177 research outputs found

    Faculty Recital

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    Interdisciplinary Film & Digital Media 2015 APR Self-Study & Documents

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    UNM Interdisciplinary Film & Digital Media APR self-study report, review team report, response to review report, and initial action plan for Spring 2015, fulfilling requirements of the Higher Learning Commission. IFDM was absorbed by the Cinematic Arts Department following this review

    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

    Aqua : Leveraging Citizen Science to Enhance Whale-Watching Activities and Promote Marine-Biodiversity Awareness

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    Life-supporting ecosystems are facing impending destruction. The human-computer interaction (HCI) community must rethink how to design technological interventions that reconcile concepts and theories for ecological computing. Proponents of sustainable HCI have pushed for tools and systems that aim to decenter the human in a shift toward post human design-a theoretical approach that challenges the assumption that only humans are stakeholders of technology as it increasingly shapes the future. Building on the iconic value of whales and the economic impact of whale watching as a form of ecotourism, we developed Aqua, a digital tool that leverages the potential of citizen science to engage tourists in marine-biodiversity awareness and conservation. This manuscript is advancing the field of sustainable HCI and tourism applications in two ways: first, we deliver an artefact contribution by designing and implementing a digital tool to enhance whale-watching activities. Second, we offer an empirical research contribution through observation and data gathering while comparing participants’ experiences of a whale-watching trip with and without the digital tool. Finally, preliminary insights are provided to inform the design of future digital tools aimed at promoting environmental conservation and citizen-science approaches among tourists. This work presents progression in understanding and informs the design of digital tools to engage tourists in novel and sustainable experiences.This work was supported by INTERTAGUA-MAC2/1.1a/385 and LARSyS-UIDB/50009/2020.info:eu-repo/semantics/publishedVersio

    RISDxyz Fall/Winter 2014/15 | Full Issue

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    LOVE THEM, HATE THEM, feed and obsess about them as we do, our bodies are our interface with each other and the physical world. They’re the often astonishing and perpetually intriguing vessels that hold who we are. When you think about the body in the context of art, it’s almost impossible to separate one from the other— just as it’s impossible to separate the body from considerations of health and health care. They’re all inextricably intertwined. ... From the editor\u27s message by Liisa Silanderhttps://digitalcommons.risd.edu/risdxyz_fallwinter20142015/1005/thumbnail.jp

    Recording of heritage buildings: from measured drawing to 3D laser scanning

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    This entry is a transcription of the opening keynote for the two-day international, peer reviewed conference held at the Bartlett School of Architecture, UCL on November 10-11 2016. It was simultaneously published in the book, "Drawing Futures - Speculations in Contemporary Drawing for Art and Architecture", edited by Laura Allen and Luke Caspar Pearson. It outlines my 30 years of speculative architectural drawing

    Simulation FX: Cinema and the R&D Complex

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    This study looks at the ongoing development of tools and practices used to animate nonlinear physical phenomena, such as the crash of ocean waves or the movement of human hair, in the visual effect and animation industries. These tools and practices are developed in a nexus between public funding, research universities, the film industry, and various other sectors, such as aerospace and meteorology. This study investigates how technological development became integrated with film production, and in turn how epistemic paradigms were shared between the film industry, scientific research institutions and other industries. At the heart of these animation tools and practices, and the networks of institutions that developed them, is a way of thinking that seeks to make use of unpredictable nonlinear complexity by shaping it toward specific applications. I observe this in the way animation and visual effect studios seek the realistic appearance of nonlinear natural movement through simulation, while also implementing technologies and practices to direct the look of these simulations. I also observe this in a variety of related examples, from the way the concept of research and development unites science and application, to the way management science promotes hands off approaches that preserve the unpredictable nature of creative work. My methods consist of charting the circulation of ideas, technologies, moving images and people through contact zones such as the computer science special interest group ACM SIGGRAPH, using archival research of trade communications, scholarly publications and conference proceedings, as well as interviews with industry workers

    Skyler and Bliss

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    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier
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