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Drones Over Pompeii: Cinematic Perspectives on Antiquity in the Digital Era
Cityscapes have always been an important part of films set in antiquity, but little attention has yet been paid to the way in which digital cinema uses the ancient city to offer different kinds of access to the past. This article explores how twenty-first century cinema sees the city and apprehends history in new ways in films including Pompeii (2014), Agora (2009), and Gladiator (2000). It focuses on how digital cinema affords the opportunity to âseeâ the past from above, a quintessentially modern perspective which prompts a range of important questions about the viewerâs relationship to history. The aerial view of the cinematic city encourages reflection on our familiarity with an ancient city, by utilizing the imagery and techniques of digital mapping and virtual reality reconstructions; and it explores our ability to gain mastery over the past, privileging godlike omniscience over the immersiveness that usually characterizes contemporary film. Finally, adopting the perspective of the drone, it suggests a more disturbing, dehumanized version of the past â and future. The discourse around these cinematic cities prompts important and timely consideration of whether digital technology necessarily improves our access to the past, or rather compromises it
A critical practice-based exploration of interactive panoramas' role in helping to preserve cultural memory
I am enclosing the content of two DVDs which are integral part of the practice-based thesis.The rapid development of digital communication technologies in the 20th and 21st centuries has affected the way researchers look at ways memory â especially cultural memory â can be preserved and enhanced. State-of-the-art communication technologies such as the Internet or immersive environments support participation and interaction and transform memory into âprostheticâ experience, where digital technologies could enable 'implantation' of events that have not actually been experienced.
While there is a wealth of research on the preservation of public memory and cultural heritage sites using digital media, more can be explored on how these media can contribute to the cultivation of cultural memory. One of the most interesting phenomena related to this issue is how panoramas, which are immersive and have a well-established tradition in preserving memories, can be enhanced by recent digital technologies and image spaces.
The emergence of digital panoramic video cameras and panoramic environments has opened up new opportunities for exploring the role of interactive panoramas not only as a documentary tool for visiting sites but mainly as a more complex technique for telling non-linear interactive narratives through the application of panoramic photography and panoramic videography which, when presented in a wrap-around environment, could enhance recalling.
This thesis attempts to explore a way of preserving inspirational environments and memory sites in a way that combines panoramic interactive film and traversing the panoramic environment with viewing the photo-realistic panoramic content rather than computer-generated environment.
This research is based on two case studies. The case study of Charles Church in Plymouth represents the topical approach to narrative and focuses on the preservation of the memory of the Blitz in Plymouth and the ruin of Charles Church which stands as a silent reminder of this event. The case study of Charles Causley reflects topographical approach where, through traversing the town of Launceston, viewers learn about Causleyâs life and places that provided inspirations for his poems.
The thesis explores through practice what can be done and reflects on positive and less positive aspects of preserving cultural memory in these case studies in a critical way. Therefore, the results and recommendations from this thesis can be seen as valuable contribution to the study of intermedia and cultural memory in general
Learning Interactive Real-World Simulators
Generative models trained on internet data have revolutionized how text,
image, and video content can be created. Perhaps the next milestone for
generative models is to simulate realistic experience in response to actions
taken by humans, robots, and other interactive agents. Applications of a
real-world simulator range from controllable content creation in games and
movies, to training embodied agents purely in simulation that can be directly
deployed in the real world. We explore the possibility of learning a universal
simulator (UniSim) of real-world interaction through generative modeling. We
first make the important observation that natural datasets available for
learning a real-world simulator are often rich along different axes (e.g.,
abundant objects in image data, densely sampled actions in robotics data, and
diverse movements in navigation data). With careful orchestration of diverse
datasets, each providing a different aspect of the overall experience, UniSim
can emulate how humans and agents interact with the world by simulating the
visual outcome of both high-level instructions such as "open the drawer" and
low-level controls such as "move by x, y" from otherwise static scenes and
objects. There are numerous use cases for such a real-world simulator. As an
example, we use UniSim to train both high-level vision-language planners and
low-level reinforcement learning policies, each of which exhibit zero-shot
real-world transfer after training purely in a learned real-world simulator. We
also show that other types of intelligence such as video captioning models can
benefit from training with simulated experience in UniSim, opening up even
wider applications. Video demos can be found at
https://universal-simulator.github.io.Comment: https://universal-simulator.github.i
The Eye in Motion: Mid-Victorian Fiction and Moving-Image Technologies
This thesis reads selected works of fiction by three mid-Victorian writers (Charlotte BrontĂ«, Charles Dickens, and George Eliot) alongside contemporaneous innovations and developments in moving-image technologies, or what have been referred to by historians of film as âpre-cinematic devicesâ. It looks specifically at the moving panorama, diorama, dissolving magic lantern slides, the kaleidoscope, and persistence of vision devices such as the phenakistiscope and zoetrope, and ranges across scientific writing, journalism, letters, and paintings to demonstrate the scope and popularity of visual motion devices. By exploring this history of optical technologies I show how their display, mechanism, and manual operation contributed to a broader cultural and literary interest in the phenomenological experience of animation, decades before the establishment of cinematography as an industry, technology, and viewing practice.
Through a close reading of a range of mid-Victorian novels, this thesis identifies and analyses the literary use of language closely associated with moving-image technologies to argue that the Victorian literary imagination reflected upon, drew from, and incorporated reference to visual and technological animation many decades earlier than critics, focusing usually on early twentieth-century cinema and modernist literature, have allowed. It develops current scholarship on Victorian visual culture and optical technologies by a close reading of the language of moving-image devicesâfound in advertisements, reviews, and descriptions of their physiological operation and spectacleâalongside the choices Victorian authors made to describe precisely how their characters perceived, how they imagined, remembered, and mentally relived particular scenes and images, and how the readers of their texts were encouraged to imaginatively âseeâ the animated unfolding of the plot and the material dimensionality of its world through a shared understanding of this language of moving images
Temporal Mapping of Surveillance Video for Indexing and Summarization
This work converts the surveillance video to a temporal domain image called temporal profile that is scrollable and scalable for quick searching of long surveillance video by human operators. Such a profile is sampled with linear pixel lines located at critical locations in the video frames. It has precise time stamp on the target passing events through those locations in the field of view, shows target shapes for identification, and facilitates the target search in long videos. In this paper, we first study the projection and shape properties of dynamic scenes in the temporal profile so as to set sampling lines. Then, we design methods to capture target motion and preserve target shapes for target recognition in the temporal profile. It also provides the uniformed resolution of large crowds passing through so that it is powerful in target counting and flow measuring. We also align multiple sampling lines to visualize the spatial information missed in a single line temporal profile. Finally, we achieve real time adaptive background removal and robust target extraction to ensure long-term surveillance. Compared to the original video or the shortened video, this temporal profile reduced data by one dimension while keeping the majority of information for further video investigation. As an intermediate indexing image, the profile image can be transmitted via network much faster than video for online video searching task by multiple operators. Because the temporal profile can abstract passing targets with efficient computation, an even more compact digest of the surveillance video can be created
The Future of Humanoid Robots
This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book
Asynchronous Visualization of Spatiotemporal Information for Multiple Moving Targets
In the modern information age, the quantity and complexity of spatiotemporal data is increasing both rapidly and continuously. Sensor systems with multiple feeds that gather multidimensional spatiotemporal data will result in information clusters and overload, as well as a high cognitive load for users of these systems.
To meet future safety-critical situations and enhance time-critical decision-making missions in dynamic environments, and to support the easy and effective managing, browsing, and searching of spatiotemporal data in a dynamic environment, we propose an asynchronous, scalable, and comprehensive spatiotemporal data organization, display, and interaction method that allows operators to navigate through spatiotemporal information rather than through the environments being examined, and to maintain all necessary global and local situation awareness.
To empirically prove the viability of our approach, we developed the Event-Lens system, which generates asynchronous prioritized images to provide the operator with a manageable, comprehensive view of the information that is collected by multiple sensors. The user study and interaction mode experiments were designed and conducted. The Event-Lens system was discovered to have a consistent advantage in multiple moving-target marking-task performance measures. It was also found that participantsâ attentional control, spatial ability, and action video gaming experience affected their overall performance
Shadows and Light. Ernie Gehr Exhibitions at the Museum of Modern Art
This thesis examines exhibitions and media installations of Ernie Gehrâs work at The Museum of Modern Art (MoMA), beginning with the pivotal 1970 show Information, which presented four films by Gehr. Wait (1968), Transparency (1969), Reverberation (1969), and History (1970) were screened alongside work by other avant-garde filmmakers and video artists in a circular viewing booth in the gallery space, in a show featuring works now considered masterpieces of conceptual art. It also considers the two site-specific video works, MoMA on Wheels (2002) and Navigation (2002), which Gehr created for the lobby space at MoMA QNS, the temporary home for the museum during construction for a major expansion project. Finally it explores Gehrâs two major solo exhibitions, Panoramas of the Moving Image: Mechanical Slides and Dissolving Views from Nineteenth-Century Magic Lantern Shows from 2007, and Carnival of Shadows from 2015. Descriptive analysis of each film or installation, inflected with methodologic devices of film history, art history, and philosophy, grounds discussion of the works within the surrounding context of the Museum
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