5 research outputs found

    Machinima Filmmaking: The Integration of Immersive Technology for Collaborative Machinima Filmmaking

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    This Digital Media MS project proposes to create a flexible, intuitive, and low-entry barrier virtual cinematography tool that will enable participants engaged in human computer interaction (HCI) activities to quickly stage, choreograph, rehearse, and capture performances in real-time. Heretofore, Machinima developers have used limited forms of expressive input devices to puppeteer characters and record in-game live performances, using a gamepad, keyboard, mouse, and joystick to produce content. This has stagnated Machinima development because machinimators have not embraced the current evolution of input devices to create, capture, and edit content, thereby omitting game engine programming possibilities that could exploit new 3D compositing techniques and alternatives to strengthen interactivity, collaboration, and efficiency in cinematic pipelines. Our system, leveraging consumer-affordable hardware and software, advances the development of Machinima production by providing a foundation for alternative cinematic practices, to create a seamless form of human computer interaction and to positively convince more people toward Machinima filmmaking. We propose to produce an Unreal Engine 4 system plugin which integrates virtual reality and eye tracking, via the Oculus Rift DK2 and Tobii EyeX, respectively. The plugin will enable two people, in the roles of Director and Performer, to navigate and interact within a virtual 3D space to productively affect collaborative Machinima filmmaking.M.S., Digital Media -- Drexel University, 201

    Machinima Filmmaking: The Integration of Immersive Technology for Collaborative Machinima Filmmaking

    Get PDF
    This Digital Media MS project proposes to create a flexible, intuitive, and low-entry barrier virtual cinematography tool that will enable participants engaged in human computer interaction (HCI) activities to quickly stage, choreograph, rehearse, and capture performances in real-time. Heretofore, Machinima developers have used limited forms of expressive input devices to puppeteer characters and record in-game live performances, using a gamepad, keyboard, mouse, and joystick to produce content. This has stagnated Machinima development because machinimators have not embraced the current evolution of input devices to create, capture, and edit content, thereby omitting game engine programming possibilities that could exploit new 3D compositing techniques and alternatives to strengthen interactivity, collaboration, and efficiency in cinematic pipelines. Our system, leveraging consumer-affordable hardware and software, advances the development of Machinima production by providing a foundation for alternative cinematic practices, to create a seamless form of human computer interaction and to positively convince more people toward Machinima filmmaking. We propose to produce an Unreal Engine 4 system plugin which integrates virtual reality and eye tracking, via the Oculus Rift DK2 and Tobii EyeX, respectively. The plugin will enable two people, in the roles of Director and Performer, to navigate and interact within a virtual 3D space to productively affect collaborative Machinima filmmaking.M.S., Digital Media -- Drexel University, 201

    La energía del litio en Argentina y Bolivia: comunidad, extractivismo y posdesarrollo

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    This study analyzes the current relationship between the extraction of lithium, communitarian conflict and development policies in Argentina and Brazil and compares what is happening in one country with what is happening in the other. It is based on the premise that the interaction of the technology-industry-politics triangle is key to an understanding of the modes of development in our peripheral region. The main hypothesis is that an extractive logic predominates in Argentina, while there is a different approach to lithium in Bolivia, due to a wager on a stronger linkage between national actors and the endogenous growth of a productive network, although the results are still uncertain. The study draws on secondary sources, first-hand documentation and interviews in both countries

    Tópicos selectos de ciencias químicas

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    La Química es una de las ramas de la ciencia que ha tomado mayor importancia en las últimas décadas. Es imposible no pensar en ella al escuchar los avances milagrosos de fármacos, materiales inteligentes, tecnología nanométrica, computadoras cuánticas o procesos catalíticos, donde la transformación controlada de la materia ha logrado la creación de sustancias con propiedades hechas a medida. En ese sentido, el papel de la Facultad de Química, en la formación de profesionales de dicha área, cobra una importancia superlativa; además del compromiso y la responsabilidad de formar sujetos no sólo con conocimiento, sino desarrollar su conciencia social y ecológica, indispensables para la situación actual y futura.Universidad Autónoma del Estado de México
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