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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. -
Human-Computer Insurrection
Human-Computer Insurrection Notes on an Anarchist HCI Os Keyes∗ Josephine Hoy∗ Margaret Drouhard∗ University of Washington University of Washington University of Washington Seattle, WA, USA Seattle, WA, USA Seattle, WA, USA [email protected] [email protected] [email protected] ABSTRACT 2019), May 4–9, 2019, Glasgow, Scotland, UK. ACM, New York, NY, The HCIcommunity has worked to expand and improve our USA, 13 pages. https://doi.org/10.1145/3290605.3300569 consideration of the societal implications of our work and our corresponding responsibilities. Despite this increased 1 INTRODUCTION engagement, HCI continues to lack an explicitly articulated "You are ultimately—consciously or uncon- politic, which we argue re-inscribes and amplifies systemic sciously—salesmen for a delusive ballet in oppression. In this paper, we set out an explicit political vi- the ideas of democracy, equal opportunity sion of an HCI grounded in emancipatory autonomy—an an- and free enterprise among people who haven’t archist HCI, aimed at dismantling all oppressive systems by the possibility of profiting from these." [74] mandating suspicion of and a reckoning with imbalanced The last few decades have seen HCI take a turn to exam- distributions of power. We outline some of the principles ine the societal implications of our work: who is included and accountability mechanisms that constitute an anarchist [10, 68, 71, 79], what values it promotes or embodies [56, 57, HCI. We offer a potential framework for radically reorient- 129], and how we respond (or do not) to social shifts [93]. ing the field towards creating prefigurative counterpower—systems While this is politically-motivated work, HCI has tended to and spaces that exemplify the world we wish to see, as we avoid making our politics explicit [15, 89]. -
The Narrative Functions of Television Dreams by Cynthia A. Burkhead A
Dancing Dwarfs and Talking Fish: The Narrative Functions of Television Dreams By Cynthia A. Burkhead A Dissertation Submitted in Partial Fulfillment of the Requirements for the Ph.D. Department of English Middle Tennessee State University December, 2010 UMI Number: 3459290 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. UMT Dissertation Publishing UMI 3459290 Copyright 2011 by ProQuest LLC. All rights reserved. This edition of the work is protected against unauthorized copying under Title 17, United States Code. ProQuest LLC 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106-1346 DANCING DWARFS AND TALKING FISH: THE NARRATIVE FUNCTIONS OF TELEVISION DREAMS CYNTHIA BURKHEAD Approved: jr^QL^^lAo Qjrg/XA ^ Dr. David Lavery, Committee Chair c^&^^Ce~y Dr. Linda Badley, Reader A>& l-Lr 7i Dr./ Jill Hague, Rea J <7VM Dr. Tom Strawman, Chair, English Department Dr. Michael D. Allen, Dean, College of Graduate Studies DEDICATION First and foremost, I dedicate this work to my husband, John Burkhead, who lovingly carved for me the space and time that made this dissertation possible and then protected that space and time as fiercely as if it were his own. I dedicate this project also to my children, Joshua Scanlan, Daniel Scanlan, Stephen Burkhead, and Juliette Van Hoff, my son-in-law and daughter-in-law, and my grandchildren, Johnathan Burkhead and Olivia Van Hoff, who have all been so impressively patient during this process. -
Ubicomp's Colonial Impulse
Ubicomp’s Colonial Impulse Paul Dourish1 and Scott D. Mainwaring2 1Department of Informatics 2Interaction and Experience Research University of California, Irvine Intel Labs [email protected] [email protected] ABSTRACT the era of exploration, expansion, and expropriation, Ubiquitous computing has a grand vision. Even the name of associated particularly with the major European powers the area identifies its universalizing scope. In this, it follows during the 18th and 19th centuries. To an extent, then, this in a long tradition of projects that attempt to create new construes colonialism as a territorial enterprise; one of us models and paradigms that unite disparate, distributed grew up in British classrooms that typically still displayed elements into a large conceptual whole. We link concerns in maps of the world marked by the expansion of a particular ubiquitous computing into a colonial intellectual tradition pink that indicated the reach of the British Empire. Further and identify the problems that arise in consequence, explore consideration of the dependency of industrial capitalism at the locatedness of innovation, and discuss strategies for the time on the colonies both as sources of material and as decolonizing ubicomp’s research methodology. sites of consumption, might suggest that we think of Author Keywords colonialism as an economic enterprise. Many have seen in Research practice, design rhetoric, discourse, this the seeds of contemporary globalization. postcolonialism, partiality. Our particular interest here is in a third conception of ACM Classification Keywords colonialism: as a knowledge enterprise. Some of H5.m. Information interfaces and presentation (e.g., HCI): colonialism’s major institutions, and amongst its lasting Miscellaneous. -
Feature Films for Education Collection
COMINGSOON! in partnership with FEATURE FILMS FOR EDUCATION COLLECTION Hundreds of full-length feature films for classroom use! This high-interest collection focuses on both current • Unlimited 24/7 access with and hard-to-find titles for educational instructional no hidden fees purposes, including literary adaptations, blockbusters, • Easy-to-use search feature classics, environmental titles, foreign films, social issues, • MARC records available animation studies, Academy Award® winners, and • Same-language subtitles more. The platform is easy to use and offers full public performance rights and copyright protection • Public performance rights for curriculum classroom screenings. • Full technical support Email us—we’ll let you know when it’s available! CALL: (800) 322-8755 [email protected] FAX: (646) 349-9687 www.Infobase.com • www.Films.com 0617 in partnership with COMING SOON! FEATURE FILMS FOR EDUCATION COLLECTION Here’s a sampling of the collection highlights: 12 Rounds Cocoon A Good Year Like Mike The Other Street Kings 12 Years a Slave The Comebacks The Grand Budapest Little Miss Sunshine Our Family Wedding Stuck on You 127 Hours Commando Hotel The Lodger (1944) Out to Sea The Sun Also Rises 28 Days Later Conviction (2010) Grand Canyon Lola Versus The Ox-Bow Incident Sunrise The Grapes of Wrath 500 Days of Summer Cool Dry Place The Longest Day The Paper Chase Sunshine Great Expectations The Abyss Courage under Fire Looking for Richard Parental Guidance Suspiria The Great White Hope Adam Crazy Heart Lucas Pathfinder Taken -
What We Talk About When We Talk About Context
1 What We Talk About When We Talk About Context Paul Dourish Dept. Information and Computer Science University of California Irvine Irvine, CA 92697-3425 USA [email protected] http://www.ics.uci.edu/~jpd Abstract. The emergence of ubiquitous computing as a new design paradigm poses significant challenges for HCI and interaction design. Traditionally, human-computer interaction has taken place within a constrained and well-understood domain of experience – single users sitting at desks and interacting with conventionally-designed computers employing screens, keyboards and mice for interaction. New opportunities have engendered considerable interest in “context-aware computing” – computational systems that can sense and respond to aspects of the settings in which they are used. However, considerable confusion surrounds the notion of “context” – what it means, what it includes, and what role it plays in interactive systems. This paper suggests that the representational stance implied by conventional interpretations of “context” misinterprets the role of context in everyday human activity, and proposes an alternative model that suggests different directions for design. 1 Introduction One of the major research directions for HCI over the past few years has exploring been the novel forms of interaction that can be achieved by integrating computer technology with the world in which we live and work. This line of research goes by a number of names – ubiquitous computing (Weiser, 1991), context-aware computing (Moran and Dourish, 2001), pervasive computing (Ark and Selker, 1999), embodied interaction (Dourish, 2001), and more. Although the nomenclature varies, the central ideas are largely the same. Extrapolating from current trends in the development of low-cost and low-power devices, ubiquitous computing proposes a digital future in which computa- tion is embedded into the fabric of the world around us. -
Affect: from Information to Interaction
Affect: From Information to Interaction Kirsten Boehner1, Rogério DePaula2, Paul Dourish2, and Phoebe Sengers1 1Cornell Information Science 2Institute for Software Research 301 College Avenue University of California, Irvine Ithaca, NY 14850, USA Irvine, CA 92697-34252, USA {kab18, pjs54}@cornell.edu {depaula, jpd}@ics.uci.edu ABSTRACT Emotion, in the informational model, is a dual of cognition, While affective computing explicitly challenges the but it is nonetheless the same sort of phenomenon – an primacy of rationality in cognitivist accounts of human internal, individual, and delineable phenomenon, which activity, at a deeper level it relies on and reproduces the operates in concert with and in the context of traditional same information-processing model of cognition. In cognitive behavior. That is, while emotion is proposed as a affective computing, affect is often seen as another kind of supplement to traditional cognitive accounts, it is information - discrete units or states internal to an nonetheless located within the same information- individual that can be transmitted in a loss-free manner processing frame. For this reason, emerging understandings from people to computational systems and back. Drawing of emotion are subject to the same critiques that have been on cultural, social, and interactional critiques of cognition leveled at purely cognitive approaches in the past – that is, which have arisen in HCI, we introduce and explore an their failure to account for and adequately incorporate an alternative model of emotion as interaction: dynamic, understanding of everyday action as situated in social and culturally mediated, and socially constructed and cultural contexts that give them meaning. experienced. This model leads to new goals for the design In contrast to the informational model, we offer and and evaluation of affective systems - instead of sensing and critically explore an interactional account of emotion and transmitting emotion, systems should support human users the role that it plays in action and practice. -
Underground Aesthetics: Rethinking Urban Computing
URBAN COMPUTING Underground Aesthetics: Rethinking Urban Computing An ethnographic study and a design proposal for a situated music-exchange application suggest how explicitly foregrounding the experiential qualities of urban life can help rethink urban computing design. ecent interest in urban computing tionships between mobility and technology in grows not least out of a longer-term urban contexts. interest in mobile computing and its applications for urban navigation, First-generation applications: discovery, and interaction. This legacy Solving problems Raffects how applications are conceived. At present, We divide first-generation urban and mobile many urban applications focus on solving perceived applications into three categories. problems of disconnection, disruption, and dis- First are systems that frame mobility as a dis- location. However, a growing movement points connection from stable working situations. These toward the value of considering applications try to overcome this disconnection Arianna Bassoli a less instrumental account of either by providing remote mobile access to static London School of Economics city life. Ethnographic studies of information resources or by trying to reproduce existing relationships between static application contexts. For example, the Satchel Johanna Brewer and Paul Dourish urban mobility and technology system sought to give travelers easy access to elec- University of California, Irvine offer an alternate formulation for tronic documents, as well as the ability to share and Karen Martin applications development—one exchange them, by developing mobile digital tokens University College London based on the experiences of ur- that could be used to manipulate documents stored ban dwellers relating to one an- centrally.2 Researchers at the University of Glas- Scott Mainwaring other and to their city. -
Build a Be4er Neplix, Win a Million Dollars?
Build a Be)er Ne,lix, Win a Million Dollars? Lester Mackey 2012 USA Science and Engineering FesDval Nelix • Rents & streams movies and TV shows • 100,000 movie Dtles • 26 million customers Recommends “Movies You’ll ♥” Recommending Movies You’ll ♥ Hated it! Loved it! Recommending Movies You’ll ♥ Recommending Movies You’ll ♥ How This Works Top Secret Now I’m Cinematch Computer Program I don’t unhappy! like this movie. Your Predicted Rang: Back at Ne,lix How can we Let’s have a improve contest! Cinematch? What should the prize be? How about $1 million? The Ne,lix Prize October 2, 2006 • Contest open to the world • 100 million movie rangs released to public • Goal: Create computer program to predict rangs • $1 Million Grand Prize for beang Cinematch accuracy by 10% • $50,000 Progress Prize for the team with the best predicDons each year 5,100 teams from 186 countries entered Dinosaur Planet David Weiss David Lin Lester Mackey Team Dinosaur Planet The Rangs • Training Set – What computer programs use to learn customer preferences – Each entry: July 5, 1999 – 100,500,000 rangs in total – 480,000 customers and 18,000 movies The Rangs: A Closer Look Highest Rated Movies The Shawshank RedempDon Lord of the Rings: The Return of the King Raiders of the Lost Ark Lord of the Rings: The Two Towers Finding Nemo The Green Mile Most Divisive Movies Fahrenheit 9/11 Napoleon Dynamite Pearl Harbor Miss Congeniality Lost in Translaon The Royal Tenenbaums How the Contest Worked • Quiz Set & Test Set – Used to evaluate accuracy of computer programs – Each entry: Rang Sept. -
Ontology, Aesthetics, and Cartoon Alienation
Georgia State University ScholarWorks @ Georgia State University Film, Media & Theatre Theses School of Film, Media & Theatre Summer 7-31-2018 Animating Social Pathology: Ontology, Aesthetics, and Cartoon Alienation Wolfgang Boehm Georgia State University Follow this and additional works at: https://scholarworks.gsu.edu/fmt_theses Recommended Citation Boehm, Wolfgang, "Animating Social Pathology: Ontology, Aesthetics, and Cartoon Alienation." Thesis, Georgia State University, 2018. https://scholarworks.gsu.edu/fmt_theses/2 This Thesis is brought to you for free and open access by the School of Film, Media & Theatre at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Film, Media & Theatre Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. Animating Social Pathology: Ontology, Aesthetics, and Cartoon Alienation by Wolfgang Boehm Under the Direction of Professor Greg Smith ABSTRACT This thesis grounds an unstable ontology in animation’s industrial history and its plas- matic aesthetics, in-so-doing I find animation to be a site of rendering visible a particular con- frontation with an inability to properly rationalize, ossify, or otherwise delimit traditionally held boundaries of motility. Because of this inability, animation is privileged as a form to rethink our interactions with media technology, leading to utopian thought and bizarre, pathological behav- ior. I follow the ontological trend through animation studies, using Pixar’s WALL-E as a guide. I explore animation as an afterimage of social pathology, which stands in contrast to the more lu- dic thought of a figure such as Sergei Eisenstein, using Black Mirror’s “The Waldo Moment.” I look to two Cartoon Network shows as examples of potential alternatives to both the utopian and pathological of the preceding chapters. -
Movieguide.Pdf
Movies Without Nudity A guide to nudity in 8,345 movies From www.movieswithoutnudity.com Red - Contains Nudity Movies I Own 300: Rise of an Empire (2014) A. I. - Artificial Intelligence (2001) A La Mala (aka Falling for Mala) (2014) A-X-L (2018) A.C.O.D. (2013) [Male rear nudity] Abandon (2002) The Abandoned (2007) Abe Lincoln in Illinois (1940) Abel's Field (2012) The Abolitionists (2016) Abominable (2019) Abominable (2020) About a Boy (2002) About Adam (2001) About Last Night (1986) About Last Night (2014) About Schmidt (2002) About Time (2013) Above and Beyond (2014) Above Suspicion (1995) Above the Rim (1994) Abraham (1994) [Full nudity of boys playing in water] The Absent-Minded Professor (1961) Absolute Power (1997) Absolutely Fabulous: The Movie (2016) An Acceptable Loss (2019) Accepted (2006) The Accountant (2016) Ace in the Hole (1951) Ace Ventura: When Nature Calls (1995) [male rear nudity] Achilles' Love (2000) Across the Moon (1995) Across the Universe (2007) Action Jackson (1988) Action Point (2018) Acts of Violence (2018) Ad Astra (2019) Adam (2009) Adam at 6 A.M. (1970) Adam Had Four Sons (1941) Adam Sandler's Eight Crazy Nights (2002) Adam's Apples (2007) Adam's Rib (1949) Adaptation (2002) The Addams Family (2019) Addams Family Values (1993) Addicted (2014) Addicted to Love (1997) [Depends on who you ask, but dark shadows obscure any nudity.] The Adjuster (1991) The Adjustment Bureau (2011) The Admiral: Roaring Currents (aka Myeong-ryang) (2014) Admission (2013) Adrenaline Rush (2002) Adrift (2018) Adult Beginners (2015) Adult Life Skills (2019) [Drawings of penises] Adventures in Dinosaur City (1992) Adventures of Baron Munchausen (1989) Adventures of Buckaroo Banzai Across the 8th Dimension (1984) The Adventures of Elmo In Grouchland (1999) The Adventures of Huck Finn (1993) Adventures of Icabod and Mr. -
Reading Science Fiction Alongside Ubiquitous Computing
“Resistance is Futile”: Reading Science Fiction Alongside Ubiquitous Computing Paul Dourish University of California, Irvine [email protected] Genevieve Bell Intel Corporation [email protected] Abstract. Design-oriented research is an act of collective imagining – a way in which we work together to bring about a future that lies slightly out of our grasp. In this paper, we examine the collective imagining of ubiquitous computing by bringing it into alignment with a related phenomenon, science fiction, in particular as imagined by a series of shows that form part of the cultural backdrop for many members of the research community. A comparative reading of these fictional narratives highlights a series of themes that are also implicit in the research literature. We argue both that these themes are important considerations in the shaping of technological design, and that an attention to the tropes of popular culture holds methodological value for ubiquitous computing. 1 Introduction Mark Weiser’s paper outlining the ubiquitous computing research agenda was entitled “The Computer for the 21st Century.” In so labeling his vision a decade before the end of the 20th century, Weiser initiated a concern with futurism and futuristic vision that continues to characterize ubicomp research and writings (Bell and Dourish, 2007). Design-oriented research is, of course, inherently directed towards the future, and is predicated upon envisionments of alternative futures enabled by technological progress. But, we would argue, the kinds of future visions invoked by ubicomp research are of a very particular sort. Rather than simply envisioning improvements in the performance of particular algorithms or computational tools, pervasive computing research argues for a wholesale reconfiguration of the relationship between people and their everyday lives, based on responsive environments and embedded computation: a form of collective imagining.