ruins of St. Paulâs, Macao (2018 Macao Light Festival). The relative successes and weaknesses of each these son et lumiere cases in China are identified, evaluated, compared and analyzed according to the on-site research and the criteria established based on the study of the history of son et lumiere, case studies, and some general investigation of other on-going son et lumiere cases by far in China.
With the development of nocturnal tourism, the abundant resources of historical sites, and the support from the governments in China, son et lumiere is and will still be a trend in China. Improving the quality of son et lumiere and devoting to the creation of a successful, preservation-oriented son et lumiere is the goal and also the requirement in the future application of son et lumiere in China. An effective son et lumiere beneficial to the preservation of heritage sites is supposed to, on the premise of not touching the historical fabrics, through creating an immersive experience of heritage sites to attract the audienceâs attention and successfully convey the historical and cultural information of the site to a broader audience, thereby establishing an interactive communication and relationship between people and heritage so that evoking the spectatorsâ enthusiasms to the historical sites. To achieve this goal and success, based on the current situation of son et lumiere in China, the content of the show is the priority that needs to be taken into more serious consideration for the better representation of the sitesâ characteristics, values and attractions to the audiences and thereby benefiting the preservation of the sites
A user interface for customizing cane layouts in Virtual Glass
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.Cataloged from PDF version of thesis. "February 2013."Includes bibliographical references (unnumbered page).Cane pulling is a technique used in glass blowing to build up intricate patterns which come out in the final piece. Virtual Glass was created to model the cane pulling process from start to finish. There are a variety of standard cane layout patterns, but in truth the full range of possibilities is limited only by the glassblower's skill and imagination. For this reason the previous Virtual Glass interface, which provided only templates, proved to be too restrictive for users. In this thesis I describe an alternative interface we have developed which frees users from the limitations of template patterns. I provide a side-by-side comparison of several previous cane designs replicated in the program with and without the use of this interface. I also detail several unimplemented features and describe the foreseeable challenges with adding them, as well as how they might integrate into the interface when they are included.by Kimberly Baldauf.M. Eng
The motivation of technological scenarios in augmented reality (AR): results of different experiments
Augmented Reality (AR) is an emergent technology that is acquiring more and more
relevance in teaching every day. Together with mobile technology, this combination arises as
one of the most effective binomials to support significant and ubiquitous learning. Nevertheless,
this binomial can only prove valid if the student is motivated to use it during the learning process.
An attempt was made through the implementation of Kellerâs Instructional Material Motivational
Survey model o determine the degree of motivation of Pedagogy, Medicine and Art students from
the University of Seville for using AR-enriched notes available by means of mobile devices in the
classroom. Three applications designed for the subjects of Educational Technology, Anatomy and Art
served to assess it positively in terms of the motivation raised by the participation in the experiment,
as well as regarding academic performance improvement. It can additionally be stated that our main
finding was a link between studentsâ motivation to use the enriched notes and the performance
obtained in the subject in which they use them. Evidence was also found that the utilization of
Augmented Reality benefits the learning process
Innovation Process is Facilitated in Virtual Environment of R&D Teams
Innovation is becoming the most important key issue for company's success in the 21st century. In the competitive environment it is necessary for the enterprises to put together different capabilities and services with the goal. It is widely accepted that innovation can be better achieved by working in team particularly in the virtual environments. The employed web services technology, although very popular nowadays but it is still not mature enough, so dealing with it can bring new findings. Virtual teams base on information technology are formed to facilitate transnational innovation processes and it should be noted that innovation has a positive impact on corporate performance if it is well guided. This has the pronounced effect when it comes to the learning issues as the virtual preconditions persist. In this environment the possibility of getting closer to the interest of learner from the new environment raise as the barriers being imposed by the service provider is reduced and the freedom of what is require to learn is improved. Information and communication technology has brought about significant changes in organizations and produced important benefits, including in the areas of innovation which is recognized as a prime source of national competitive advantage. This contribution proposes a conceptual model for understanding and analyzing the process of virtual R&D team as an innovation and technology assimilation facilitator when it comes to the issue of conveying innovative message for learning by individuals. The context of the knowledge-based economy introduces a major shift from serial to simultaneous R&D in the way of idea conception to technology creation is conceived. This paper briefly reviews the existing perspectives on virtual teams and their effect on innovation and technology regarding the learning capability which is being altered. It also discusses the main characteristics of virtual teams and clarifies the different aspects of virtual team application in the topic. To support the theoretical analysis, this paper provides a comprehensive review based on authentic and reputed publications. We argue that scanty research has been conducted to facilitate understanding the problem of systematically governing creative innovation toward a technology through virtual R&D teams in the atmosphere of educating individuals based on what they interest them to learn.Virtual team; e-learning; Innovation; Research and development, Learning
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