132 research outputs found
The Daily Gamecock, Wednesday, March 26, 2014
https://scholarcommons.sc.edu/gamecock_2014_mar/1012/thumbnail.jp
Cosmopolitan and border experiences in the global city of Zootopia
This paper analyses the Walt Disneyâs animation film Zootopia (2016) within the context of contemporary cinematic representations of global cities as borderlands but also as bordering, exclusive, diverse and cosmopolitan places. Zootopia is a film about the city space, in this case, about the global city of zootopia. The film reflects contemporary global cities in which the negotiation of space is a constant issue. It portrays a modern metropolis formed by different neighbourhoods with contrasting habitats such as Sahara, Jungle or Tundra, all comprised in the same space and separated by physical walls. Animals from every environment, size and form cohabit together in the city, but physical and metaphorical borders are erected between them. The film brings an inclusive message breaking with borders inside the global city and portraying moments of openness between the protagonists; a bunny and a fox. © 2021. All Rights Reserved
Tools for fluid simulation control in computer graphics
Lâanimation basĂ©e sur la physique peut gĂ©nĂ©rer des systĂšmes aux comportements complexes
et réalistes. Malheureusement, contrÎler de tels systÚmes est une tùche ardue. Dans le cas
de la simulation de fluide, le processus de contrĂŽle est particuliĂšrement complexe. Bien
que de nombreuses méthodes et outils ont été mis au point pour simuler et faire le rendu
de fluides, trop peu de méthodes offrent un contrÎle efficace et intuitif sur une simulation
de fluide. Ătant donnĂ© que le coĂ»t associĂ© au contrĂŽle vient souvent sâadditionner au coĂ»t
de la simulation, appliquer un contrÎle sur une simulation à plus haute résolution rallonge
chaque itĂ©ration du processus de crĂ©ation. Afin dâaccĂ©lĂ©rer ce processus, lâĂ©dition peut se
faire sur une simulation basse résolution moins coûteuse. Nous pouvons donc considérer que
la crĂ©ation dâun fluide contrĂŽlĂ© peut se diviser en deux phases: une phase de contrĂŽle durant
laquelle un artiste modifie le comportement dâune simulation basse rĂ©solution, et une phase
dâaugmentation de dĂ©tail durant laquelle une version haute rĂ©solution de cette simulation
est gĂ©nĂ©rĂ©e. Cette thĂšse prĂ©sente deux projets, chacun contribuant Ă lâĂ©tat de lâart reliĂ© Ă
chacune de ces deux phases.
Dans un premier temps, on introduit un nouveau systÚme de contrÎle de liquide représenté
par un modĂšle particulaire. Ă lâaide de ce systĂšme, un artiste peut sĂ©lectionner dans une base
de donnĂ©es une parcelle de liquide animĂ© prĂ©calculĂ©e. Cette parcelle peut ensuite ĂȘtre placĂ©e
dans une simulation afin dâen modifier son comportement. Ă chaque pas de simulation, notre
systĂšme utilise la liste de parcelles actives afin de reproduire localement la vision de lâartiste.
Une interface graphique intuitive a été développée, inspirée par les logiciels de montage vidéo,
et permettant Ă un utilisateur non expert de simplement Ă©diter une simulation de liquide.
Dans un second temps, une mĂ©thode dâaugmentation de dĂ©tail est dĂ©crite. Nous proposons
dâajouter une Ă©tape supplĂ©mentaire de suivi aprĂšs lâĂ©tape de projection du champ de
vitesse dâune simulation de fumĂ©e eulĂ©rienne classique. Durant cette Ă©tape, un champ de
perturbations de vitesse non-divergent est calculé, résultant en une meilleure correspondance
des densitĂ©s Ă haute et Ă basse rĂ©solution. Lâanimation de fumĂ©e rĂ©sultante reproduit fidĂšlement
lâaspect grossier de la simulation dâentrĂ©e, tout en Ă©tant augmentĂ©e Ă lâaide de dĂ©tails
simulés.Physics-based animation can generate dynamic systems of very complex and realistic behaviors.
Unfortunately, controlling them is a daunting task. In particular, fluid simulation
brings up particularly difficult problems to the control process. Although many methods
and tools have been developed to convincingly simulate and render fluids, too few methods
provide efficient and intuitive control over a simulation. Since control often comes with extra
computations on top of the simulation cost, art-directing a high-resolution simulation leads
to long iterations of the creative process. In order to shorten this process, editing could be
performed on a faster, low-resolution model. Therefore, we can consider that the process of
generating an art-directed fluid could be split into two stages: a control stage during which
an artist modifies the behavior of a low-resolution simulation, and an upresolution stage
during which a final high-resolution version of this simulation is driven. This thesis presents
two projects, each one improving on the state of the art related to each of these two stages.
First, we introduce a new particle-based liquid control system. Using this system, an
artist selects patches of precomputed liquid animations from a database, and places them in
a simulation to modify its behavior. At each simulation time step, our system uses these entities
to control the simulation in order to reproduce the artistâs vision. An intuitive graphical
user interface inspired by video editing tools has been developed, allowing a nontechnical
user to simply edit a liquid animation.
Second, a tracking solution for smoke upresolution is described. We propose to add an
extra tracking step after the projection of a classical Eulerian smoke simulation. During
this step, we solve for a divergence-free velocity perturbation field resulting in a better
matching of the low-frequency density distribution between the low-resolution guide and the
high-resolution simulation. The resulting smoke animation faithfully reproduces the coarse
aspect of the low-resolution input, while being enhanced with simulated small-scale details
The Daily Gamecock, Tuesday, January 14, 2014
https://scholarcommons.sc.edu/gamecock_2014_jan/1001/thumbnail.jp
The Daily Gamecock, Tuesday, January 14, 2014
https://scholarcommons.sc.edu/gamecock_2014_jan/1001/thumbnail.jp
The Mighty Boosh: Teatrålnà a narativnà prvky v epické komedii Juliana Barratta a Noela Fieldinga
Anotace: Tato prĂĄce se zabĂœvĂĄ podrobnou analĂœzou tvorby britskĂ© komediĂĄlnĂ skupiny The Mighty Boosh zaloĆŸenĂ© herci a komiky Julianem Barrattem a Noelem Fieldingem. The Boosh je v naĆĄem kulturnĂm prostĆedĂ relativnÄ neznĂĄmĂœm pojmem. Z tohoto dĆŻvodu slouĆŸĂ prvnĂ ÄĂĄst prĂĄce mimo jinĂ© jako Ășvod: pĆedstavuje kulturnĂ pozadĂ hercĆŻ a pĆŻvod projektu samotnĂ©ho. NĂĄslednÄ se zabĂœvĂĄ technickĂœmi a fyzickĂœmi aspekty show, stejnÄ jako uĆŸitĂœmi hereckĂœmi Äi teatrĂĄlnĂmi metodami. DruhĂĄ ÄĂĄst je vĂce praktickĂĄ, soustĆedĂ se na narativnĂ rĂĄmec a strategie, kterĂ© majĂ tendenci se vĂœraznÄ opakovat a ÄinĂ tak z Barrattova a Fieldingova poÄinu epickou (hrdinskou) komedii. AnalĂœza si klade za cĂl vysvÄtlit tyto vypravÄÄskĂ© strategie mimo jinĂ© poukazovĂĄnĂm na autory jako Vladimir Propp, Joseph Campbell a dalĆĄĂ, a pĆedstavit The Mighty Boosh ve svĂ© celistvosti a komplexnosti.This thesis is concerned with a detailed analysis of the work of the British comedic troupe The Mighty Boosh created by actors and comedians Julian Barratt and Noel Fielding. The Boosh phenomenon is relatively unknown in our cultural environment. Accordingly, the first part of the thesis aims to serve partly as an introduction: it presents the authors' cultural background and the origins of the project itself. Subsequently, technical and physical aspects of the show as well as the acting/theatrical methods used are inquired into. The second part is more practical as it focuses on the narrative framework and strategies, which tend to be highly repetitive and make Barratt and Fielding's project an epic (heroic) comedy. The analysis seeks to explain these narrative strategies by referring to authors such as Vladimir Propp, Joseph Campbell and others, and to reveal The Mighty Boosh in its entirety and complexness.Department of Anglophone Literatures and CulturesĂstav anglofonnĂch literatur a kulturFaculty of ArtsFilozofickĂĄ fakult
The Daily Gamecock, Friday, November 8, 2013
https://scholarcommons.sc.edu/gamecock_2013_nov/1005/thumbnail.jp
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Immersion and interaction: Creating virtual 3d worlds for stage performances
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts.
Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the âcreation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds).
This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansenâs mixed reality paradigm proposing the concept of the âspace schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which âlivesâ, functions and interacts with the performer.
The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performerâs intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions
Cosmopolitanism and inclusive education through 21st - century Disney films
COSMOPOLITISMO Y EDUCACIĂN INCLUSIVA A TRAVĂS DE LAS PELĂCULAS DE DISNEY DEL SIGLO XXIAl destacar los vĂnculos entre el cosmopolitismo y la educaciĂłn inclusiva, esta tesis explora el potencial de las pelĂculas de Disney del siglo XXI para abordar problemas sociales y culturales contemporĂĄneos con el fin de promover valores inclusivos. Esta tesis propone que el vĂnculo entre ambas ĂĄreas de estudio es la educaciĂłn cosmopolita, que aglutina los valores y teorĂas del cosmopolitismo y la educaciĂłn inclusiva. En particular, examina tres pelĂculas de animaciĂłn de Disney del siglo XXI bajo una lente cosmopolita, para explorar la manera en que ayudan a construir y reflejar problemas actuales como son las fronteras geogrĂĄficas y culturales, las ciudades globales y el cambio climĂĄtico. Los estudios de caso han sido elegidos de acuerdo con ciertas secciones del Index for Inclusion: A Guide to School Development Led by Inclusive Values (Booth y Ainscow 2016), un documento que tiene como objetivo proporcionar una nueva forma de currĂculo escolar adaptado a las necesidades sociales del siglo XXI. El Index contiene una lista de diecisĂ©is valores inclusivos, que ayudan a determinar el potencial inclusivo de las pelĂculas. Los valores inclusivos explorados en cada uno de los anĂĄlisis fueron ÂżcomunidadÂż en Campanilla y El Secreto de las Hadas (capĂtulo dos), Âżrespeto por la diversidadÂż en ZootrĂłpolis (capĂtulo tres) y ÂżsostenibilidadÂż en WALL-E (capĂtulo cuatro). Esta tesis utiliza el anĂĄlisis textual para explorar cĂłmo estas tres pelĂculas pueden utilizarse para explorar y promover cuestiones cosmopolitas como son los roles y significados de las fronteras (capĂtulo dos), la ciudad global (capĂtulo tres) y la ecologĂa (capĂtulo cuatro) en el aula.<br /
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