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'Game of Thrones,' 'Fleabag' Take Top Emmy Honors on Night of Upsets
14 TUESDAY, SEPTEMBER 24, 2019 Stars hit Emmy red carpet Jodie Maisie Comer Natasha Lyonne Williams Michelle Williams Naomi Watts Sophie Turner Kendall Jenner Vera Farmiga Julia Garner beats GoT stars to win ‘Game of Thrones,’ ‘Fleabag’ take top first Emmy Los Angeles Emmy honors on night of upsets ctress Julia Gar- Los Angeles Emmy for comedy writing. Aner beat “Game of “This is just getting ridiculous!,” Phoebe Waller-Bridge’s Thrones” stars, including edieval drama “Game Waller-Bridge said as she accept- ‘Fleabag’ wins big at Emmys Sophie Turner, Lena Head- of Thrones” closed ed the comedy series Emmy. Los Angeles ey, Maisie Williams, to win Mits run with a fourth “It’s really wonderful to know, her first Emmy in Support- Emmy award for best drama se- and reassuring, that a dirty, angry, ctress Phoebe Waller-Bridge won Lead ing Actress in a Drama Se- ries while British comedy “Flea- messed-up woman can make it Actress in a Comedy Series trophy at ries category at the 2019 bag” was the upset winner for to the Emmys,” Waller-Bridge Athe 71st Primetime Emmy Awards gala Emmy awards here. best comedy series on Sunday on added. here for her role in “Fleabag”, The first-time Emmy a night that rewarded newcom- Already the most- awarded which was also named as the nominee was in contention ers over old favorites. series in best comedy series. with Gwendoline Christie Billy Porter, the star of LGBTQ The Emmys are Hollywood’s Emmy “This is just getting ridicu- (“Game of Thrones”), Head- series “Pose,” won the best dra- top honors in television, and the history lous,” Waller-Bridge said as she ey (“Game of Thrones”), matic actor Emmy, while British night belonged to Phoebe Waller- with accepted the honour for best com- Fiona Shaw (“Killing newcomer Jodie Comer took the Bridge, the star and creator of 38 wins, edy series. -
Computer Animation: from Avatars to Unrestricted Autonomous Actors (A Survey on Replication and Modelling Mechanisms) Alfredo Pina! *, Eva Cerezo", Francisco J
Computers & Graphics 24 (2000) 297}311 Survey Computer animation: from avatars to unrestricted autonomous actors (A survey on replication and modelling mechanisms) Alfredo Pina! *, Eva Cerezo", Francisco J. SeroH n" !Mathematics and Computer Science Department, Public University of Navarra, Compus de Arrosadia s/n, 31006, Pamplona, Spain "Advanced Computer Graphics Group (GIGA), Computer Science Department, Technical School of Engineering, University of Zaragoza, Zaragoza, Spain Abstract Dealing with synthetic actors who move and behave realistically in virtual environments is a task which involves di!erent disciplines like Mechanics, Physics, Robotics, Arti"cial Intelligence, Arti"cial Life, Biology, Cognitive Sciences and so on. In this paper we use the nature of the information required for controlling actors' motion and behaviour to propose a new classi"cation of synthetic actors. A description of the di!erent motion and behaviour techniques is presented. A set of Internet addresses of the most relevant research groups, commercial companies and other related sites in this area is also given. ( 2000 Elsevier Science Ltd. All rights reserved. Keywords: Computer animation; Avatars; Behaviour modelling; Arti"cial life; Synthetic factors 1. Introduction interactions with a simple virtual world. As synthetic actors are placed in simulated worlds of growing com- Computer animation technologies allow users to gen- plexity, an obvious requirement that comes about is to erate, control, and interact with life-like representations make them perform in these worlds. Advances in com- in virtual worlds. Such worlds may be 2D, 3D, real-time puter animation techniques have spurred increasing 3D, or real-time 3D shared with other participants, and levels of realism and virtual characters closely mimic the actors can be given the form of humans, animals, or physical reality and typically draw upon results from animate objects. -
Interacc14completo.Pdf
TimeMesh: Producing and evaluating a Serious Game Pedro M. Latorre Andrés, Jorge López Carlos Vaz de Carvalho Moreno, Francisco J. Serón Arbeloa GILT Departamento de Informática e Ingeniería de Instituto Superior de Engenharia do Porto Sistemas Rua Bernardino de Almeida, 431 Centro Politécnico Superior (Universidad de 4200-072 Porto (Portugal) Zaragoza) [email protected] María de Luna, 1 E-50015 Zaragoza (Spain) [email protected] ABSTRACT Computer games have wide acceptance among younger Serious Games are specifically designed to develop men- learners for their challenging design but also for the social in- tal abilities and skills such as strategy, mental calculation teractions they generate (especially web based games). Re- and decision making but the acquisition of deep knowledge search shows that games do develop mental abilities and is less well understood. The SELEAG (Serious Learning skills such as strategy, mental calculation and decision mak- Games) engine is a multiplayer graphical adventure system, ing but the acquisition of deep knowledge is less well un- inspired by the 90s graphic adventures created by LucasArts. derstood. Serious games are specifically designed to change This engine has been used to implement the Serious Game behaviors and impart knowledge and are widely used with TimeMesh, designed to impart knowledge and competences adults in training situations, such as emergency prepared- in the area of History and Geography. ness, training for leadership and even citizenship [1]. The To test the acquisition of knowledge with Timemesh a use of serious games with an younger audience has been complete process of evaluation was needed, divided in three much less explored, though. -
72Nd Emmy's Nominations Facts Figures
FACTS & FIGURES FOR 2020 NOMINATIONS as of July 28, 2020 does not include producer nominations 72nd EMMY AWARDS updated 07.28.2020 version 1 Page 1 of 24 SUMMARY OF MULTIPLE EMMY WINS IN 2019 Game Of Thrones - 12 Chernobyl - 10 The Marvelous Mrs. Maisel - 8 Free Solo – 7 Fleabag - 6 Love, Death & Robots - 5 Saturday Night Live – 5 Fosse/Verdon – 4 Last Week Tonight With John Oliver – 4 Queer Eye - 4 RuPaul’s Drag Race - 4 Age Of Sail - 3 Barry - 3 Russian Doll - 3 State Of The Union – 3 The Handmaid’s Tale – 3 Anthony Bourdain Parts Unknown – 2 Bandersnatch (Black Mirror) - 2 Crazy Ex-Girlfriend – 2 Our Planet – 2 Ozark – 2 RENT – 2 Succession - 2 United Shades Of America With W. Kamau Bell – 2 When They See Us – 2 PARTIAL LIST OF 2019 WINNERS PROGRAMS: Comedy Series: Fleabag Drama Series: Game Of Thrones Limited Series: Chernobyl Television Movie: Bandersnatch (Black Mirror) Reality-Competition Program: RuPaul’s Drag Race Variety Series (Talk): Last Week Tonight With John Oliver Variety Series (Sketch): Saturday Night Live PERFORMERS: Comedy Series: Lead Actress: Phoebe Waller-Bridge (Fleabag) Lead Actor: Bill Hader (Barry) Supporting Actress: Alex Borstein (The Marvelous Mrs. Maisel) Supporting Actor: Tony Shalhoub (The Marvelous Mrs. Maisel) Drama Series: Lead Actress: Jodie Comer (Killing Eve) Lead Actor: Billy Porter (Pose) Supporting Actress: Julia Garner (Ozark) Supporting Actor: Peter Dinklage (Game Of Thrones) Limited Series/Movie: Lead Actress: Michelle Williams (Fosse/Verdon) Lead Actor: Jharrel Jerome (When They See Us) Supporting -
Australian Indigenous Virtual Heritage
1 Australian Aboriginal Virtual Heritage A philosophical and technical foundation for using new media hardware and software technologies to preserve, protect and present Aboriginal cultural heritage and knowledge. Protecting, preserving and promoting Aboriginal arts, cultures, heritage and knowledge using 3D virtual technologies. Submitted in fulfilment of the requirements for the degree of Master of Arts (Research), Creative Industries Faculty, Queensland University of Technology, 2014 Image 1 - This virtual screen shot is from Vincent’s World and represents a re-create of a view and path (Songline) around the base of the Tombs in the Mt Moffatt Section of Carnarvon Gorge. This document meets the requirements of a presentation of thesis by published as specified in Section 123 of the Queensland University of Technology MOPP. 2 Keywords Australia, Aboriginal Australia, Aboriginal Virtual Heritage, Aboriginal Digital Heritage, Indigenous history, arts and culture, virtual technologies, virtual reality, digital knowledge management, virtual culture, digital culture, digital mapping, spatial knowledge management, spatial systems 3 Abstract Cultural knowledge is a central tenant of identity for Aboriginal people and it is vitally important that the preservation of heritage values happens. Digital Songlines is a project that seeks to achieve this and was initiated as a way to develop the tools for recording cultural heritage knowledge in a 3D virtual environment. Following the delivery of a number of pilots the plan is to develop the software as a tool and creative process that anyone can use to record tangible and intangible natural and cultural heritage knowledge and to record the special significance of this knowledge as determined by the traditional owners. -
Designer Think Tank Discussion a Talk by Michelle Tracey, Beth Kates, Echo Zhou, and Andrea Donaldson Nov 20, 2020
Designer Think Tank Discussion A talk by Michelle Tracey, Beth Kates, Echo Zhou, and Andrea Donaldson Nov 20, 2020 TRANSCRIPT AD: Hi, everybody. Welcome to the Groundswell Festival. I'm Andrea Donaldson, Artistic Director of Nightwood Theatre. Um, I’m so [inaudible] to invite you today to the Design Think Tank with Beth Kates, Michelle Tracy, and Echo Zhou. Um, before I introduce them, I just wanted to mention that we're working with Accessibility and Disability consultants, Jeff--um, Jess Watkin and Shay Erlich and in an effort to make our festival as accessible as possible for everyone, including blind folks and folks with low vision, uh, we'll be offering a description of ourselves through while we introduce ourselves, and for any slides that are shown throughout the program, um, our designers will do their best to give a visual description as well. Um, so I'll describe myself now and then I’ll invite our guests to do the same. So again, I'm Andrea Donaldson. I'm a white settler, female-presenting, um, I have dirty gray, um, strawberry blondish hair, and I'm wearing a black cashmere sweater and a silver circle necklace, and I have a virtual backdrop, which is kind of a, a scratchy gray texture. Maybe I'll invite Michelle to, to offer a description. MT: Hi, everyone. Um, my name is Michelle Tracey. I'm a designer. Uh, I'm a 30 year old female-presenting white settler of Lebanese and Scottish descent. I have curly Brown and blonde hair. I'm wearing thin silver framed glasses and I'm wearing a black and white checked wool sweater. -
Kaleidoscope Lifelong Learning at ROLAND PARK COUNTRY SCHOOL
SPRING 2017 Kaleidoscope Lifelong Learning at ROLAND PARK COUNTRY SCHOOL 5204 Roland Avenue• Baltimore, Maryland 21210• 410.323.5500• www.rpcs.org Welcome to Kaleidoscope Spring 2017! Dear Friends of Kaleidoscope, Quin and I welcome you to learn something new with us this spring! This season’s catalog is full of a wide variety of programs including new classes and trips, as well as returning favorites. Highlights include: Judy Pittenger’s Great Books Series on The Bronte Sisters and Charles Dickens, John Butler’s Eye On Hong Kong and Greece lectures, day trips to the Philadelphia Flower Show, National Cathedral, and Brandywine museum, as well as much more! Whether you’ve been a friend of ours for years or this is the first time you’ve discovered our offerings, Kaleidoscope is open to everyone! We hope you will explore the catalog to find programs that speak to your interests, and share your experiences with family and friends. Remember to register early so that you do not miss our most popular offerings. Please look to the Community tab at www.rpcs.org to find our new online registration system for all Kaleidoscope offerings. Please contact our office at 410-323-5500 x3045 with any questions or assistance during the registration process. We look forward to welcoming you to campus this spring! Kindest Regards, Kristin Jarrell Director of External Programs [email protected] Head of School: Caroline Blatti Director of External Programs: Kristin Jarrell External Programs & Communications Associate: Quinlin Porter Kaleidoscope Advisory Board: -
Immersive Tourism
Immersive Tourism State of the Art of Immersive Tourism Realities through XR Technology The Whitepaper contributes to the BUAS project DigiReal, an IMPULS/Sprong project, which was financed by the Dutch National Funding Organisation for Research SIA. Front page image credit: The WaveXR 1 About the Authors Jessika Weber Sabil, PhD Senior Researcher & Lecturer Games & Tourism [email protected] Dr. Jessika Weber Sabil is senior researcher at the Faculty of Digital Entertainment at BUas under the professorship of Applied Games, Innovation and Society and a senior lecturer at the Academy of Tourism of Breda University of Applied Sciences. Her research focusses on games applied to tourism ecosystems and experience design. Current and previous research projects explore (mobile) location-based AR games for experience enhancement, the application of serious games to understand complex systems and games to facilitate creative processes. Jessika holds a PhD from Bournemouth University, where she explored the game experiences of tourists with location-based augmented reality games in urban environments and a master from the University of Applied Sciences Salzburg on Tourism and Innovation Management. She is a member of the International Federation for Information Technology in Travel and Tourism (IFITT), Digital Games Research Group (DiGRA) and the Interaction Design Foundation. 2 Dai-In Danny Han, PhD Senior Researcher & Lecturer Hotel & Facility [email protected] Dr. Dai-In Danny Han is a professor at the research centre Future of Food at Zuyd University of Applied Sciences and a senior researcher at Breda University of Applied Sciences. He holds a PhD in the area of mobile augmented reality user experience design and has been involved in numerous projects studying the user experience for immersive technologies in the hospitality and tourism context. -
TWLT 15 Interactions in Virtual Worlds
TWLT 15 Interactions in Virtual Worlds PROCEEDINGS OF THE FIFTEENTH TWENTE WORKSHOP ON LANGUAGE TECHNOLOGY MAY 19-21, 1999 ENSCHEDE,THE NETHERLANDS Anton Nijholt, Olaf Donk and Betsy van Dijk (eds.) i CIP GEGEVENS KONINKLIJKE BIBLIOTHEEK, DEN HAAG Nijholt, A., Donk, O.A., Van Dijk, E.M.A.G. Interactions in Virtual Worlds Proceedings Twente Workshop on Language Technology 15 A. Nijholt, O.A. Donk, E.M.A.G. van Dijk (eds.) Enschede, Universiteit Twente, Faculteit Informatica ISSN 0929–0672 trefwoorden: virtual worlds, virtual reality, agent technology, presence, talking faces, VRML, speech recognition, speech generation, human-computer-interaction, social structures, WWW c Copyright 1999; Universiteit Twente, Enschede Book orders: Ms. A. Hoogvliet University of Twente Dept. of Computer Science P.O. Box 217 NL 7500 AE Enschede tel: +31 53 4893680 fax: +31 53 4893503 Email: [email protected] Druk- en bindwerk: Reprografie U.T. Service Centrum, Enschede ii Preface TWLT is an acronym of Twente Workshop(s) on Language Technology. These workshops on natural language theory and technology are organized by the Parlevink Reasearch Project, a language theory and technology project of the Centre of Telematics and Information Technology (CTIT) of the University of Twente, Enschede, The Netherlands. For each workshop proceedings are published containing the papers that were presented. See next page for an overview of the previous TWLT workshops. TWLT 15 has been organized by a program committee consisting of Anton Nijholt (chair, The Nether- lands), Niels Ole Bernsen (Denmark), Philip Brey (The Netherlands), James Lester (USA), Stephen Mat- suba (Canada), Pierre Nugues (France) and Oliviero Stock (Italy). -
Fleabag and Self-Reflexivity: Breaking-The-Fourth-Wall of a Woman’S Inner World
FLEABAG AND SELF-REFLEXIVITY: BREAKING-THE-FOURTH-WALL OF A WOMAN’S INNER WORLD Luis Rocha Antunes1 ABSTRACT This essay analyzes and describes the use of self-reflexivity in the series Fleabag (Phoebe Waller-Bridge, 2016-2019), showing that the televised series makes use of breaking-the-fourth-wall to create an ongoing relationship between the main character and the viewer. By testing the series' application of self-reflexivity against Jean-Marc Limoges' five criteria of fictional engagement, the essay explains why breaking-the- fourth-wall in Fleabag is not a mere comical device but an entire diegetic layer that shapes the viewer's perception of the character and their engagement with the story. Finally, this study offers a description of the concept of a personal live audience as a way to explain the dramatic importance of breaking-the-fourth-wall in the series, namely, how it impacts Waller-Bridge's performance as an actress, and it empowers her character. The overarching goal of the essay is to demonstrate the originality self- reflexivity in Fleabag and how breaking-the-fourth-wall helps to perceive the inner world of a character with a dimensionality that would be difficult to achieve without the use of self-reflexivity. Keywords: Breaking-the-fourth-wall; Self-Reflexivity; Fleabag; Personal Live Audience; FLEABAG E AUTO-REFLEXIVIDADE: QUEBRANDO A QUARTA PAREDE NO MUNDO INTERIOR DE UMA MULHER RESUMO Este estudo analisa e descreve o uso de auto-reflexividade na série Fleabag (Phoebe Waller-Bridge, 2016-2019), mostrando o uso que a série faz da quebra da quarta parede de forma a criar um relacionamento contínuo estabelecido entre a personagem principal e o espectador. -
Revitalizing Through Arts and Culture: the Market in Montgomery County Montgomery County Board of Commissioners Joshua D
Revitalizing through Arts and Culture: The Market in Montgomery County Montgomery County Board of Commissioners Joshua D. Shapiro, Chair Leslie S. Richards, Vice Chair Bruce L. Castor, Jr., Commissioner Planning Commission Board Members Marc D. Jonas, Chair Dulcie F. Flaharty, Vice Chair Jill Blumhardt Mary Jo Daley Scott Exley Roy Rodriguez, Jr. Charles J. Tornetta Reverend John H. West, III V. Scott Zelov Revitalizing through Arts and Culture: The Market in Montgomery County MCPC Prepared by the Montgomery County Planning Commission 2012 A Some of the data used for this report was provided by the Cultural Data Project (“CDP”), a collaborative project of the Greater Philadelphia Cultural Alliance, the Greater Pittsburgh Arts Council, Pennsylvania Council on the Arts, the Pew Charitable Trusts, the William Penn Foundation, the Heinz Endowments and the Pittsburgh Foundation, created to strengthen arts and culture by documenting and disseminating information on the arts and culture sector. Any interpretation of the data is the view of the Montgomery County Planning Commission and does not reflect the views of the Cultural Data Project. For more information on the Cultural Data Project, visit www.culturaldata.org. Contents EXECUTIVE SUMMARY . .vii INTRODUCTION . xi CHAPTER 1 IMPORTANCE OF ARTS AND CULTURE . 1 CHAPTER 2 ARTS AND CULTURE VENUES . 3 CHAPTER 3 DEMOGRAPHICS OF TRADE AREAS . .35 CHAPTER 4 MARKET ANALYSIS BY TYPE OF ARTS AND CULTURE FACILITY . 41 APPENDIX METHODOLOGY. 47 Figures Figure 2-1: Map of the Greater Montgomery County Region’s Arts and Culture Venues . 4 Figure 2-2: Regional Fine Art Galleries, Museums and Instruction. .6 Figure 2-3: Fine Art Galleries, Museums and Instruction in Montgomery County’s Trade Areas. -
Societal Relevance As Success Factor of TV Series: the Creators’ Perception
Zurich Open Repository and Archive University of Zurich Main Library Strickhofstrasse 39 CH-8057 Zurich www.zora.uzh.ch Year: 2019 Societal relevance as success factor of TV series: the creators’ perception Verhoeven, Marcel Posted at the Zurich Open Repository and Archive, University of Zurich ZORA URL: https://doi.org/10.5167/uzh-170818 Dissertation Published Version Originally published at: Verhoeven, Marcel. Societal relevance as success factor of TV series: the creators’ perception. 2019, University of Zurich, Faculty of Arts. Societal Relevance as Success Factor of TV Series: The Creators’ Perception Thesis Presented to the Faculty of Arts and Social Sciences of the University of Zurich for the Degree of Doctor of Philosophy by Marcel Verhoeven Accepted in the Spring Term 2019 on the Recommendation of the Doctoral Committee: Prof. Dr. Gabriele Siegert (main advisor) Prof. Dr. M. Bjørn von Rimscha (second advisor) Zurich, 2019 0 Abstract Media mediate societally relevant messages in formats that disseminate information. However, the communication of ideas and opinions on societal issues also takes place in entertainment formats such as fictional TV series. Furthermore, mediation in entertainment is often regarded as more effective than dissemination through information formats, (also) due to the evading of recipients’ selection barriers. The importance of investigating TV series bases on the format’s large narrative space that enables the communication and repetition of ideas and messages and on the format’s popularity with audiences and, consequently, with broadcasters. Countless different influences shape the composition of TV series’ content and the inclusion of societally relevant messages. One potentially very important reason for incorporating specific messages and content elements in TV series is the extent to which decision-makers regard societal relevance as a success factor.