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Animation: Types
Animation: Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today most animations are made with computer generated (CGI). Commonly the effect of animation is achieved by a rapid succession of sequential images that minimally differ from each other. Apart from short films, feature films, animated gifs and other media dedicated to the display moving images, animation is also heavily used for video games, motion graphics and special effects. The history of animation started long before the development of cinematography. Humans have probably attempted to depict motion as far back as the Paleolithic period. Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics Computer animation has become popular since toy story (1995), the first feature-length animated film completely made using this technique. Types: Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by rostrum camera onto motion picture film. -
Northeasthistoricfilmcarlson 39
NortheastHistoricFilmCarlson 1/29 Please review the Application Guidelines for details about the information requested in this proposal. Fields marked with an asterisk are required. Eligibility To be eligible for a Digitizing Hidden Collections grant in 2016, applicant projects must meet the following requirements: Minimum allowable request for 2016: $50,000 Maximum allowable request for 2016: single-institution projects: $250,000 / collaborative projects: $500,000 Minimum allowable project term: 12 months Maximum allowable project term: single-institution projects: 24 months / collaborative projects: 36 months Projects must begin between January 1 and June 1, 2017 Single-institution projects must be completed by May 31, 2019 Collaborative projects must be completed by May 31, 2020 Is this a collaborative project? Yes/No Yes What is the size of the request? NOTE: The minimum acceptable request in this program, for all projects, is $50,000. Single-institution projects can request no more than $250,000. Collaborative projects can request no more than $500,000. Amount Requested $322,092 Provide the proposed project length in whole months, and list the project start and end dates. NOTE: All projects must begin between January 1 and June 1, 2017. The minimum project length, for all projects, is 12 months. Single-institution projects can last up to 24 months and must end by May 31, 2019. Collaborative projects can last up to 36 months and must end by May 31, 2020. Project length (months) 18 Project Start Date 01/01/2017 Project End Date 06/30/2018 NortheastHistoricFilmCarlson 2/29 A note regarding principal investigators: An individual may not be named as a principal investigator (PI) on more than one proposal, and may not serve as PI on two funded projects simultaneously. -
Computerising 2D Animation and the Cleanup Power of Snakes
Computerising 2D Animation and the Cleanup Power of Snakes. Fionnuala Johnson Submitted for the degree of Master of Science University of Glasgow, The Department of Computing Science. January 1998 ProQuest Number: 13818622 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 com plete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 13818622 Published by ProQuest LLC(2018). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States C ode Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 GLASGOW UNIVERSITY LIBRARY U3 ^coji^ \ Abstract Traditional 2D animation remains largely a hand drawn process. Computer-assisted animation systems do exists. Unfortunately the overheads these systems incur have prevented them from being introduced into the traditional studio. One such prob lem area involves the transferral of the animator’s line drawings into the computer system. The systems, which are presently available, require the images to be over- cleaned prior to scanning. The resulting raster images are of unacceptable quality. Therefore the question this thesis examines is; given a sketchy raster image is it possible to extract a cleaned-up vector image? Current solutions fail to extract the true line from the sketch because they possess no knowledge of the problem area. -
Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
Machinima : the Art and Practice of Virtual Filmmaking Pdf, Epub, Ebook
MACHINIMA : THE ART AND PRACTICE OF VIRTUAL FILMMAKING PDF, EPUB, EBOOK Phylis Johnson | 327 pages | 30 Mar 2012 | McFarland & Co Inc | 9780786461714 | English | Jefferson, NC, United States Machinima : The Art and Practice of Virtual Filmmaking PDF Book By now, you probably heard the news. With Oculus Rift, and a "new" Second Life, so to speak on the horizon, I am wondering what machinima will be like in the near future. Here's Witchy Woman below , a quick fun machinima capture of the aftermath, with Kara Trapdoor as the tour guide through the now city swamps of St. The film mixes narration from individuals who have been subjected to this dangerous and occasionally fatal prank with artistically glitched wireframe landscapes from the games they play. Courtesy Aino Baar. In conclusion, Understanding Machinima is a well-written and captivating book, especially for those who want to analyse machinima in connection to the universe of media. More Information. Because performance runs in an unreal virtual space, most environments are nurtured by a futuristic aesthetics that take up a feeling of disenchantment for lost utopia from science fiction. Osprey Therian is a director who develops visual storytelling without following a particular script. There are six phases of filmmaking and these phases are taught in the following order in traditional 'in-residence' film production programs. Game companies quickly followed this trend and eventually "game-based demo recording" was used to allow the players to demonstrate their skills, Nitsche, , p. Regardless, lots of people had fun doing random game machinima and commenting on the footage in real time - just not what I wanted this time around. -
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. -
Jenna Ng (Ed.), Understanding Machinima
Issue 04 – 2015 Critical Notes Book Review by VINCENZO IDONE CASSONE Jenna Ng (ed.), Università di Torino [email protected] Understanding Machinima. Essay on Filmmaking Virtual Worlds Understanding Machinima. Essays on Filmmaking in Virtual Worlds (Bloomsbury 2013, edited by Jenna Ng) is an intriguing incursion into the world of ma- chinima from a Media Studies point-of-view, trying to address the topic beyond game’s environment, in connection with the evolution of the contem- porary mediascape. Machinima is a recent technology/performance/art/tool etc1 (convention- ally born in 1996 with Quake demos)2 commonly defned as any kind of video artifact produced through real-time gaming graphic engines: in-game record- ings, sandbox modes, hacked version of game engines or game-like profession- al tools are all valid sources to create machinimas. It’s been a decade since it has been bought to the academic attention and to an increasing popularity on web broadcasting (mainly thanks to the web-serieS Red vs Blue, to South Park‘s episode Make Love, not Warcraf or to the political short The French Democracy by Alex Chan). The collection is built around twelve chapters, split into two parts (respec- tively Thinking and Using machinima), bringing together contributions from researchers, gamers, directors, artists, curators and machinima makers; every chapter goes along with digital endnotes, that can be seen from the dedicated webpage thanks to QR codes included in every chapter. This anthology aims to distinguish itself from recent academic researches, analysing mainly the nature of machinima in connection with the universe of cinema, gaming and animation in the eyes of a “convergent” mediascape (Jenkins 2006), regarding machinima as a native-digital medium involving 1. -
Videotape and Home Movie Day
Videotape and Home Movie Day Incorporating video into a Home Movie Day event presents a host with technological and curatorial challenges. You’ll need to bring even more equipment including numerous decks, cables galore, and something to show tapes on, either a video projector or a large enough monitor. Since videotapes can go on for hours, you’ll need to set time limits in advance so no one person takes up more time than other attendees. But with a little planning you can easily be showing families’ histories recorded on tape alongside those on good ol’ small gauge film. Equipment Needs There is a daunting number of consumer-level videotape and optical video formats. But just as you can't expect to have a projector for every film format, you shouldn't expect to support every video format. In our experience, the most popular formats are VHS and Video8. DVD is also common format for people bringing in already-transferred home movies. You’ll need to balance your expectations of what video formats your particular audience will be bringing in with how much effort it will be to bring in a particular format. Other video formats to consider include, but are not limited to, Hi8, Digital8, Betamax, DV, SHS, and VHS-C. And don’t forget the difference between PAL, NTSC, and SECAM. Also, don’t forget to have enough cords and adapters to connect video decks to the monitor/projector. Depending on how many decks you are bringing to your HMD event, you might want to consider getting a video switcher. -
Teachers Guide
Teachers Guide Exhibit partially funded by: and 2006 Cartoon Network. All rights reserved. TEACHERS GUIDE TABLE OF CONTENTS PAGE HOW TO USE THIS GUIDE 3 EXHIBIT OVERVIEW 4 CORRELATION TO EDUCATIONAL STANDARDS 9 EDUCATIONAL STANDARDS CHARTS 11 EXHIBIT EDUCATIONAL OBJECTIVES 13 BACKGROUND INFORMATION FOR TEACHERS 15 FREQUENTLY ASKED QUESTIONS 23 CLASSROOM ACTIVITIES • BUILD YOUR OWN ZOETROPE 26 • PLAN OF ACTION 33 • SEEING SPOTS 36 • FOOLING THE BRAIN 43 ACTIVE LEARNING LOG • WITH ANSWERS 51 • WITHOUT ANSWERS 55 GLOSSARY 58 BIBLIOGRAPHY 59 This guide was developed at OMSI in conjunction with Animation, an OMSI exhibit. 2006 Oregon Museum of Science and Industry Animation was developed by the Oregon Museum of Science and Industry in collaboration with Cartoon Network and partially funded by The Paul G. Allen Family Foundation. and 2006 Cartoon Network. All rights reserved. Animation Teachers Guide 2 © OMSI 2006 HOW TO USE THIS TEACHER’S GUIDE The Teacher’s Guide to Animation has been written for teachers bringing students to see the Animation exhibit. These materials have been developed as a resource for the educator to use in the classroom before and after the museum visit, and to enhance the visit itself. There is background information, several classroom activities, and the Active Learning Log – an open-ended worksheet students can fill out while exploring the exhibit. Animation web site: The exhibit website, www.omsi.edu/visit/featured/animationsite/index.cfm, features the Animation Teacher’s Guide, online activities, and additional resources. Animation Teachers Guide 3 © OMSI 2006 EXHIBIT OVERVIEW Animation is a 6,000 square-foot, highly interactive traveling exhibition that brings together art, math, science and technology by exploring the exciting world of animation. -
How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content
Everything I Need To Know I Learned from Fandom: How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content ABSTRACT With the growing popularity of YouTube and other platforms for user-generated content, such as blogs and wikis, copyright holders are increasingly concerned about potential infringing uses of their content. However, when enforcing their copyrights, owners often do not distinguish between direct piracy, such as uploading an entire episode of a television show, and transformative works, such as a fan-made video that incorporates clips from a television show. The line can be a difficult one to draw. However, there is at least one source of user- generated content that has existed for decades and that clearly differentiates itself from piracy: fandom and “fan fiction” writers. This note traces the history of fan communities and the copyright issues associated with fiction that borrows characters and settings that the fan-author did not create. The author discusses established social norms within these communities that developed to deal with copyright issues, such as requirements for non-commercial use and attribution, and how these norms track to Creative Commons licenses. The author argues that widespread use of these licenses, granting copyrighted works “some rights reserved” instead of “all rights reserved,” would allow copyright holders to give their consumers some creative freedom in creating transformative works, while maintaining the control needed to combat piracy. However, the author also suggests a more immediate solution: copyright holders, in making decisions concerning copyright enforcement, should consider using the norms associated with established user-generated content communities as a framework for drawing a line between transformative work and piracy. -
2D Animation Software You’Ll Ever Need
The 5 Types of Animation – A Beginner’s Guide What Is This Guide About? The purpose of this guide is to, well, guide you through the intricacies of becoming an animator. This guide is not about leaning how to animate, but only to breakdown the five different types (or genres) of animation available to you, and what you’ll need to start animating. Best software, best schools, and more. Styles covered: 1. Traditional animation 2. 2D Vector based animation 3. 3D computer animation 4. Motion graphics 5. Stop motion I hope that reading this will push you to take the first step in pursuing your dream of making animation. No more excuses. All you need to know is right here. Traditional Animator (2D, Cel, Hand Drawn) Traditional animation, sometimes referred to as cel animation, is one of the older forms of animation, in it the animator draws every frame to create the animation sequence. Just like they used to do in the old days of Disney. If you’ve ever had one of those flip-books when you were a kid, you’ll know what I mean. Sequential drawings screened quickly one after another create the illusion of movement. “There’s always room out there for the hand-drawn image. I personally like the imperfection of hand drawing as opposed to the slick look of computer animation.”Matt Groening About Traditional Animation In traditional animation, animators will draw images on a transparent piece of paper fitted on a peg using a colored pencil, one frame at the time. Animators will usually do test animations with very rough characters to see how many frames they would need to draw for the action to be properly perceived. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.