Encoding Liveness: Performance and Real-Time Rendering in Machinima David Cameron Charles Sturt University John Carroll Charles Sturt University [email protected]
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Guided Control of Intelligent Virtual Puppets
Guided Control of Intelligent Virtual Puppets Daniel Alexander Taranovsky A thesis subniitted in conformity with the requirements for the degree of Master of Science. Graduate Department of Cornputer Science University of Toronto O Copyright by Daniel Alexander Taranovsky 2001 National Library Bibliothèque nationale 141 of Canada du Canada Acquisitions and Acquisitions et Bibliographie Services services bibliographiques 395 Wellington Street 395. rue Wellington Ottawa ON K1A ON4 Ottawa ON K1A ON4 Canada Canada Your a7 votm nllefeme Our file Noire réMnmce The author has granted a non- L'auteur a accordé une licence non exclusive licence allowing the exclusive permettant a la National Library of Canada to Bibliothèque nationale du Canada de reproduce, loan, distribute or seil reproduire, prêter, distribuer ou copies of this thesis in microfonn, vendre des copies de cette thèse sous paper or electronic formats. la forme de rnicrofiche/film., de reproduction sur papier ou sur format électronique. The author retains ownership of the L'auteur conserve la propriété du copyright in this thesis. Neither the droit d'auteur qui protège cette thèse. thesis nor substantial extracts from it Ni la thèse ni des extraits substantiels may be printed or otherwise de celle-ci ne doivent être imprimés reproduced without the author's ou autrement reproduits sans son permission. autorisation. Abstract Guided Control of Intelligent Virtual Puppets Daniel Alexander Taranovsky Master of Science, 200 1 Graduate Department of Computer Science, University of Toronto Controlling the motion of virtual characters with many degrees of freedom can be difficult and time consuming. For some applications, cornplete control over dljoints at every time step is not necessary and actually hinders the creative process, However, endowing the character with autonomous behaviour and decision-making capabilities completely absolves the user of clearly speciQing his intentions. -
Reallusion Premieres Iclone 1.52 - New Technology for Independent Machinima
For Immediate Release Reallusion Premieres iClone 1.52 - New Technology for Independent Machinima New York City - November 1st, 2006 – Reallusion, official Academy of Machinima Arts and Sciences’ Machinima Festival partner hits the red carpet with the iClone powered Best Visual Design nominee, “Reich and Roll”, an iClone film festival feature created by Scintilla Films, Italy. iClone™ is the 3D real-time filmmaking engine featuring complete tools for character animation, scene building, and movie directing. Leap from brainstorm to screen with advanced animation and visual effects for 3D characters, animated short-films, Machinima, or simulated training. The technology of storytelling evolves with iClone. Real-time visual effects, character interaction, and cameras all animate in with vivid quality providing storytellers instant visualization into their world. Stefano Di Carli, Director of ‘Reich and Roll’ says, “Each day I find new tricks in iClone. It's really an incredible new way of filmmaking. So Reallusion is not just hypin' a product. What you promise on the site is true. You can do movies!” Machinima is a rising genre in independent filmmaking providing storytellers with technology to bring their films to screen excluding high production costs or additional studio staff. iClone launches independent filmmakers and studios alike into a production power pack of animation tools designed to simplify character creation, facial animation, and scene production for 3D films. “iClone Independent filmmakers can commercially produce Machinima guaranteeing that the movies you make are the movies you own and may distribute or sell,” said John Martin II, Director of Product Marketing of Reallusion. “iClone’s freedom for filmmakers who desire to own and market their films supports the new real-time independent filmmaking spirit and the rise of directors who seek new technologies for the future of film.” iClone Studio 1.52 sets the stage delivering accessible directing tools to develop and debut films with speed. -
Facial Animation: Overview and Some Recent Papers
Facial animation: overview and some recent papers Benjamin Schroeder January 25, 2008 Outline Iʼll start with an overview of facial animation and its history; along the way Iʼll discuss some common approaches. After that Iʼll talk about some notable recent papers and finally offer a few thoughts about the future. 1 Defining the problem 2 Historical highlights 3 Some recent papers 4 Thoughts on the future Defining the problem Weʼll take facial animation to be the process of turning a characterʼs speech and emotional state into facial poses and motion. (This might extend to motion of the whole head.) Included here is the problem of modeling the form and articulation of an expressive head. There are some related topics that we wonʼt consider today. Autonomous characters require behavioral models to determine what they might feel or say. Hand and body gestures are often used alongside facial animation. Faithful animation of hair and rendering of skin can greatly enhance the animation of a face. Defining the problem This is a tightly defined problem, but solving it is difficult. We are intimately aware of how human faces should look, and sensitive to subtleties in the form and motion. Lip and mouth shapes donʼt correspond to individual sounds, but are context-dependent. These are further affected by the emotions of the speaker and by the language being spoken. Many different parts of the face and head work together to convey meaning. Facial anatomy is both structurally and physically complex: there are many layers of different kinds of material (skin, fat, muscle, bones). Defining the problem Here are some sub-questions to consider. -
Visualizing B Cell Development: Creating an Immunology Video Game
VISUALIZING B CELL DEVELOPMENT: CREATING AN IMMUNOLOGY VIDEO GAME By Emily Lunhui Ling A thesis submitted to Johns Hopkins University in conformity with the requirements for the degree of Master of Arts Baltimore, Maryland March, 2016 © 2016 Emily L. Ling All Rights Reserved ABSTRACT e foundational immunology concepts of lymphocyte development are important for beginning science students to comprehend. Video games oer the potential for a novel approach to teaching this complex subject matter by more eectively engaging students in this material. However, currently available educational video games intended to teach immunology have distinct limitations such as a lack of explicit demonstrations of the stages of lymphocyte development and clonal selection. is project identies the content focus and gameplay mechanics of currently available immunology video games. Using this as a basis, a novel approach for developing an immunology video game was outlined with the primary goal of improving integration of educational content. A proof of concept was developed for the B lymphocyte development portion of the game content and a partial prototype was developed in Unity 5 3D. e important contribution of this thesis was the development of a new approach to designing a more eective educational video game specically for immunology. Outcomes of this research will serve to inform future biomedical communicators on how to develop content for active learning games in immunology and provide a guide for designing full length educational video games featuring novel gameplay mechanics such as those identied through this project. Emily L. Ling ii CHAIRPERSONS OF THE SUPERVISORY COMMITTEE esis Preceptor Mark J. Soloski, Ph.D., Professor of Medicine Departments of Medicine, Pathology, Molecular Biology and Genetics, and Molecular Microbiology and Immunology Director, Immunology Training Program e Johns Hopkins University School of Medicine Departmental Advisor David A. -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
Free Transformer Video Games
Free transformer video games click here to download Help Optimus Prime on his quest to find a very important artifact. The Transformers can't do it without you! Check out the exciting Transformers games now. Transformers The Game, free and safe download. Transformers The Game latest version: A Fantastic Game Based On A Terrible Movie. Transformers The Game. Transformers Games: Step into giant machinery, control a dangerous Transformer, and defeat the Decepticons in one of our many free, online Transformers. Years after we left the Autobots in “Transformers Prime” Bumblebee is summoned by Optimus Prime to save Earth from a new faction of Decepticons. Love Transformers Prime? Play the latest Transformers Prime games for free at Cartoon Network. Visit us for more free online games to play. The Insecticons are everywhere and we need your help to defeat them! Take control of your favourite Transformers, collect energon, and unlock power modules. Transformers Games - Play Free Transformers Games Online - Transformers the entertainment franchise exist in comic books, animation, video games and. Download Transformers: Ruckus Reader and enjoy it on your iPhone, iPad, and From toys and games to television programming, motion pictures, video games and a My four-year old is very engaged with the free version. Transformers Video Games. by whittleboy | created - 10 Oct | updated - 1 week ago | Public. Transformers Video Games. Refine See titles to watch. www.doorway.ru: Transformers Prime: The Game - Nintendo Wii: Video Games. FREE Shipping. Details . Transformers: Revenge of the Fallen - Nintendo Wii. Despite the franchise being almost perfect for a line of video games, many of The gameplay is a 3D free- roam based action game where you. -
Usage of 12 Animation Principles in the Wayang
USAGE OF 12 ANIMATION PRINCIPLES IN THE WAYANG KULIT PERFORMANCES Ming-Hsin Tsai #1, Andi Tenri Elle Hapsari *2, # Asia University, Taichung – Taiwan http://www.asia.edu.tw 1 [email protected] * Department of Digital Media Design Faculty of Creative Design 2 [email protected] Abstrak— Wayang kulit merupakan salah satu animasi tertua, animation principles will be used in this paper and further namun hingga kini belum ada penulisan lebih lanjut yang discussed in the following section. membahas tentang hubungan animasi dengan wayang kulit itu Wayang Kulit is the Indonesian shadow puppet theatre, sendiri. Dengan demikian, tulisan ini bertujuan untuk which already been acknowledge in worldwide organization memperlihatkan hubungan antara animasi yang kita kenal saat about The Masterpieces of the Oral and Intangible Heritage of ini dengan pertunjukan wayang kulit, menggunakan 12 prinsip dasar dari animasi sehingga terlihat persamaan penggunaan Humanity. It was a list maintained by UNESCO with pieces teknik yang ada dalam hubungannya dengan proses yang of intangible culture considered relevant by that organization. lainnya. The goal of this paper is to take a closer look at 12 principle of animation used in wayang kulit performances. The animation principles designed by Disney animators Kata kunci— Teknik animasi, 12 prinsip animasi, wayang kulit themselves, will act as guidelines to test the quality of Abstract— Wayang Kulit has been known as one of the oldest animation used in wayang kulit performances techniques, by animation; however, there is no definitive methodology that analyzing the use of the 12 traditional animation principles in supports the development process of these animation performances it. -
Performing the Fractured Puppet Self
Performing the Fractured Puppet Self Employing auto-ethnopuppetry to portray and challenge cultural and personal constructions of the disabled body by Emma C. Fisher Supervisor: Doctor Michael Finneran A thesis submitted for the degree of DOCTOR OF PHILOSOPHY Department of Drama and Theatre Studies Mary Immaculate College (Coláiste Mhuire Gan Smál) University of Limerick Ph.D. ABSTRACT This research project examines personal and cultural constructs of the disabled body, with the creation of the puppet play Pupa as its practical culmination. The testimonials of six participants (including my own), all from artists with a disability or deaf artists, are the inspiration for Pupa. The qualitative research methodology used within this research combines ethnographic methods, auto-ethnography, practice-based research and narrative enquiry. I have adapted auto-ethnography by combining it with puppetry to coin new methodologies; ‘ethnopuppetry’ and ‘auto-ethnopuppetry’. Inspired by fairytales, Pupa creates a fantastical world where the narratives of the participants find expression through a range of puppet characters. These testimonies examine what it is to identify with a disabled identity, and to ‘come out’ as disabled. It looks at how we perceive ourselves as disabled, and how we feel others perceive us. Creating a piece of theatre based around disabled identity led me to investigate the history of disabled performers, and historical depictions of disabled characters within theatre, fairytales and freak-shows, in order to see how they influence societal beliefs around disability today. Within the practice element of this research, I experimented with unconventionally constructed puppets, as well as puppeteering my own disabled limb with an exo-skeleton, in order to question how I view disability in my own body. -
Sheepless - an Open-Source 2D Adventure Game in Unity Student: Robert Badronov Supervisor: Ing
ASSIGNMENT OF BACHELOR’S THESIS Title: Sheepless - An Open-source 2D Adventure Game in Unity Student: Robert Badronov Supervisor: Ing. Marek Skotnica Study Programme: Informatics Study Branch: Web and Software Engineering Department: Department of Software Engineering Validity: Until the end of summer semester 2020/21 Instructions Sheepless is an open-source art game about a Shepherdess from Prague. EbSynth is a state of the art image synthesis technology developed at DCGI FEL CTU. This technology is intended to make a hand drawing animation easier. A goal of this thesis is to explore how to take advantage of this technology to design a prototype of a 2D game in Unity. Steps to take: • Review the EbSynth technology and Unity. • Design game mechanics and game architecture. • Create an open-source proof-of-concept implementation. References Will be provided by the supervisor. Ing. Michal Valenta, Ph.D. doc. RNDr. Ing. Marcel Jiřina, Ph.D. Head of Department Dean Prague December 12, 2019 Bachelor’s thesis Sheepless - An Open-source 2D Adventure Game in Unity Robert Badronov Department of Software Engineering Supervisor: Ing. Marek Skotnica June 4, 2020 Acknowledgements I would like to thank my supervisor, Ing. Marek Skotnica, for his invaluable help, patience, and also for the opportunity to combine the topic of creating games that is interesting for me with the writing of this work. I would like to thank my family and friends for their moral support. I would also like to thank my colleagues with whom the work on the Sheepless project is being carried out. Declaration I hereby declare that the presented thesis is my own work and that I have cited all sources of information in accordance with the Guideline for adher- ing to ethical principles when elaborating an academic final thesis. -
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. -
Digital Puppetry: Comparative Visual Studies Between Javanese & Malaysian Art
International Journal of Applied Engineering Research ISSN 0973-4562 Volume 13, Number 6 (2018) pp. 3579-3589 © Research India Publications. http://www.ripublication.com Digital Puppetry: Comparative Visual Studies between Javanese & Malaysian Art Dahlan Abdul Ghani Universiti Kuala Lumpur (UniKL), Malaysian Institute of Information Technology 1016 Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia. Abstract puppet play in Kelantan is performed primarily as a form entertainment in the towns and villages, for many people, and Shadow play theatre is one of the most ancient forms of all in the evening’s a diversion from the routine daily life traditional theatres in Malaysia and Indonesia. There is (Patricia Matusky,1997). But unfortunately, the Wayang perhaps no greater symbol or semiotics more specifically, the Kulit Kelantan in Malaysia is threatened with forthcoming Kelantanese and Javanese ethos than its classical shadow play extinction. According to Amin Sweeney’s it was one time (wayang kulit siam and wayang kulit purwa, whose the literally widespread and popular in Kelantan which research spiritual roots be submerged into the island’s unwritten past in the late 1960’s confirmed the existence of more than 300 and which lies at the core of its immensely rich traditional Dalangs (shadow puppeteer and narrator) (Amin culture. Unfortunately, they are so unique that they are slowly Sweeney,1974). However, the number decreased to 37 in being extinct and forgotten especially among the young 1982 and 11 in 1999 generation of today. Digital puppets are animated metaphors that augment online film entertainment and education content. As for wayang kulit java, changes are needed in order to The aim of the research is to explore the design of digital 3D safeguard this heritage from extinct. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables.