105 research outputs found

    Integration of Z-Depth in Compositing

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    It is important for video compositors to be able to complete their jobs quickly and efficiently. One of the tasks they might encounter is to insert assets such as characters into a 3D rendered environment that has depth information embedded into the image sequence. Currently, a plug-in that facilitates this task (Depth MatteĀ®) functions by looking at the depth information of the layer it\u27s applied to and showing or hiding pixels of that layer. In this plug-in, the Z-Depth used is locked to the layer the plug-in is applied. This research focuses on comparing Depth MatteĀ® to a custom-made plug-in that looks at depth information of a layer other than the one it is applied to, yet showing or hiding the pixels of the layer that it is associated with. Nine subjects tested both Depth MatteĀ® and the custom plug-in ZeDI to gather time and mouse-click data. Time was gathered to test speed and mouse-click data was gathered to test efficiency. ZeDI was shown to be significantly quicker and more efficient, and was also overwhelmingly preferred by the users. In conclusion a technique where pixels are shown dependent on depth information that does not necessarily come from the same layer it\u27s applied to, is quicker and more efficient than one where the depth information is locked to the layer that the plug-in is applied

    Integration of Z-Depth in Compositing

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    It is important for video compositors to be able to complete their jobs quickly and efficiently. One of the tasks they might encounter is to insert assets such as characters into a 3D rendered environment that has depth information embedded into the image sequence. Currently, a plug-in that facilitates this task (Depth MatteĀ®) functions by looking at the depth information of the layer it\u27s applied to and showing or hiding pixels of that layer. In this plug-in, the Z-Depth used is locked to the layer the plug-in is applied. This research focuses on comparing Depth MatteĀ® to a custom-made plug-in that looks at depth information of a layer other than the one it is applied to, yet showing or hiding the pixels of the layer that it is associated with. Nine subjects tested both Depth MatteĀ® and the custom plug-in ZeDI to gather time and mouse-click data. Time was gathered to test speed and mouse-click data was gathered to test efficiency. ZeDI was shown to be significantly quicker and more efficient, and was also overwhelmingly preferred by the users. In conclusion a technique where pixels are shown dependent on depth information that does not necessarily come from the same layer it\u27s applied to, is quicker and more efficient than one where the depth information is locked to the layer that the plug-in is applied

    Mixed Realityā€™s Ability To Craft And Establish An Experience Of Space

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    Mixed Reality, when integrated into architecture, will enable open spaces and the perception of the built environment to change rapidly with little physical fabrication. As architects, we design with a desired experience of space in mind and donā€™t typically design with a rapidly changing built environment to meet a fluctuating programmatic demand. Theater Program however, often requires such rapid changes to the perceived environment, that is the stage, and is an activator of social interaction based on a shared experience of the performances. What would be the architectural implications if we were to integrate mixed reality as a factor of the built environment? Is mixed reality technology even able to create an altered experience of space? To help answer this question the research conducted thorough investigation of phenomenological relations and studies and testing using the Microsoft HoloLens was conducted to simulate or verify the relations and studies. As a final output, Theater with Mixed Reality integrated into the design process as a key deciding design factor will be the main programmatic research and output of this project postulating both a built environment and flexible use space as possible means to redefine the architectural definition as we currently know as a Theatre

    Coraline

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    Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's feature-length debut based on the popular children's novel by British author Neil Gaiman. Heralding a revival in global interest in stop-motion animation, the film is both an international cultural phenomenon and a breakthrough moment in the technological evolution of the craft. This open access collection brings together an international group of practitioners and scholars to examine Coralineā€™s place in animation history and culture, dissect its politics, and unpack its role in the technological and aesthetic development of its medium. More broadly, it celebrates stop motion as a unique and enduring artform while embracing its capacity to evolve in response to cultural, political, and technological changes, as well as shifting critical and audience demands. Divided into three sections, this volumeā€™s chapters situate Coraline within an interconnected network of historical, industrial, discursive, theoretical, and cultural contexts. They place the film in conversation with the mediumā€™s aesthetic and technological history, broader global intellectual and political traditions, and questions of animation reception and spectatorship. In doing so, they invite recognition ā€“ and appreciation ā€“ of the fact that Coraline occupies many liminal spaces at once. It straddles the boundary between childrenā€™s entertainment and traditional ā€˜adultā€™ genres, such as horror and thriller. It complicates a seemingly straight(forward) depiction of normative family life with gestures of queer resistance. Finally, it marks a pivotal point in stop-motion animationā€™s digital turn. Following the filmā€™s recent tenth anniversary, the time is right to revisit its production history, evaluate its cultural and industry impact, and celebrate its legacy as contemporary stop-motion cinemaā€™s gifted child. As the first book-length academic study of this contemporary animation classic, this volume serves as an authoritative introduction and a primary reference on the film for scholars, students, practitioners, and animation fans. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com

    Coraline

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    Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's feature-length debut based on the popular children's novel by British author Neil Gaiman. Heralding a revival in global interest in stop-motion animation, the film is both an international cultural phenomenon and a breakthrough moment in the technological evolution of the craft. This open access collection brings together an international group of practitioners and scholars to examine Coralineā€™s place in animation history and culture, dissect its politics, and unpack its role in the technological and aesthetic development of its medium. More broadly, it celebrates stop motion as a unique and enduring artform while embracing its capacity to evolve in response to cultural, political, and technological changes, as well as shifting critical and audience demands. Divided into three sections, this volumeā€™s chapters situate Coraline within an interconnected network of historical, industrial, discursive, theoretical, and cultural contexts. They place the film in conversation with the mediumā€™s aesthetic and technological history, broader global intellectual and political traditions, and questions of animation reception and spectatorship. In doing so, they invite recognition ā€“ and appreciation ā€“ of the fact that Coraline occupies many liminal spaces at once. It straddles the boundary between childrenā€™s entertainment and traditional ā€˜adultā€™ genres, such as horror and thriller. It complicates a seemingly straight(forward) depiction of normative family life with gestures of queer resistance. Finally, it marks a pivotal point in stop-motion animationā€™s digital turn. Following the filmā€™s recent tenth anniversary, the time is right to revisit its production history, evaluate its cultural and industry impact, and celebrate its legacy as contemporary stop-motion cinemaā€™s gifted child. As the first book-length academic study of this contemporary animation classic, this volume serves as an authoritative introduction and a primary reference on the film for scholars, students, practitioners, and animation fans. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com

    hoi polloi, 2003

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    Volume 3, Number 8. 2003. 33 pages. Contributors: Thea Harrington, Lynn Hulsey, Robin Roper, Odette Vaughn, Ashley Gilly, David Heyman, Kelly Pugh, Rebecca Hurtado, Anna Dunn, Ashley Gilly and Nancy Tuttobene. Cover Art: Justin Post.https://digitalcommons.northgeorgia.edu/hoipolloi/1014/thumbnail.jp

    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

    v. 74, issue 16, April 6, 2007

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    The Kodak Picture Spot sign: American photographic viewing and twentieth-century corporate visual culture

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    This dissertation is the first in-depth study focusing solely on Kodak Picture Spots ā€” signs placed into the landscape that highlight particular views and promote specific subjects to photograph. Eastman Kodak Company placed these branded markers along the roadside beginning in the 1920s, in several Worldā€™s Fairs from mid-century through the 1980s, and at various Disney parks from the late 1950s until Kodakā€™s bankruptcy in 2012. These picture-taking signs encouraged and mediated sightseeing in order to spur photographic activity, sell product, and equate places with pictures. Using an interdisciplinary approach, the dissertation examines the roles these little-studied photographic objects and their vernacular corporate-controlled views, settings, and activities play in the acquisition and distribution of images, real and ideal. Recommended views have a long history, dating back to eighteenth-century British pre-selected vistas and lasting into twenty-first-century digital culture. Picture Spots promote what Nathan Jurgenson calls ā€œconspicuous photography,ā€ a unique set of expectations and actions tied to corporate culture and technology. Chapter One explores Picturesque-era precursors related to gardens, tourism, and accoutrements such as maps and optical devices, including the Claude Glass and stereoscope, in eighteenth- and nineteenth-century England and America. Chapter Two examines early American tourism and the initial Kodak campaign of an estimated 5,000 metal signs placed along new roads between 1920 and 1925. Chapter Three charts Kodakā€™s long-standing association with international expositions, concentrating on the 1964-65 New York Worldā€™s Fair where Kodak installed nearly 50 signs. Chapter Four considers the partnership of Kodak and Disney, starting with the debut of Picture Spot signs at Disneyland circa 1959 and subsequent incorporation into all U.S. Disney parks. The dissertation concludes with developments in smaller venues as well as contemporary corporate viewing via social media and camera phones. Selfie sticks and other accessories also aid in reifying conspicuous photography in new and interrelated ways. Due to the ubiquity of photographs today, further aggregated on the internet by enthusiasts using hashtags, picture-taking signs have developed into nostalgic objects and tourist destinations unto themselves

    Moving Words/Motion Pictures: Proto-Cinematic Narrative In Nineteenth-Century British Fiction

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    In the broadest sense, this project is about nineteenth-century narrative texts and optical toys, or those devices that were originally created to demonstrate scientific knowledge related to vision but that would also become popular for home and public consumption. I argue that nineteenth-century British writers borrowed and adapted the visual effects of such toys, making fiction as participatory as the toys themselves in the development of image culture and the viewing practices that would become necessary for the production and dissemination of cinema in the early twentieth century. Narrative fiction, then, should be considered along with the other precursors of filmic technology as a form of the proto-cinematic, a term I use as media scholars doā€”to describe devices integral to film history but that also each had a cultural impact in its own unique way. To demonstrate and support this argument, my project first introduces readers to a range of proto-cinematic technologies, toys that were important during the nineteenth century, and establishes these as a lens through which we might read Victorian narratives. The subsequent chapters offer close readings that delineate my proposed methodology; texts include Dickensā€™s Nicholas Nickleby, BrontĆ«ā€™s Wuthering Heights, Lewis Carrollā€™s Alice books, and Sir Arthur Conan Doyle\u27s Sherlock Holmes stories
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