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Art | Cinema | New Media | Fashion | Football | Events Τεύχος.17 | Νοέμβριος.06 Διανέμεται Δωρεάν 1,2,3, Go!./01
velvet music | art | cinema | new media | fashion | football | events τεύχος.17 | νοέμβριος.06 | διανέμεται δωρεάν διανέμεται | νοέμβριος.06 | τεύχος.17 1,2,3, Go!./01 faces./04 camera./06 Sharon Lockhart: Remember when time stood still? | velvet Bob Sabiston | Porn ! Porn ! Porn ! | Persona: Winona Ryder τεύχος.17 / νοέμβριος 06 μηνιαία δωρεάν έκδοση Έκδοση / Επιμέλεια: Λάκης & Άρης Ιωνάς Σχεδιασμός: Άντα Θεοδωρακάκη new media./16 Ειρήνη Ζωγράφου Οργάνωση / Προβολή: Second Life, Second Chance Δάφνη Δραγώνα Κατερίνα Ζωγράφου Διεύθυνση διαφήμισης: The Studio (art projects) Υπεύθυνη διαφήμισης: Χριστίνα Ροδοπούλου Διαφημιστικό τμήμα: A brief history of...Anathena | Fox base alpha: Drawing Σοφία Γλυνού screen, Green fingers, Diamonds Are a Girl's best friend, art./12 Μαργαρίτα Τσόμου Η έκθεση της ανησυχίας, Λήδα Παπακωνσταντίνου | Συντάκτες: Damaged Goods (velvet mornings) Λάκης & Άρης Ιωνάς (art) Ξένια Καλπακτσόγλου Χριστόφορος Μαρίνος ides./18 b-s (camera) Νατάσα Γιανναράκη Etienne Charry: O Κύρος Γρανάζης της Pop | Dust Galaxy | Αντρέας Κίκηρας What would have happened if… James | Pick-up | Art Brut (new media) Δάφνη Δραγώνα (b-sides) Δημήτρης Βόγλης Οδυσσέας Νικητιανός Γιάγκος Κολιοπάνος Νίκος Λιάσκας Guest list | After all... (size) Asako Masunouchi size./24 Χριστίνα Ροδοπούλου (football is life) Αντρέας Κίκηρας Συνεργάτες: Ηλίας Παπαζαχαρίας Dr. Faux football is life./26 Μαριλένα Σαλαμάνου Κωνσταντίνος Δαγριτζίκος Look at Us! Δανάη Βαρδαλή Αλεξάνδρα Ζωιοπούλου Αφροδίτη Ψαρρά Νατάσα Χτενά Έκδοση: pot pourri./28 The Studio (art projects) -
The Evocation and Expression of Emotion Through Documentary Animation
Middlesex University Research Repository An open access repository of Middlesex University research http://eprints.mdx.ac.uk Mobbs, Sophie (2016) The evocation and expression of emotion through documentary animation. Animation Practice, Process & Production, 5 (1) . pp. 79-99. ISSN 2042-7875 [Article] (doi:10.1386/ap3.5.1.79_1) Final accepted version (with author’s formatting) This version is available at: https://eprints.mdx.ac.uk/19893/ Copyright: Middlesex University Research Repository makes the University’s research available electronically. Copyright and moral rights to this work are retained by the author and/or other copyright owners unless otherwise stated. The work is supplied on the understanding that any use for commercial gain is strictly forbidden. A copy may be downloaded for personal, non-commercial, research or study without prior permission and without charge. Works, including theses and research projects, may not be reproduced in any format or medium, or extensive quotations taken from them, or their content changed in any way, without first obtaining permission in writing from the copyright holder(s). They may not be sold or exploited commercially in any format or medium without the prior written permission of the copyright holder(s). Full bibliographic details must be given when referring to, or quoting from full items including the author’s name, the title of the work, publication details where relevant (place, publisher, date), pag- ination, and for theses or dissertations the awarding institution, the degree type awarded, and the date of the award. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Middlesex University via the following email address: [email protected] The item will be removed from the repository while any claim is being investigated. -
Janouchova Monika BP.Pdf
Západočeská univerzita v Plzni Fakulta pedagogická Katedra výtvarné kultury Bakalářská práce Proměny (Multimediální zachycení proměny kvalit) Monika Janouchová Vizuální kultura se zaměřením na vzdělávání Vedoucí bakalářské práce: PhDr. Vladimíra Zikmundová, Ph.D. Plzeň 2012 Prohlášení: Prohlašuji, že jsem bakalářskou práci vypracovala samostatně s použitím uvedené literatury a zdrojů informací. Plzeň 25. Červen 2012 podpis: ‐ 2 ‐ Poděkování: Děkuji PhDr. Vladimíře Zikmundové za pomoc při tvorbě animace. Děkuji svému příteli, rodině a kamarádům za podporu, ohromnou trpělivost a pomoc s korekcí. Bez nich bych tuto práci jen stěží dokončila. ‐ 3 ‐ ANOTACE Cílem mé práce bylo zpracovat téma Proměny prostřednictvím multimédií. Pomocí techniky stop-motion a rotoskopie jsem stvořila krátké video, kterým jsem chtěla zachytit můj náhled na sen a realitu. V teoretické části vysvětluji techniku rotoskopie, dále shrnuji průběh tvorby uměleckého díla podle Jiřího Kulky, zabývám se i postupem své tvorby a ukazuji také své inspirační zdroje. Nakonec se zamýšlím nad tématem fikčních světů. ABSTRACT The goal of my work was to create short animation on the topic Metamorphosis. I used sequential photographs and technique of rotoscopy. In the theoretical part of my bachelor thesis I summarized technique of Rotoscopy. Furthermore I outlined the process of creating the artwork by Jiří Kulka and showed a procedure of creating my own animation. I also pointed out my sources of inspiration. In the last part of text I summarized the theory of fiction worlds. ‐ -
9780262019095.Pdf
Moving Innovation Moving Innovation A History of Computer Animation Tom Sito The MIT Press Cambridge, Massachusetts London, England © 2013 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. For information, please email [email protected] or write to Special Sales Depart- ment, The MIT Press, 55 Hayward Street, Cambridge, MA 02142. This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Sito, Tom, 1956– Moving innovation : a history of computer animation / Tom Sito. pages cm Includes bibliographical references and index. ISBN 978-0-262-01909-5 (hardcover : alk. paper) 1. Computer animation—History. I. Title. TR897.7.S48 2013 777'.709—dc23 2012038048 10 9 8 7 6 5 4 3 2 1 For Shamus Culhane 1911 – 1995 In 1977, a day after visiting NYIT, he looked up from his typewriter and said to me, “ Ya know, computers are comin ’ . Gonna change everything. The Business [animation] won ’ t ever be the same. ” Contents Acknowledgments ix Introduction 1 1 Film and Television at the Dawn of the Digital Revolution 5 2 Analog Dreams: Bohemians, Beatniks, and the Whitneys 11 3 Spook Work: -
Believing Animated Films Featuring Digital Humans: a Qualitative Inquiry Using Online Sources
Accepted, pre-published copy for University Repository Richard Hetherington and Rachel McRae. Make-Believing Animated Films Featuring Digital Humans: A Qualitative Inquiry Using Online Sources. animation: an interdisciplinary journal Vol. 12, Issue 2, pp. xx-xx. Copyright © 2017 (SAGE Publishing). Reprinted by permission of SAGE Publications. Corresponding author: Richard Hetherington, School of Computing, Edinburgh Napier University, 10 Colinton Road, EH10 5DT, UK. Email: [email protected] Make-Believing Animated Films Featuring Digital Humans: A Qualitative Inquiry Using Online Sources Richard Hetherington and Rachel McRae School of Computing, Edinburgh Napier University, UK Abstract A qualitative inquiry of reviews of films featuring digital humanlike characters was performed by sampling user comments from three online reviewer aggregator sites: the Internet Movie Database, Rotten Tomatoes and Metacritic. The movies chosen for analysis were: Final Fantasy: The Spirits Within (2001), The Polar Express (2004), and Beowulf (2007), all produced using CGI animation, together with A Scanner Darkly (2006a) whose visuals are depicted by rotoscoping using Bob Sabiston’s Rotoshop software. Our analysis identified individual differences in the viewing experience, particularly in relation to the uncertain ontology of the humanlike characters created using CGI (CGI-Humans). We found examples of reviews indicating an inability to distinguish between real and CGI-Human actors, observations of characters transiently exhibiting realism before returning to their artifice, and of characters being viewed as eerie (analogous to the uncanny valley) thus illustrating a complex and dynamic response to this phenomenon. In some situations character uncanniness was related to the presence of an atypical feature such as movement of the eyes. -
Rotoscoping, Medium Theory, and Digital Cinema
UNIVERSITY OF CALGARY Animating Reality Effects: Rotoscoping, Medium Theory, and Digital Cinema by Courtney David Brinsmead A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS PROGRAM OF COMMUNICATION STUDIES CALGARY, ALBERTA MAY 2008 © Courtney David Brinsmead 2008 ISBN: 978-0-494-44575-4 UNIVERSITY OF CALGARY FACULTY OF GRADUATE STUDIES The undersigned certify that they have read, and recommend to the Faculty of Graduate Studies for acceptance, a thesis entitled "Animating Reality Effects: Rotoscoping, Medium Theory, and Digital Cinema" submitted by Courtney David Brinsmead in partial fulfilment of the requirements of the degree of Master of Arts. Supervisor, Dr. Brian Rusted, Communication and Culture Dr. Jean-René Leblanc, Fine Arts Dr. David Mitchell, Communication and Culture Date ii Abstract Following up on Lev Manovich’s excellent question “what is digital cinema?” this thesis examines how the ontology of motion pictures and our relationship to them change after digitization. It posits that digital cinema is a hybrid of animation and live-action film, anticipated by the unique technology of the rotoscope, and continued with contemporary motion capture technologies. Using The Polar Express (2004) as an exemplary digital film, it demonstrates that film critics consensually characterise such films as eerie, strange, or uncanny. It attempts to explain this uncanniness, in part, using medium theory to dichotomize animation and live-action as handmade and automated techniques, respectively. It is hoped this can supplement existing groundwork to better characterise the changing nature of motion pictures in the digital era. iii Acknowledgements I wish to thank my family, friends, colleagues, and supervisor Dr. -
“Rotoscopia Y Captura De Movimiento. Una Aproximación General a Través
UNIVERSITAT POLITÈCNICA DE VALÈNCIA UNIVERSIDADESCOLA POLITÈCNICA POLITECNICA SUPERIOR DE DEGANDIA VALENCIA ESCUELAUNIVERSIDADPOLITECNICA POLITECNICASUPERIOR DE VALEDE NCIAGANDIA MÁSTERESCUELAENPOLITEPOSTPRODUCCIÓNCNICA SUPERIORDIGITALDE GANDIA MASTER EN POSTPRODUCCION DIGITAL MASTER EN POSTPRODUCCION DIGITAL “Rotoscopia y captura de movimiento. Una“ ¿Cómoaproximación doblar generalel humor? a través Particularidades de sus “¿Cómotécnicasdel doblargénero y procesos y estrategiasel humor? en la postproducción” para Particularidades la traducción del género y audiovisualestrategias de lo para cómico la” traducción audiovisual de lo cómico” TRABAJOTRABAJOFIN FINALAL DE MASTERDE MÁSTER Autor: Vicente Aranda Ferrer Autora: Sara Mérida Mejías Director: Antonio Forés López TRABAJODirectora:FIN ElisaAL MarchDE MASTER Leuba Gandia, septiembre de 2013 Autor: Vicente Aranda Ferrer Gandia, septiembre de 2013 Director: Antonio Forés López Gandia, septiembre de 2013 RESUMEN El trabajo de investigación que a continuación se desarrolla se trata de un Trabajo Final del Máster en Postproducción Digital realizado en el Campus de Gandia de la Universidad Politécnica de Valencia. El objetivo de esta investigación consiste en profundizar en el conocimiento de las técnicas de la rotoscopia y de la captura de movimiento. Considerando las afirmaciones que realizan diversos autores sobre que la técnica de la captura de movimiento es una evolución de la técnica de la rotoscopia, se pretende demostrar mediante el análisis si los procesos se pueden considerar un avance el uno del otro o, por el contrario, son métodos completamente distintos entre sí. Para ello, se efectuará un estudio de ambas técnicas con el objetivo de conocer su evolución, el propósito con el que fueron creadas y su adaptación a las nuevas tecnologías. Tras la investigación realizada se obtienen las características que definen a cada una de las técnicas, lo que permite realizar una comparación de las mismas y verificar así la hipótesis planteada. -
Discuss the Rotoscoping Technique Used in the Richard Linklater's Films
maperiaz 11/27/06 Realistic Unreality Richard Linklater produced two major motion pictures: Waking Life and A Scanners Darkly using the animation technique rotoscoping. The application of this method will be explored through introducing the rotoscope fundamentals, detailing its use in the computer age, reviewing Linklater’s motives for using animation, and finally by comparing the results of rotoscoping in both films. The technique was first developed by Max Fleischer in the early 20th century. Before computers a sequence of image frames were projected onto an animation stand called a rotoscope. An artist traced a frame or added an image to the frame. The concept of rotoscoping is analogous to "painting on movies". Computer hardware has replaced the rotoscope animation stand with Wacom pens and tablets, G5s, and digital cameras. Linklater used Rotoshop, software developed by Bob Sabiston, to digitally bring this technique to the films A Scanners Darkly and Waking Life. Here is an overview of the steps to create the rotsoscope effect in A Scanners Darkly (from reference 3): A) B) C) D) A) Film Director Richard Linklater shoots with digital cameras. Since details are added by animators, there are minimal costumes, props, and sets. B) Animate Artists use Wacom digital pens and tablets connected to Apple G5s running Rotoshop software to trace the movement of actors in a scene. Not every frame is hand-drawn; the software fills in the gaps. C) Enhance The animators use Rotoshop's masking, warping, and blending tools to enhance the 3-D effect. Then they add scenery and adjust the color.