Architectural Representation: an Animated· Re-Engagement· of Architecture, Visual· Effects And· The· Moving· Image
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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. -
A Filmmakers' Guide to Distribution and Exhibition
A Filmmakers’ Guide to Distribution and Exhibition A Filmmakers’ Guide to Distribution and Exhibition Written by Jane Giles ABOUT THIS GUIDE 2 Jane Giles is a film programmer and writer INTRODUCTION 3 Edited by Pippa Eldridge and Julia Voss SALES AGENTS 10 Exhibition Development Unit, bfi FESTIVALS 13 THEATRIC RELEASING: SHORTS 18 We would like to thank the following people for their THEATRIC RELEASING: FEATURES 27 contribution to this guide: PLANNING A CINEMA RELEASE 32 NON-THEATRIC RELEASING 40 Newton Aduaka, Karen Alexander/bfi, Clare Binns/Zoo VIDEO Cinemas, Marc Boothe/Nubian Tales, Paul Brett/bfi, 42 Stephen Brown/Steam, Pamela Casey/Atom Films, Chris TELEVISION 44 Chandler/Film Council, Ben Cook/Lux Distribution, INTERNET 47 Emma Davie, Douglas Davis/Atom Films, CASE STUDIES 52 Jim Dempster/bfi, Catharine Des Forges/bfi, Alnoor GLOSSARY 60 Dewshi, Simon Duffy/bfi, Gavin Emerson, Alexandra FESTIVAL & EVENTS CALENDAR 62 Finlay/Channel 4, John Flahive/bfi, Nicki Foster/ CONTACTS 64 McDonald & Rutter, Satwant Gill/British Council, INDEX 76 Gwydion Griffiths/S4C, Liz Harkman/Film Council, Tony Jones/City Screen, Tinge Krishnan/Disruptive Element Films, Luned Moredis/Sgrîn, Méabh O’Donovan/Short CONTENTS Circuit, Kate Ogborn, Nicola Pierson/Edinburgh BOXED INFORMATION: HOW TO APPROACH THE INDUSTRY 4 International Film Festival, Lisa Marie Russo, Erich BEST ADVICE FROM INDUSTRY PROFESSIONALS 5 Sargeant/bfi, Cary Sawney/bfi, Rita Smith, Heather MATERIAL REQUIREMENTS 5 Stewart/bfi, John Stewart/Oil Factory, Gary DEALS & CONTRACTS 8 Thomas/Arts Council of England, Peter Todd/bfi, Zoë SHORT FILM BUREAU 11 Walton, Laurel Warbrick-Keay/bfi, Sheila Whitaker/ LONDON & EDINBURGH 16 article27, Christine Whitehouse/bfi BLACK & ASIAN FILMS 17 SHORT CIRCUIT 19 Z00 CINEMAS 20 The editors have made every endeavour to ensure the BRITISH BOARD OF FILM CLASSIFICATION 21 information in this guide is correct at the time of GOOD FILMS GOOD PROGRAMMING 22 going to press. -
From Pencil to Mouse: the 21St Century Animation House
From Pencil to Mouse: the 21st Century Animation House Author Baker, Kelvin Published 2008 Thesis Type Thesis (Professional Doctorate) School Queensland College of Art DOI https://doi.org/10.25904/1912/169 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/366780 Griffith Research Online https://research-repository.griffith.edu.au FROM PENCIL TO MOUSE: THE 21ST CENTURY ANIMATION HOUSE KELVIN BAKER Griffith University Queensland College of Art and The Centre for Learning Research Submitted as part fulfilment of the requirements of the degree of Doctor of Visual Arts June 2007 From Pencil To Mouse: The 21st Century Animation House From Pencil To Mouse: The 21st Century Animation House Statement of Originality This work has not previously been submitted for a degree or diploma in any University. To the best of my knowledge and belief, the thesis contains no material previously published or written by another person except where due reference is made in the thesis itself. Kelvin Baker 2007 i From Pencil To Mouse: The 21st Century Animation House ii From Pencil To Mouse: The 21st Century Animation House Abstract The fast pace of change within the animation, computer game and post production industries has presented a problem for Vocational Education and Training (VET) programme developers who are finding it increasingly difficult to stay relevant and up- to-date with the latest employability skill-sets in this industry sector. A comprehensive study of the Australian digital media industry - including the latest systems, software, technologies and production pipelines - is not readily available, making it difficult for Training Package developers to create up-to-date, flexible, meaningful and transferable qualifications. -
After Effects, Or Velvet Revolution Lev Manovich, University of California, San Diego
2007 | Volume I, Issue 2 | Pages 67–75 After Effects, or Velvet Revolution Lev Manovich, University of California, San Diego This article is a first part of the series devoted to INTRODUCTION the analysis of the new hybrid visual language of During the heyday of postmodern debates, at least moving images that emerged during the period one critic in America noted the connection between postmodern pastiche and computerization. In his 1993–1998. Today this language dominates our book After the Great Divide, Andreas Huyssen writes: visual culture. It can be seen in commercials, “All modern and avantgardist techniques, forms music videos, motion graphics, TV graphics, and and images are now stored for instant recall in the other types of short non-narrative films and moving computerized memory banks of our culture. But the image sequences being produced around the world same memory also stores all of premodernist art by the media professionals including companies, as well as the genres, codes, and image worlds of popular cultures and modern mass culture” (1986, p. individual designers and artists, and students. This 196). article analyzes a particular software application which played the key role in the emergence of His analysis is accurate – except that these “computerized memory banks” did not really became this language: After Effects. Introduced in 1993, commonplace for another 15 years. Only when After Effects was the first software designed to the Web absorbed enough of the media archives do animation, compositing, and special effects on did it become this universal cultural memory bank the personal computer. Its broad effect on moving accessible to all cultural producers. -
Jerwood Annual Reports 2009
ERWOOD J FOUNDATION charitable foundation jerwood space ANNUAL REPORTS 2009 JERWOOD FOUNDATION 22 Fitzroy Square . London . W1T 6EN Telephone: 020 7388 6287 Fax: 020 7388 6289 www.jerwood.org - JERWOOD CHARITABLE FOUNDATION 171 Union Street . London . se1 0LN Telephone: 020 7261 0279 www.jerwoodcharitablefoundation.org - JERWOOD SPACE 171 Union Street . London . se1 0LN Telephone: 020 7654 0171 Fax: 020 7654 0172 www.jerwoodspace.co.uk JE RWO OD ANNUAL REPORTS 2009 CONTENTS The Jerwood Family 2 Jerwood Foundation, 3 Chairman’s Statement Jerwood Space, 12 Chairman’s & Director’s Statement Jerwood Charitable Foundation, 16 Chairman’s & Director’s Statement Visual Arts 20 Dance 26 Theatre 27 Literature 30 Music 31 Cross-Disciplinary 34 Small Grants 37 Jerwood Charitable Foundation, 39 Financial Statement 1 THE JERWOOD FAMILY The Jerwood Foundation, Jerwood Charitable Foundation and Jerwood Space are a family of organisations committed to imaginative and responsible funding and sponsorship of the visual and performing arts. Founded in 1977, the Jerwood Foundation was established by its Chairman, Alan Grieve, for John Jerwood, an international businessman and philanthropist. Since John Jerwood’s death in 1991, Alan Grieve has created and shaped the Jerwood vision of supporting excellence. This vision has established the Jerwood name as a major contributor to the vibrancy and creativity of the arts in the UK. The Jerwood Foundation makes strategic capital grants, reflecting its passion for the arts and education, and has established the Jerwood Art and Jerwood Sculpture Collections, both significant collections of 20th and 21st century works of art. The Sculpture Collection is open to the public at Ragley Hall in Warwickshire. -
Stash41 Booklet Screen.Pdf
41 Imagine the impossible Imagine it. Then achieve it. New Vegas Pro 8 software provides you with the tools to accomplish what was once considered impossible – complete video and audio production in one application. It’s the ultimate all-in-one environment for demanding creative professionals. Vegas Pro 8’s unique way of working with media has established it as the fastest-growing non-linear editing platform among producers who demand more. Its unique, progressive approach to video production, unrivaled audio control and powerful DVD authoring tools set it apart from other non-linear editors. Having established the benchmark for speed and ease of use, this new version moves the bar higher with additional features that offer increased power, functionality, and creative possibilities. Now with ProType Titling Technology, multicamera editing, a comprehensive channel-based audio mixing console, Blu-ray disc burning, and superior 32-bit fl oat engine processing – in addition to its robust support for HDV, XDCAM, 5.1 surround encoding, and 3D compositing – Vegas Pro 8 offers a never before imagined array of opportunities to reach your production goals. Try Vegas Pro 8. And achieve the impossible. Learn more at www.sonycreativesoftware.com/vegasi CALL FOR ENTRIES! New contest for Public Service Announcements. Winner receives national television distribution and a media production suite valued up to $25,000 including PC’s and cameras. More information at www.sonycreativesoftware.com/cyber Copyright © 2007. Sony Creative Software Inc. All rights reserved. VP8a_Stash.indd 1 8/8/07 4:45:45 PM Animation inspires games. Effects merge with film. Science conspires with art. -
What Does Multi Discipline Actually Mean?
What does multi Marco Ammannati discipline actually mean? INTRODUCING MYSELF: THE SHORT VERSION OKAY, YOU WANT THE LONGER VERSION... Hello, my name is Marco, I am italian, but also british, It means I cover two roles that are sometimes and live in London UK, but that won’t matter to you, interlinked and simbiotic, while some other times because we are all online, and I can be a night they are actually completely different jobs. howl or an early bird, depending on your longitude. I work as a multi-disciplinary Creative Director. Creative Direction Strategic Idea Generation Pitch Leadership Presentations I am a creative and work with strategists and copywriters. I am also a solid designer, an My Online Portfolio My LinkedIn Page expert motion director, who knows equal parts interactive, print, social, video. I can, in a short time, position a brand, differentiate it with a suitable tone of voice and forge a pitch that is written, designed, animated, prototyped and strategically led with a smashing manifesto. Design & Direction Graphic Design & Motion Direction Art Direction and Director’s Treatment Production & Post From a brand that simply needs a lovely new logo and identity, to another that needs a website or digital product, to one that requires motion graphics to help bring a video to life. I direct live action to integrate it with CGI and have expertise to direct the whole production pipeline. Conversely I write treatments for video content or campaigns and can [email protected] assemble a team to produce them. Can I do all of 2 Roding Road E5 0DW London UK these things combined? Yes. -
Artscience Museum Reimagines Videogames with New Exhibition Virtual Realms: Videogames Transformed
FOR IMMEDIATE RELEASE ArtScience Museum reimagines videogames with new exhibition Virtual Realms: Videogames Transformed Overcoming the challenges of the pandemic, the exhibition makes its global premiere in Singapore SINGAPORE (9 June 2021) – Visitors will be transported to a new dimension at ArtScience Museum’s latest exhibition, Virtual Realms: Videogames Transformed. Making its international debut in Singapore on 12 June, the exhibition showcases videogame creativity in six new installations that reshape how games can be experienced in virtual and physical realms. Co-curated by celebrated game designer Tetsuya Mizuguchi, in collaboration with the Barbican in London, Virtual Realms is a co-production with ArtScience Museum and Melbourne Museum. The new artworks presented in Virtual Realms are conceived by some of the world’s leading videogame developers, KOJIMA PRODUCTIONS (makers of DEATH STRANDING), Enhance (Tetsuya Mizuguchi and team behind Rez Infinite), thatgamecompany (authors of the game, Sky: Children of the Light), Tequila Works (the studio that made RiME), Media Molecule (creators of Dreams) and David OReilly (creator of the game, Everything). They have each developed a newly commissioned installation inspired by these games, working in collaboration with the media artists and design studios, Rhizomatiks, FIELD.IO, The Mill, Marshmallow Laser Feast, onedotzero and The Workers. The immersive exhibition introduces visitors to new ways of approaching and enjoying videogames through six key themes – SYNESTHESIA, UNITY, CONNECTION, PLAY, NARRATIVE and EVERYTHING. Appendix I has full details of each of the interactive experiences. “Virtual Realms is a multi-sensorial, interactive presentation of artworks inspired by videogames. To present the global premiere of this extraordinary exhibition at ArtScience Museum, we had to work together with our colleagues at the Barbican, and all the game designers and artists in the exhibition, on overcoming a myriad of challenges presented by the Covid-19 pandemic. -
DVD MAGAZINE Outstanding Animation, VFX and Motion Graphics for Design and Advertising 14 ��������������������
DVD MAGAZINE Outstanding animation, VFX and motion graphics for design and advertising 14 �������������������� ������������������������������������������������������������������������������� ��������������������������������������������������������������������������������� ������������������������������������������������������������������������������ �������� ������� �������� ������������ ������� ��������������� ������� ��� �������� ������������������������������������������������������������������������������ ������������������������������������������������ �������������������������������������������������������������������������������� ��������������������������������������������������������������������������������� ������������������� ������������������������������������������������������������������������������� ������������������������������������������������������������������������������������ ���������������������������������������������������������������������������������� �������������������������������������������������������������������������������� ������������������������������������������������������������������������������ �������������������������������������������������������������������������������������� ������������������������ ��������������������������������������������������������������������� �������������������������� ���������������������������������� �������������������� ����������������������������������������� ���������������������������������������� ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� -
Animation Is a Process Where Characters Or Objects Are Created As Moving Images
3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2d characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life. 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result, the number of 3D animators as well as the use of 3D animation technology has increased. What will I learn in a 3D animation program? Your 3D animation program course content depends largely upon the 3D animation program in which you enroll. Some programs allow you to choose the courses that you are interested in. Other 3D animation programs are more structured and are intended to train you for a specific career or 3D animation role within the industry. You may learn about character creation, storyboarding, special effects, image manipulation, image capture, modeling, and various computer aided 3D animation design packages. Some 3D animation courses may cover different methods of capturing and recreating movement for 3D animation. You may learn "light suit" technology, in which suits worn by actors pinpoint the articulation of joints by a light. This if filmed from various different angles and used to replicate animated movement in a realistic way). What skills will I need for a 3D animation program? You'll need to have both creativity and attention to detail for a career in 3D animation. -
DVD Extra 10. Thomas Adès and Tal Rosner in Conve
CTP Template: CD_DPS1 COLOURS Compact Disc Booklet: Double Page Spread CYAN MAGENTA Customer YELLOW Catalogue No. BLACK Job Title Page Nos. IN SEVEN DAYS NANCARROW STUDIES for piano and orchestra with moving image (2008) Nos. 6 & 7 Thomas Adès music Conlon Nancarrow, arr. Thomas Adès Tal Rosner visuals Tal Rosner and Sophie Clements visuals 1. Chaos – Light – Dark [8.25] 8. Study No. 6 [3.39] 2. Separation of the waters into sea 9. Study No. 7 [10.00] and sky [4.14] THOMAS ADÈS & ROLF HIND pianos 3. Land – Grass – Trees [5.35] Recorded in Kings Place Hall 2 on 12 June 2011 Arrangement commissioned by Fondazione Katia 4. Stars – Sun – Moon [3.16] & Marielle Labèque www.fondazionekml.org Published by Schott Music GmbH & Co. KG, Mainz Fugue 5. Creatures of the Sea TOTAL TIMINGS: [42.36] and Sky – [3.05] 6. Creatures of the Land [2.29] DVD Extra 7. Contemplation [1.53] 10. Thomas Adès and Tal Rosner in conversation NICOLAS HODGES piano Recorded at the Southbank Centre, London on 3 August 2011 THOMAS ADÈS conductor Filmed and Produced by Kieran Morris of De Novo Arts LONDON SINFONIETTA Facilitated by Marshall Marcus Recorded live in concert at Birmingham Symphony Hall on 11 March 2011 Commissioned by the Southbank Centre, London and the Los Angeles Philharmonic Association Published by Faber Music Ltd Generously supported by Simon Yates and Kevin Roon In Seven Days performed as part of a London Sinfonietta UK tour supported by Sound and Music Engineered and Produced by Ian Dearden of Sound Intermedia Project Management by Claire Stevens Design - Darren Rumney P2011 Signum C2011 Signum www.signumrecords.com 20 1 291.0mm x 169.5mm CTP Template: CD_DPS1 COLOURS Compact Disc Booklet: Double Page Spread CYAN MAGENTA Customer YELLOW Catalogue No. -
3D Computer Animated Walkthroughs for Architecture, Engineering, and Construction Applications
3D Computer Animated Walkthroughs for Architecture, Engineering, and Construction Applications Clark A. Cory, W. Scott Meador and William A. Ross Purdue University West Lafayette, Indiana, USA Abstract The assumption in most walkthroughs is that the animation will The purpose of this paper is to discuss the basic issues involved be a fairly accurate approximation of the finished building or site and to suggest methods for the planning and creation of 3D from the point of view of an observer. The height of the camera computer animation walkthroughs and flythroughs for for a walkthrough gives the viewer a visual cue as to his or her architectural, engineering, and construction applications. The relationship to the scale of the model. Most film directors intended audience for this paper is international educators seeking position the camera about a foot below eye level. (Weishar). to incorporate useful methods and techniques into their Just as in filming home movies, a camera is used to establish the curriculum when 3D walkthroughs are needed. point of view and the path of the observer moving in a Keywords: 3D computer animation, walkthrough, flythrough, walkthrough. For this reason it is important to be knowledgeable architectural animation of the basic mechanics of field of view and movement with cameras. Understanding camera movement is also highly 1. INTRODUCTION important when applied to typical foot speed and head turn rates created in a walkthrough Further study to understand the role of Walkthroughs, as they are commonly called, are not only valuable motion blur and depth of field is also valuable for adding realism for conveying information about a building, structure, or large to motion in walkthrough scenes.