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Beyond Westworld
“We Don’t Know Exactly How They Work”: Making Sense of Technophobia in 1973 Westworld, Futureworld, and Beyond Westworld Stefano Bigliardi Al Akhawayn University in Ifrane - Morocco Abstract This article scrutinizes Michael Crichton’s movie Westworld (1973), its sequel Futureworld (1976), and the spin-off series Beyond Westworld (1980), as well as the critical literature that deals with them. I examine whether Crichton’s movie, its sequel, and the 1980s series contain and convey a consistent technophobic message according to the definition of “technophobia” advanced in Daniel Dinello’s 2005 monograph. I advance a proposal to develop further the concept of technophobia in order to offer a more satisfactory and unified interpretation of the narratives at stake. I connect technophobia and what I call de-theologized, epistemic hubris: the conclusion is that fearing technology is philosophically meaningful if one realizes that the limitations of technology are the consequence of its creation and usage on behalf of epistemically limited humanity (or artificial minds). Keywords: Westworld, Futureworld, Beyond Westworld, Michael Crichton, androids, technology, technophobia, Daniel Dinello, hubris. 1. Introduction The 2016 and 2018 HBO series Westworld by Jonathan Nolan and Lisa Joy has spawned renewed interest in the 1973 movie with the same title by Michael Crichton (1942-2008), its 1976 sequel Futureworld by Richard T. Heffron (1930-2007), and the short-lived 1980 MGM TV series Beyond Westworld. The movies and the series deal with androids used for recreational purposes and raise questions about technology and its risks. I aim at an as-yet unattempted comparative analysis taking the narratives at stake as technophobic tales: each one conveys a feeling of threat and fear related to technological beings and environments. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Simulating Humans: Computer Graphics, Animation, and Control
University of Pennsylvania ScholarlyCommons Center for Human Modeling and Simulation Department of Computer & Information Science 6-1-1993 Simulating Humans: Computer Graphics, Animation, and Control Bonnie L. Webber University of Pennsylvania, [email protected] Cary B. Phillips University of Pennsylvania Norman I. Badler University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/hms Recommended Citation Webber, B. L., Phillips, C. B., & Badler, N. I. (1993). Simulating Humans: Computer Graphics, Animation, and Control. Retrieved from https://repository.upenn.edu/hms/68 Reprinted with Permission by Oxford University Press. Reprinted from Simulating humans: computer graphics animation and control, Norman I. Badler, Cary B. Phillips, and Bonnie L. Webber (New York: Oxford University Press, 1993), 283 pages. Author URL: http://www.cis.upenn.edu/~badler/book/book.html This paper is posted at ScholarlyCommons. https://repository.upenn.edu/hms/68 For more information, please contact [email protected]. Simulating Humans: Computer Graphics, Animation, and Control Abstract People are all around us. They inhabit our home, workplace, entertainment, and environment. Their presence and actions are noted or ignored, enjoyed or disdained, analyzed or prescribed. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object of interest and yet the most structurally complex. Their everyday movements are amazingly uid yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. -
Motion Picture Posters, 1924-1996 (Bulk 1952-1996)
http://oac.cdlib.org/findaid/ark:/13030/kt187034n6 No online items Finding Aid for the Collection of Motion picture posters, 1924-1996 (bulk 1952-1996) Processed Arts Special Collections staff; machine-readable finding aid created by Elizabeth Graney and Julie Graham. UCLA Library Special Collections Performing Arts Special Collections Room A1713, Charles E. Young Research Library Box 951575 Los Angeles, CA 90095-1575 [email protected] URL: http://www2.library.ucla.edu/specialcollections/performingarts/index.cfm The Regents of the University of California. All rights reserved. Finding Aid for the Collection of 200 1 Motion picture posters, 1924-1996 (bulk 1952-1996) Descriptive Summary Title: Motion picture posters, Date (inclusive): 1924-1996 Date (bulk): (bulk 1952-1996) Collection number: 200 Extent: 58 map folders Abstract: Motion picture posters have been used to publicize movies almost since the beginning of the film industry. The collection consists of primarily American film posters for films produced by various studios including Columbia Pictures, 20th Century Fox, MGM, Paramount, Universal, United Artists, and Warner Brothers, among others. Language: Finding aid is written in English. Repository: University of California, Los Angeles. Library. Performing Arts Special Collections. Los Angeles, California 90095-1575 Physical location: Stored off-site at SRLF. Advance notice is required for access to the collection. Please contact the UCLA Library, Performing Arts Special Collections Reference Desk for paging information. Restrictions on Access COLLECTION STORED OFF-SITE AT SRLF: Open for research. Advance notice required for access. Contact the UCLA Library, Performing Arts Special Collections Reference Desk for paging information. Restrictions on Use and Reproduction Property rights to the physical object belong to the UCLA Library, Performing Arts Special Collections. -
Analyzing the Roles and Representation of Women in the City
Analyzing the Roles and Representation of Women in The City by Amanda Demers A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of B.A. Honours in Urban Systems Department of Geography McGill University Montréal (Québec) Canada December 2018 © 2018 Amanda Demers ACKNOWLEDGEMENTS I would first and foremost like to thank my thesis supervisor, Professor Benjamin Forest. My research would have been impossible without the guidance and support of Professor Forest, who ultimately let me take the lead on this project while providing me with encouragement and help when I needed. I appreciate his trust in me to take on a topic that has interested him over the years. I would also like to extend my thanks to Professor Sarah Moser, who kindly accepted to be my thesis reader, and to the 2018 Honours Coordinators, Professor Natalie Oswin and Professor Sarah Turner, who have provided their wonderful and insightful guidance along this process as well. Additionally, I would like to thank my friends and family for their support, and the GIC for its availability and convenient hours, as it served as my primary writing spot for this thesis. i TABLE OF CONTENTS LIST OF FIGURES………………………………………………………………….……….…iv LIST OF TABLES………………………………………………………………………………iv ABSTRACT……………………………………………………………………………………....v CHAPTER 1: INTRODUCTION…………………………………………………………….…1 1.1: Research Aim and Questions……………………………………………………….1 1.2: Significance of Research……………………………………………………………2 1.3: Thesis Structure……………………………………………………………………..2 CHAPTER 2: THEORETICAL FRAMEWORK……………………………….………….…4 -
Columbia Photographic Images and Photorealistic Computer Graphics Dataset
Columbia Photographic Images and Photorealistic Computer Graphics Dataset Tian-Tsong Ng, Shih-Fu Chang, Jessie Hsu, Martin Pepeljugoski¤ fttng,sfchang,[email protected], [email protected] Department of Electrical Engineering Columbia University ADVENT Technical Report #205-2004-5 Feb 2005 Abstract Passive-blind image authentication is a new area of research. A suitable dataset for experimentation and comparison of new techniques is important for the progress of the new research area. In response to the need for a new dataset, the Columbia Photographic Images and Photorealistic Computer Graphics Dataset is made open for the passive-blind image authentication research community. The dataset is composed of four component image sets, i.e., the Photorealistic Com- puter Graphics Set, the Personal Photographic Image Set, the Google Image Set, and the Recaptured Computer Graphics Set. This dataset, available from http://www.ee.columbia.edu/trustfoto, will be for those who work on the photographic images versus photorealistic com- puter graphics classi¯cation problem, which is a subproblem of the passive-blind image authentication research. In this report, we de- scribe the design and the implementation of the dataset. The report will also serve as a user guide for the dataset. 1 Introduction Digital watermarking [1] has been an active area of research since a decade ago. Various fragile [2, 3, 4, 5] or semi-fragile watermarking algorithms [6, 7, 8, 9] has been proposed for the image content authentication and the detection of image tampering. In addition, authentication signature [10, ¤This work was done when Martin spent his summer in our research group 1 11, 12, 13] has also been proposed as an alternative image authentication technique. -
Michael Crichton
Michael Crichton Genre: Science fiction/Thrillers/Adventure Remember that huge movie years ago called Jurassic Park? Did you know that was based off of Michael Crichton’s book of the same name? Michael Crichton’s books can extremely detailed and involve science, adventure, political and thriller elements. While most famous for Jurassic Park and it’s sequel, The Lost World, he has written many other books tackling a wide range of subjects. The Great Train Robbery is his foray into historical fiction, and Rising Sun is a suspense story with political elements. Read-a-likes Greg Bear If you the science fiction aspect of Crichton, try Greg Bear. The Forge of God is disaster science fiction where two sets of aliens visit Earth and set in motion humanity’s demise. Darwin’s Radio tackles human evolution, where as Blood Music deals with nanotechnology. Philip Kerr Like Crichton, Kerr’s books are in a wide variety of genres. His Bernie Gunther novels, starting with March Violets, start a detective during the World War II period. The Second Angel and The Grid are science fiction thrillers, much like Crichton’s. Dark Matter: The Private Life of Sir Isaac Newton: A Novel is Kerr’s stab at historical mystery. John Darnton A scientific thriller writer, Darnton’s novels explore human cloning, evolution, and the soul. His book Mind Catcher deals with whether souls can be transferred to a computer chip. Two scientists get caught up in a conspiracy when they discover ancient ancestors of human in Neanderthal. Steven Alten If you have a taste for science fiction thrillers that are on the weird side, try Alten’s books. -
Coming Soon Now Open
NOW OPEN COMING SOON HARRY POTTER, characters, names and related indicia are trademarks of and © Warner Bros. Entertainment Inc. Harry Potter Publishing Rights © JKR. (s14) TRANSFORMERS and its logo and all related characters are trademarks of Hasbro and are used with permission. © 2014 Hasbro. All Rights Reserved. © 2014 DreamWorks L.L.C. and Paramount Pictures Corporation. All Rights Reserved. Jurassic Park, Jurassic Park River Adventure, Camp Jurassic ® Universal Studios/Amblin. Rocky and Bullwinkle and Friends TM & © Ward Prods. All Popeye characters TM & © 2014 KFS, Inc. TM Hearst Holdings, Inc. © MARVEL. Dr. Seuss properties TM & © 2014 Dr. Seuss Enterprises, L.P. All rights reserved. © 2014 BMP. Jimmy Buffett’s ® Margaritaville ® Jimmy Buffett. Pat O’Brien’s, Hurricane Glass logo, Have Fun! and Iron Grill Design ® Pat O’Brien’s Bar, Inc. © 2014 Pat O’Brien’s Bar, Inc. All rights reserved. Emeril’s ® Emeril Lagasse. Bubba Gump Shrimp Co. TM & © 2014 Par. Pic. Hot Dog Hall of Fame is a registered trademark of Creative Attractions, LLC. The Cowfish and all related logos TM The Cowfish Sushi Burger Bar, LLC. All rights reserved. Hollywood Drive-In Golf and associated logos are trademarks of Adventure Golf Design & Development, Inc. ©2014 AMC. Shrek 4-D © 2014 DreamWorks Animation L.L.C. T2, TERMINATOR ® StudioCanal S.A. ALL RIGHTS RESERVED. © 2014 Lyons Partnership, L.P. The Barney name and character, related characters and the overlapping dino spots and Barney and star logos are trademarks of Lyons Partnership, L.P. Reg. U.S. Pat. & Tm. Off. and other countries. THE SIMPSONS RIDE TM Twentieth Century Fox Film Corporation. -
Understanding Steven Spielberg
Understanding Steven Spielberg Understanding Steven Spielberg By Beatriz Peña-Acuña Understanding Steven Spielberg Series: New Horizon By Beatriz Peña-Acuña This book first published 2018 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2018 by Beatriz Peña-Acuña Cover image: Nerea Hernandez Martinez All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-0818-8 ISBN (13): 978-1-5275-0818-7 This text is dedicated to Steven Spielberg, who has given me so much enjoyment and made me experience so many emotions, and because he makes me believe in human beings. I also dedicate this book to my ancestors from my mother’s side, who for centuries were able to move from Spain to Mexico and loved both countries in their hearts. This lesson remains for future generations. My father, of Spanish Sephardic origin, helped me so much, encouraging me in every intellectual pursuit. I hope that contemporary researchers share their knowledge and open their minds and hearts, valuing what other researchers do whatever their language or nation, as some academics have done for me. Love and wisdom have no language, nationality, or gender. CONTENTS Introduction ................................................................................................. 1 Chapter One ................................................................................................. 3 Spielberg’s Personal Context and Executive Production Chapter Two .............................................................................................. 19 Spielberg’s Behaviour in the Process of Film Production 2.1. -
Top Questions About Character Animation
Top Questions About Character Animation What are some of the exciting aspects of character animation, and how is it different than other computer animation forms? The phrase computer animation is often used as a catch-all for many computer generated effects including spinning logos, Flash programming on the Web or special effects in movies. These are not character animation. Character animation is the process of giving life to a character, whether it is a dog that can talk, a drawn person or an animated object. Character animation creates personality. How long does it take one person to create one minute of animation? This is difficult to pinpoint, but it can take one animator about 16 – 20 weeks of full-time work to produce 60 seconds of animation.1 At Pixar Animation Studios, due to their high level of quality control, animators have been known to work on two minutes of film for a year or more. How many animators typically work on an animated feature film? It depends on the studio and its needs, so anywhere from 20 – 80 animators could be working on an animated feature film. What is the biggest myth about character animation? A lot of people believe that the computer does all of the work for the animator, but the reality is that the animator is only using the computer as a tool to create detailed animation frame by frame. What are some of the most challenging aspects of character animation? Character animators work in fun, collaborative, exciting and detailed environments. They need to have a high level of patience while working with the tiny movements of a character frame by frame. -
Introduction to Computer Graphics and Animation
NATIONAL OPEN UNIVERSITY OF NIGERIA COURSE CODE :CIT 371 COURSE TITLE: INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION 1 2 COURSE GUIDE CIT 371 INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION Course Team Mr. F. E. Ekpenyong (Writer) – NDA Course Editor Programme Leader Course Coordinator 3 NATIONAL OPEN UNIVERSITY OF NIGERIA National Open University of Nigeria Headquarters 14/16 Ahmadu Bello Way Victoria Island Lagos Abuja Office No. 5 Dar es Salaam Street Off Aminu Kano Crescent Wuse II, Abuja Nigeria e-mail: [email protected] URL: www.nou.edu.ng Published By: National Open University of Nigeria Printed 2009 ISBN: All Rights Reserved 4 CONTENTS PAGE Introduction………………………………………………………… 1 What you will Learn in this Course…………………………………. 1 Course Aims… … … … … … … … 4 Course Objectives……….… … … … … … 4 Working through this Course… … … … … … 5 The Course Material… … … … … … 5 Study Units… … … … … … … 6 Presentation Schedule… … … … … … … 7 Assessments… … … … … … … … 7 Tutor Marked Assignment… … … … … … 7 Final Examination and Grading… … … … … … 8 Course Marking Scheme… … … … … … … 8 Facilitators/Tutors and Tutorials… … … … … 9 Summary… … … … … … … … … 9 5 Introduction Computer graphics is concerned with producing images and animations (or sequences of images) using a computer. This includes the hardware and software systems used to make these images. The task of producing photo-realistic images is an extremely complex one, but this is a field that is in great demand because of the nearly limitless variety of applications. The field of computer graphics has grown enormously over the past 10–20 years, and many software systems have been developed for generating computer graphics of various sorts. This can include systems for producing 3-dimensional models of the scene to be drawn, the rendering software for drawing the images, and the associated user- interface software and hardware. -
Pixar's 22 Rules of Story Analyzed
PIXAR’S 22 RULES OF STORY (that aren’t really Pixar’s) ANALYZED By Stephan Vladimir Bugaj www.bugaj.com Twitter: @stephanbugaj © 2013 Stephan Vladimir Bugaj This free eBook is not a Pixar product, nor is it endorsed by the studio or its parent company. Introduction. In 2011 a former Pixar colleague, Emma Coats, Tweeted a series of storytelling aphorisms that were then compiled into a list and circulated as “Pixar’s 22 Rules Of Storytelling”. She clearly stated in her compilation blog post that the Tweets were “a mix of things learned from directors & coworkers at Pixar, listening to writers & directors talk about their craft, and via trial and error in the making of my own films.” We all learn from each other at Pixar, and it’s the most amazing “film school” you could possibly have. Everybody at the company is constantly striving to learn new things, and push the envelope in their own core areas of expertise. Sharing ideas is encouraged, and it is in that spirit that the original 22 Tweets were posted. However, a number of other people have taken the list as a Pixar formula, a set of hard and fast rules that we follow and are “the right way” to approach story. But that is not the spirit in which they were intended. They were posted in order to get people thinking about each topic, as the beginning of a conversation, not the last word. After all, a hundred forty characters is far from enough to serve as an “end all and be all” summary of a subject as complex and important as storytelling.