13,080 research outputs found

    Evaluating methods for controlling depth perception in stereoscopic cinematography.

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    Existing stereoscopic imaging algorithms can create static stereoscopic images with perceived depth control function to ensure a compelling 3D viewing experience without visual discomfort. However, current algorithms do not normally support standard Cinematic Storytelling techniques. These techniques, such as object movement, camera motion, and zooming, can result in dynamic scene depth change within and between a series of frames (shots) in stereoscopic cinematography. In this study, we empirically evaluate the following three types of stereoscopic imaging approaches that aim to address this problem. (1) Real-Eye Configuration: set camera separation equal to the nominal human eye interpupillary distance. The perceived depth on the display is identical to the scene depth without any distortion. (2) Mapping Algorithm: map the scene depth to a predefined range on the display to avoid excessive perceived depth. A new method that dynamically adjusts the depth mapping from scene space to display space is presented in addition to an existing fixed depth mapping method. (3) Depth of Field Simulation: apply Depth of Field (DOF) blur effect to stereoscopic images. Only objects that are inside the DOF are viewed in full sharpness. Objects that are far away from the focus plane are blurred. We performed a human-based trial using the ITU-R BT.500-11 Recommendation to compare the depth quality of stereoscopic video sequences generated by the above-mentioned imaging methods. Our results indicate that viewers' practical 3D viewing volumes are different for individual stereoscopic displays and viewers can cope with much larger perceived depth range in viewing stereoscopic cinematography in comparison to static stereoscopic images. Our new dynamic depth mapping method does have an advantage over the fixed depth mapping method in controlling stereo depth perception. The DOF blur effect does not provide the expected improvement for perceived depth quality control in 3D cinematography. We anticipate the results will be of particular interest to 3D filmmaking and real time computer games

    'Breaking the glass': preserving social history in virtual environments

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    New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the ‘cabinets of curiosity’ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitor’s experience more than just an architectural walk through

    Popular visual language as global communication: the remediation of United Airlines flight 93

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    This article argues that while the linguistic turn in mainstream IR is important in broadening how IR approaches global communications, the linguistic turn has its limitations because mainstream IR tends to, in Mattelarts terms, `ex-communicate the visual from the linguistic. This is highly problematic, considering, firstly, that popular visual language is increasingly the language that amateurs and experts rely upon in order to claim contemporary literacy and, secondly, that much politics is conducted through popular visual language. If the challenge of this Special Issue is to think about how to bring the discipline of IR to meaningful, political life, then a very good place to start is by asking mainstream IR (again) to take popular visual language seriously as an important aspect of contemporary global communication. This article makes this demand of the discipline of IR. It does so by presenting a case-study the official US remediation of United Airlines Flight 93 as an illustration of how contemporary global communications move from the textual to the visual and of what is lost in not taking this move seriously. In particular, it claims that by failing to analyse popular visual language as integral to global communications, mainstream IR risks misunderstanding contemporary subjectivity, spatiality, and temporality

    Re-composing the digital present

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    This paper investigates the temporality that is produced in some recent and historical examples of media art. In exploring works by Janet Cardiff, Dennis Del Favero, and Omer Fast, I use the philosophy of Michel Serres and Gilles Deleuze to understand the convergence of temporalities that are composed in the digital present, as one moment in time overlays another moment. Developing Serres' concept of multi-temporality and Deleuze's philosophy of time and memory into a means to understand the non-linear time presented in these works, I argue that the different compositional strategies enacted by these artists provide the aesthetic grounding to experience “temporal thickness.” From here I investigate the interactive digital artworks Frames by Grahame Weinbren and Can You See Me Now? by the artist group Blast Theory. In this investigation, I understand interaction with technology, and the way that it shapes our sensory and processual experience, as a specifically temporal and temporalizing transaction, where human movements in the present are overlayed by technological processes

    Avatar actors

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    In this text I wish to discuss, as well as illustrate through pictorial examples, how the Live Visuals of three dimensional online virtual worlds may be leading us into participatory and collaborative Play states during which we appear to become the creators as well as the actors of what may also be described as our own real-time cinematic output. One of the most compelling of these stages may be three dimensional, online virtual worlds in which avatars create and enact their own tales and conceptions, effectively bringing forth live, participatory cinema through Play

    E-topia: Utopia after the Mediated Body

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    open access journalA custom-made media installation, diplorasis, will be used to explore the body in digital media. This mediated body attempts to re-think how the Deleuzian time-image is translated from its cinematic confinement to the space of new media. In diplorasis the digitized time-image becomes more directly incorporated with-in the bodily schema. Consequently, the thinking of the virtual and actual space of the body in diplorasis enables a questioning of bodily space-time, and particularly the relation between self and digitized self-image. It is thus crucial to re-frame how this digitized mediated body is distinct from a conventional notion of a metric and habitual space—one that is reinforced by, for example, the medium of linear perspective. The articulation of the mediated body will be used to in-form and extend Elizabeth Grosz’s paradoxical reading of embodiment and utopia, by revisiting the notions of utopia as eu-topic/ou-topic. The spatio-temporality of the topos must be re-considered before utopia. Foucault’s analogy of the mirror will then serve to superimpose the dual and slippery relations between utopia and the heterotopic. The digitized mediated body will thus seek to explore emerging ways by which to consider the utopic by conflating embodiment, time and space within an electronic topos. It is argued that as the sensing and cognitive body becomes increasingly pliable in relation to technological mediations, our very understanding of space-time is changing

    The lives of others: an interactive installation

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    “The lives of others” is an interactive audiovisual installation that is based on a voyeuristic approach of the binomial inside / outside and private / public, between the finished product presentable to the public and the mechanism that generates it. This mechanism consisting of physical devices and logical-mathematical instructions usually remains in the private sphere, is the interior of the work that is not seen, which belongs only to the creator / author. “the lives of others” quest for demystify the separation of the visual apparatus and the mechanism that generates this external system, making both visible and bringing to the public sphere the elements usually hidden.info:eu-repo/semantics/publishedVersio

    Cinematic virtual reality as a new narrative form

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    Over the past three decades, digital information technologies have rapidly transformed our means of communication and introduced new media forms. Some of the most recent developments in this respect are the emergence of 360-degree video cameras (both at the consumer level and for industrial production), the introduction of computer applications to process 360-degree video images, and wide-scale adoption of head-mounted displays (HMD). These technologies, all working together, seem to provide us with a new form of filmmaking, new potentials for cinematic storytelling, and in fact, a new form of cinematic experience. Although 360-degrees films that are produced to be watched on HMDs have immensely evolved in the past decade, the creative projects produced in this field remains relatively experimental. Cultivating the widespread adoption of VR headsets towards developing new narrative forms and exploiting the potentials of this new medium towards storytelling remains as challenging yet promising task. This paper will examine the narrative potentials of a new media form, which is called Cinematic Virtual Reality (CVR).Publisher's Versio

    XR workflows in film production : demonstration for educational purposes

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    The use of the XR production technologies has expanded recently in the film industry and heavily influenced the film production process. This paper aims therefore to explore the differences between diverse XR production workflows. The analysis provides criteria for workflow paths of traditional approach to film production and XR production flow, including workflow structure, skills, education, and equipment. Defined XR techniques are discussed for educational purposes. Its illustrations are three case studies of cinematic VR production, computer-generated VR production and Virtual Production. They are the basis for workflow comparison and discussion on artistic decisions and production challenges for film related Higher Education Institutions (HEI) students and scholars

    Spectators’ aesthetic experiences of sound and movement in dance performance

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    In this paper we present a study of spectators’ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performers’ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performers’ breathing had a significant impact on spectators’ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences
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