44 research outputs found

    Collaborative video editing

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    Samarbeid i videoredigering Denne avhandlingen tar opp følgende spørsmål: Hvordan kan vi støtte samarbeid i videoredigering? I ulike anvendelsesområder, som skriving og design, er bruk av samarbeidsverktøy utbredt. Likevel er programvare for videoredigering i hovedsak utviklet for individuell bruk. Videoredigering bør forstås som en sosial aktivitet og blir i profesjonelle sammenhenger ofte utført som et samarbeid mellom ulike aktører. Basert på intervjuer og designverksteder, undersøker denne avhandlingen hvordan videoredigerere samarbeider og utforsker mulighetsrommet for å støtte samarbeid i videoredigering gjennom design av nye løsninger. I tre studier undersøker denne avhandlingen videoredigering fra tre perspektiver. Først undersøker den samarbeidspraksiser blant profesjonelle videoredigerere og identifiserer ulike strategier og sosiale mekanismer som brukes for å oppnå enighet mellom aktørene som er involvert i videoproduksjon. Denne første studien identifiserer ni temaer som beskriver hvordan videoredigerere håndterer usikkerhet og oppnår enighet, spesielt gjennom organisatoriske mekanismer, dokumentasjon og ikoniske referanser. Studien foreslår også tre ulike retninger for design av nye løsninger for å støtte samarbeid i videoredigering. Det andre studiet undersøker videoproduksjon fra et organisatorisk perspektiv, med fokus på en pågående overgang til distribuert arbeid og dets innvirkning på videoproduksjon. Den andre studien skisserer de kortsiktige og langsiktige implikasjonene av å innføre distribuerte arbeidsformer i TV-produksjonsorganisasjoner under COVID-19-pandemien. Den siste studien ser på samarbeid i videoredigering som et designproblem og presenterer designideer for hvordan man kan støtte et slikt samarbeid. I tillegg peker denne studien på utfordringer som kan være til hinder for innføringen av nye videoredigeringsverktøy som skal støtte samarbeid. Ved å sammenstille resultatene fra de tre studiene, samt analysere tidligere forskning og eksisterende videoredigeringsverktøy, identifiserer avhandlingen tre designtilnærminger for å støtte samarbeid i videoredigeringsprogramvare: holistisk, skreddersydd og konfigurerbar. Selv om disse tilnærmingene diskuteres med tanke på samarbeid i videoredigeringspraksiser, kan de tilby et bredere analytisk rammeverk for å vurdere utformingen av samarbeidsverktøy også for andre anvendelsesområder.This thesis addresses the following question: how can collaboration be supported in video editing? In many domains, such as writing and design, collaborative tools have become common and widespread. However, video-editing software is still predominantly designed for solo users. Nevertheless, video editing is a social activity that, in a professional setting, often involves various people working together. Based on interviews and design workshops, this thesis investigates the collaborative practices of video editors and explores the design space of collaborative video editing. In three studies, this thesis looks at video editing from three angles. First, it investigates the collaborative practices of video editors and identifies the strategies and social mechanisms they employ to reach agreements with various parties involved in the videoproduction process. The first study identifies nine themes that characterise the ways video editors manage uncertainties and reach agreements, particularly through organisational mechanisms, documentation, and iconic referencing. The study also suggests three design paths to explore further. Second, it examines video production from an organisational point of view, focusing on the recent shift towards remote work and its impact on video production. The second study delineates the short-term and long-term implications of adopting remote work in TV production organisations during the COVID-19 pandemic. Third, it approaches collaborative video editing as a design problem and offers design ideas to enhance collaboration. Additionally, it uncovers challenges that might impede the adoption of new collaborative video-editing tools. In synthesising the results of the three studies, as well as analysing previous research and existing video-editing tools, this thesis identifies three design approaches for supporting collaboration in video-editing software: holistic, tailored, and configurable. While discussed in the context of collaborative video editing, these approaches offer a broader analytical framework for considering the design of collaborative production tools.Doktorgradsavhandlin

    Camerawork for intelligent video production - capturing desktop manipulations

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    Labour in a Single Shot

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    This collection of essays offers a critical assessment of Labour in a Single Shot, a groundbreaking documentary video workshop. From 2011 to 2014, curator Antje Ehmann and film- and videomaker Harun Farocki produced an art project of truly global proportions. They travelled to fifteen cities around the world to conduct workshops inspired by cinema history’s first film, Workers Leaving the Lumière Factory, shot in 1895 by the Lumière brothers in France. While the workshop videos are in colour and the camera was not required to remain static, Ehmann and Farocki’s students were tasked with honouring the original Lumière film’s basic parameters of theme and style. The fascinating result is a collection of more than 550 short videos that have appeared in international exhibitions and on an open-access website, offering the widest possible audience the opportunity to ponder contemporary labour in multiple contexts around the world

    Understanding and designing for control in camera operation

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    Kameraleute nutzen traditionell gezielt Hilfsmittel um kontrollierte Kamerabewegungen zu ermöglichen. Der technische Fortschritt hat hierbei unlängst zum Entstehen neuer Werkzeugen wie Gimbals, Drohnen oder Robotern beigetragen. Dabei wurden durch eine Kombination von Motorisierung, Computer-Vision und Machine-Learning auch neue Interaktionstechniken eingeführt. Neben dem etablierten achsenbasierten Stil wurde nun auch ein inhaltsbasierter Interaktionsstil ermöglicht. Einerseits vereinfachte dieser die Arbeit, andererseits aber folgten dieser (Teil-)Automatisierung auch unerwünschte Nebeneffekte. Grundsätzlich wollen sich Kameraleute während der Kamerabewegung kontinuierlich in Kontrolle und am Ende als Autoren der Aufnahmen fühlen. Während Automatisierung hierbei Experten unterstützen und Anfänger befähigen kann, führt sie unweigerlich auch zu einem gewissen Verlust an gewünschter Kontrolle. Wenn wir Kamerabewegung mit neuen Werkzeugen unterstützen wollen, stellt sich uns daher die Frage: Wie sollten wir diese Werkzeuge gestalten damit sie, trotz fortschreitender Automatisierung ein Gefühl von Kontrolle vermitteln? In der Vergangenheit wurde Kamerakontrolle bereits eingehend erforscht, allerdings vermehrt im virtuellen Raum. Die Anwendung inhaltsbasierter Kontrolle im physikalischen Raum trifft jedoch auf weniger erforschte domänenspezifische Herausforderungen welche gleichzeitig auch neue Gestaltungsmöglichkeiten eröffnen. Um dabei auf Nutzerbedürfnisse einzugehen, müssen sich Schnittstellen zum Beispiel an diese Einschränkungen anpassen können und ein Zusammenspiel mit bestehenden Praktiken erlauben. Bisherige Forschung fokussierte sich oftmals auf ein technisches Verständnis von Kamerafahrten, was sich auch in der Schnittstellengestaltung niederschlug. Im Gegensatz dazu trägt diese Arbeit zu einem besseren Verständnis der Motive und Praktiken von Kameraleuten bei und bildet eine Grundlage zur Forschung und Gestaltung von Nutzerschnittstellen. Diese Arbeit präsentiert dazu konkret drei Beiträge: Zuerst beschreiben wir ethnographische Studien über Experten und deren Praktiken. Sie zeigen vor allem die Herausforderungen von Automatisierung bei Kreativaufgaben auf (Assistenz vs. Kontrollgefühl). Zweitens, stellen wir ein Prototyping-Toolkit vor, dass für den Einsatz im Feld geeignet ist. Das Toolkit stellt Software für eine Replikation quelloffen bereit und erleichtert somit die Exploration von Designprototypen. Um Fragen zu deren Gestaltung besser beantworten zu können, stellen wir ebenfalls ein Evaluations-Framework vor, das vor allem Kontrollqualität und -gefühl bestimmt. Darin erweitern wir etablierte Ansätze um eine neurowissenschaftliche Methodik, um Daten explizit wie implizit erheben zu können. Drittens, präsentieren wir Designs und deren Evaluation aufbauend auf unserem Toolkit und Framework. Die Alternativen untersuchen Kontrolle bei verschiedenen Automatisierungsgraden und inhaltsbasierten Interaktionen. Auftretende Verdeckung durch graphische Elemente, wurde dabei durch visuelle Reduzierung und Mid-Air Gesten kompensiert. Unsere Studien implizieren hohe Grade an Kontrollqualität und -gefühl bei unseren Ansätzen, die zudem kreatives Arbeiten und bestehende Praktiken unterstützen.Cinematographers often use supportive tools to craft desired camera moves. Recent technological advances added new tools to the palette such as gimbals, drones or robots. The combination of motor-driven actuation, computer vision and machine learning in such systems also rendered new interaction techniques possible. In particular, a content-based interaction style was introduced in addition to the established axis-based style. On the one hand, content-based cocreation between humans and automated systems made it easier to reach high level goals. On the other hand however, the increased use of automation also introduced negative side effects. Creatives usually want to feel in control during executing the camera motion and in the end as the authors of the recorded shots. While automation can assist experts or enable novices, it unfortunately also takes away desired control from operators. Thus, if we want to support cinematographers with new tools and interaction techniques the following question arises: How should we design interfaces for camera motion control that, despite being increasingly automated, provide cinematographers with an experience of control? Camera control has been studied for decades, especially in virtual environments. Applying content-based interaction to physical environments opens up new design opportunities but also faces, less researched, domain-specific challenges. To suit the needs of cinematographers, designs need to be crafted with care. In particular, they must adapt to constraints of recordings on location. This makes an interplay with established practices essential. Previous work has mainly focused on a technology-centered understanding of camera travel which consequently influenced the design of camera control systems. In contrast, this thesis, contributes to the understanding of the motives of cinematographers, how they operate on set and provides a user-centered foundation informing cinematography specific research and design. The contribution of this thesis is threefold: First, we present ethnographic studies on expert users and their shooting practices on location. These studies highlight the challenges of introducing automation to a creative task (assistance vs feeling in control). Second, we report on a domain specific prototyping toolkit for in-situ deployment. The toolkit provides open source software for low cost replication enabling the exploration of design alternatives. To better inform design decisions, we further introduce an evaluation framework for estimating the resulting quality and sense of control. By extending established methodologies with a recent neuroscientific technique, it provides data on explicit as well as implicit levels and is designed to be applicable to other domains of HCI. Third, we present evaluations of designs based on our toolkit and framework. We explored a dynamic interplay of manual control with various degrees of automation. Further, we examined different content-based interaction styles. Here, occlusion due to graphical elements was found and addressed by exploring visual reduction strategies and mid-air gestures. Our studies demonstrate that high degrees of quality and sense of control are achievable with our tools that also support creativity and established practices

    Third International Symposium on Artificial Intelligence, Robotics, and Automation for Space 1994

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    The Third International Symposium on Artificial Intelligence, Robotics, and Automation for Space (i-SAIRAS 94), held October 18-20, 1994, in Pasadena, California, was jointly sponsored by NASA, ESA, and Japan's National Space Development Agency, and was hosted by the Jet Propulsion Laboratory (JPL) of the California Institute of Technology. i-SAIRAS 94 featured presentations covering a variety of technical and programmatic topics, ranging from underlying basic technology to specific applications of artificial intelligence and robotics to space missions. i-SAIRAS 94 featured a special workshop on planning and scheduling and provided scientists, engineers, and managers with the opportunity to exchange theoretical ideas, practical results, and program plans in such areas as space mission control, space vehicle processing, data analysis, autonomous spacecraft, space robots and rovers, satellite servicing, and intelligent instruments

    Artech 2008: proceedings of the 4th International Conference on Digital Arts

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    ARTECH 2008 is the fourth international conference held in Portugal and Galicia on the topic of Digital Arts. It aims to promote contacts between Iberian and International contributors concerned with the conception, production and dissemination of Digital and Electronic Art. ARTECH brings the scientific, technological and artistic community together, promoting the interest in the digital culture and its intersection with art and technology as an important research field, a common space for discussion, an exchange of experiences, a forum for emerging digital artists and a way of understanding and appreciating new forms of cultural expression. Hosted by the Portuguese Catholic University’s School of Arts (UCP-EA) at the City of Porto, ARTCH 2008 falls in alignment with the main commitment of the Research Center for Science and Technology of the Arts (CITAR) to promote knowledge in the field of the Arts trough research and development within UCP-AE and together with the local and international community. The main areas proposed for the conference were related with sound, image, video, music, multimedia and other new media related topics, in the context of emerging practice of artistic creation. Although non exclusive, the main topics of the conference are usually: Art and Science; Audio-Visual and Multimedia Design; Creativity Theory; Electronic Music; Generative and Algorithmic Art; Interactive Systems for Artistic Applications; Media Art history; Mobile Multimedia; Net Art and Digital Culture; New Experiences with New Media and New Applications; Tangible and Gesture Interfaces; Technology in Art Education; Virtual Reality and Augmented Reality. The contribution from the international community was extremely gratifying, resulting in the submission of 79 original works (Long Papers, Short Papers and installation proposals) from 22 Countries. Our Scientific Committee reviewed these submissions thoroughly resulting in a 73% acceptance ratio of a diverse and promising body of work presented in this book of proceedings. This compilation of articles provides an overview of the state of the art as well as a glimpse of new tendencies in the field of Digital Arts, with special emphasis in the topics: Sound and Music Computing; Technology Mediated Dance; Collaborative Art Performance; Digital Narratives; Media Art and Creativity Theory; Interactive Art; Audiovisual and Multimedia Design.info:eu-repo/semantics/publishedVersio

    Understanding and designing for control in camera operation

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    Kameraleute nutzen traditionell gezielt Hilfsmittel um kontrollierte Kamerabewegungen zu ermöglichen. Der technische Fortschritt hat hierbei unlängst zum Entstehen neuer Werkzeugen wie Gimbals, Drohnen oder Robotern beigetragen. Dabei wurden durch eine Kombination von Motorisierung, Computer-Vision und Machine-Learning auch neue Interaktionstechniken eingeführt. Neben dem etablierten achsenbasierten Stil wurde nun auch ein inhaltsbasierter Interaktionsstil ermöglicht. Einerseits vereinfachte dieser die Arbeit, andererseits aber folgten dieser (Teil-)Automatisierung auch unerwünschte Nebeneffekte. Grundsätzlich wollen sich Kameraleute während der Kamerabewegung kontinuierlich in Kontrolle und am Ende als Autoren der Aufnahmen fühlen. Während Automatisierung hierbei Experten unterstützen und Anfänger befähigen kann, führt sie unweigerlich auch zu einem gewissen Verlust an gewünschter Kontrolle. Wenn wir Kamerabewegung mit neuen Werkzeugen unterstützen wollen, stellt sich uns daher die Frage: Wie sollten wir diese Werkzeuge gestalten damit sie, trotz fortschreitender Automatisierung ein Gefühl von Kontrolle vermitteln? In der Vergangenheit wurde Kamerakontrolle bereits eingehend erforscht, allerdings vermehrt im virtuellen Raum. Die Anwendung inhaltsbasierter Kontrolle im physikalischen Raum trifft jedoch auf weniger erforschte domänenspezifische Herausforderungen welche gleichzeitig auch neue Gestaltungsmöglichkeiten eröffnen. Um dabei auf Nutzerbedürfnisse einzugehen, müssen sich Schnittstellen zum Beispiel an diese Einschränkungen anpassen können und ein Zusammenspiel mit bestehenden Praktiken erlauben. Bisherige Forschung fokussierte sich oftmals auf ein technisches Verständnis von Kamerafahrten, was sich auch in der Schnittstellengestaltung niederschlug. Im Gegensatz dazu trägt diese Arbeit zu einem besseren Verständnis der Motive und Praktiken von Kameraleuten bei und bildet eine Grundlage zur Forschung und Gestaltung von Nutzerschnittstellen. Diese Arbeit präsentiert dazu konkret drei Beiträge: Zuerst beschreiben wir ethnographische Studien über Experten und deren Praktiken. Sie zeigen vor allem die Herausforderungen von Automatisierung bei Kreativaufgaben auf (Assistenz vs. Kontrollgefühl). Zweitens, stellen wir ein Prototyping-Toolkit vor, dass für den Einsatz im Feld geeignet ist. Das Toolkit stellt Software für eine Replikation quelloffen bereit und erleichtert somit die Exploration von Designprototypen. Um Fragen zu deren Gestaltung besser beantworten zu können, stellen wir ebenfalls ein Evaluations-Framework vor, das vor allem Kontrollqualität und -gefühl bestimmt. Darin erweitern wir etablierte Ansätze um eine neurowissenschaftliche Methodik, um Daten explizit wie implizit erheben zu können. Drittens, präsentieren wir Designs und deren Evaluation aufbauend auf unserem Toolkit und Framework. Die Alternativen untersuchen Kontrolle bei verschiedenen Automatisierungsgraden und inhaltsbasierten Interaktionen. Auftretende Verdeckung durch graphische Elemente, wurde dabei durch visuelle Reduzierung und Mid-Air Gesten kompensiert. Unsere Studien implizieren hohe Grade an Kontrollqualität und -gefühl bei unseren Ansätzen, die zudem kreatives Arbeiten und bestehende Praktiken unterstützen.Cinematographers often use supportive tools to craft desired camera moves. Recent technological advances added new tools to the palette such as gimbals, drones or robots. The combination of motor-driven actuation, computer vision and machine learning in such systems also rendered new interaction techniques possible. In particular, a content-based interaction style was introduced in addition to the established axis-based style. On the one hand, content-based cocreation between humans and automated systems made it easier to reach high level goals. On the other hand however, the increased use of automation also introduced negative side effects. Creatives usually want to feel in control during executing the camera motion and in the end as the authors of the recorded shots. While automation can assist experts or enable novices, it unfortunately also takes away desired control from operators. Thus, if we want to support cinematographers with new tools and interaction techniques the following question arises: How should we design interfaces for camera motion control that, despite being increasingly automated, provide cinematographers with an experience of control? Camera control has been studied for decades, especially in virtual environments. Applying content-based interaction to physical environments opens up new design opportunities but also faces, less researched, domain-specific challenges. To suit the needs of cinematographers, designs need to be crafted with care. In particular, they must adapt to constraints of recordings on location. This makes an interplay with established practices essential. Previous work has mainly focused on a technology-centered understanding of camera travel which consequently influenced the design of camera control systems. In contrast, this thesis, contributes to the understanding of the motives of cinematographers, how they operate on set and provides a user-centered foundation informing cinematography specific research and design. The contribution of this thesis is threefold: First, we present ethnographic studies on expert users and their shooting practices on location. These studies highlight the challenges of introducing automation to a creative task (assistance vs feeling in control). Second, we report on a domain specific prototyping toolkit for in-situ deployment. The toolkit provides open source software for low cost replication enabling the exploration of design alternatives. To better inform design decisions, we further introduce an evaluation framework for estimating the resulting quality and sense of control. By extending established methodologies with a recent neuroscientific technique, it provides data on explicit as well as implicit levels and is designed to be applicable to other domains of HCI. Third, we present evaluations of designs based on our toolkit and framework. We explored a dynamic interplay of manual control with various degrees of automation. Further, we examined different content-based interaction styles. Here, occlusion due to graphical elements was found and addressed by exploring visual reduction strategies and mid-air gestures. Our studies demonstrate that high degrees of quality and sense of control are achievable with our tools that also support creativity and established practices

    Watching men: masculinity and surveillance in the American serial killer film 1978-2008

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    This thesis explores the depiction of masculinity in the American serial killer film with a particular focus on the articulation of surveillance. I trace shifts and trends in films made between 1978 and 2008. Drawing on existing analyses of the serial killer panic, I argue that cinema swiftly assimilated FBI rhetoric which influenced the development of the serial killer as a cultural figure. In particular, I highlight the profiler as a crucial element of serial killer discourse. This thesis tracks the development of this figure within American cinema, investigates the influence of this character on portrayals of the serial killer, and argues that the killer and profiler are constructed as opposing agents of surveillance. Using a chronological approach, I investigate the films shaped by this historical moment, splitting them into time-specific cycles in order to understand the cultural shifts affecting their development. I argue that a fascination with surveillance is a factor in the continuing power of the serial killer, exploring the different ways in which surveillance is thematised in the films. Highlighting the gendered nature of surveillance, I contend that the films support gender norms, with the killer often functioning as a violent example of the suppression of non-normative expressions of gendered identity. Including discussions of both mainstream and niche films, I show that the serial killer is distanced from normative masculinity in ways which allude to the Gothic and to gender, class and race prejudice, constructing the status of the serial killer as a special, inscrutable individual removed from power structures. The thesis argues that cinematic representations have embraced certain elements of FBI rhetoric, emphasising the exceptional surveillance skills of the profiler. As a result, the serial killer is frequently depicted as an extraordinary figure requiring elite expertise. I consider the ramifications of these portrayals and discuss the moments at which patriarchal power structures underlying this form of violence are both concealed and exposed

    Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005.Includes bibliographical references (leaves 147-156).This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the self-identified "homebrew" Nintendo Game Boy Advance (GBA) development community is analyzed in-depth. This unique community is brought to the attention of scholars as an important intersection of game studies and amateur media studies, challenging the focus of game studies on commercial production. The GBA homebrew community is studied from the personal motivational level to the social dynamics of the group. The analysis considers the blend of technological and cultural motivations brought to bear on the production and the content of the amateur games, and how amateur development facilitates skill acquisition outside of canonical academic structure, and opens access to professional mobility. The case study advances both historical and contemporary comparisons to other independent media communities. The thesis also examines discussions in the community around peer-judged competitions as a form of vernacular theory. The content of homebrew GBA games released into the community are further analyzed, with the construction of useful categories spanning genre, fan games, remakes, remixes, and tech demos. Nostalgia and parody in relation to game history are especially considered, as are demonstrations of technical skill ("tech demos") as a uniquely amateur practice. The legal context of amateur GBA development is also examined. Nintendo maintains the GBA as a closed, proprietary system, and thus for homebrew developers access to information and legitimacy is blocked.(cont.) Comparisons are advanced to historical examples of intellectual property enforcement in the emergence of corporate media in the 20th century. Amateur practice is found to be tangential to corporate interests, ignored both by the disinterest of corporations, and in blanket policies targeting piracy. Historical cases that legitimate reverse engineering of software are discussed for context. Thesis concludes that one cannot cleanly construct categories of amateur and professional as separate practices, and remarks upon the constant renewal and shifts in amateur development communities as new game platforms are released in the commercial market.by Brett Bennett Camper.S.M

    Portrayals and perceptions of cinematic artificial intelligence: a mixed-method analysis of I, Robot (2004) and Chappie (2015)

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    This study investigates the portrayal and perception of artificial intelligence (AI) in I, Robot (2004) and Chappie (2015), providing one of the first accounts of the causality between attitudes and expectations in the representation and reception of films about AI. The findings suggest that the level of optimism of a film is likely to be linked to its socio-cultural context. The humanoid representation of each robotic protagonist prevented each film from skewing too far towards the extremes of technological optimism or pessimism. This affected respondents’ attitudes immediately after viewership, but this affect was short-lived. Additionally, while portrayals of the future somewhat aligned to contemporary developments regarding weak AI, they were overly optimistic or pessimistic about the future of strong AI. This had little impact on respondents’ fears and expectations, as respondents used the films as visual aids to mentally depict abstract concepts relating to AI that were arrived at elsewhere.Communication ScienceM.A. (Communication Science
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