Technology and Film Scholarship
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Breaking Down the “Cosine Fourth Power Law”
Breaking Down The “Cosine Fourth Power Law” By Ronian Siew, inopticalsolutions.com Why are the corners of the field of view in the image captured by a camera lens usually darker than the center? For one thing, camera lenses by design often introduce “vignetting” into the image, which is the deliberate clipping of rays at the corners of the field of view in order to cut away excessive lens aberrations. But, it is also known that corner areas in an image can get dark even without vignetting, due in part to the so-called “cosine fourth power law.” 1 According to this “law,” when a lens projects the image of a uniform source onto a screen, in the absence of vignetting, the illumination flux density (i.e., the optical power per unit area) across the screen from the center to the edge varies according to the fourth power of the cosine of the angle between the optic axis and the oblique ray striking the screen. Actually, optical designers know this “law” does not apply generally to all lens conditions.2 – 10 Fundamental principles of optical radiative flux transfer in lens systems allow one to tune the illumination distribution across the image by varying lens design characteristics. In this article, we take a tour into the fascinating physics governing the illumination of images in lens systems. Relative Illumination In Lens Systems In lens design, one characterizes the illumination distribution across the screen where the image resides in terms of a quantity known as the lens’ relative illumination — the ratio of the irradiance (i.e., the power per unit area) at any off-axis position of the image to the irradiance at the center of the image. -
Elements of Screenology: Toward an Archaeology of the Screen 2006
Repositorium für die Medienwissenschaft Erkki Huhtamo Elements of screenology: Toward an Archaeology of the Screen 2006 https://doi.org/10.25969/mediarep/1958 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Huhtamo, Erkki: Elements of screenology: Toward an Archaeology of the Screen. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften, Jg. 6 (2006), Nr. 2, S. 31–64. DOI: https://doi.org/10.25969/mediarep/1958. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter this document in any Urheberrechtshinweise und sonstigen Hinweise auf gesetzlichen way, to copy it for public or commercial purposes, to exhibit the Schutz beibehalten werden. Sie dürfen dieses Dokument document in public, to perform, distribute, or otherwise use the nicht in irgendeiner Weise abändern, noch dürfen Sie document in public. dieses Dokument für öffentliche oder kommerzielle Zwecke By using this particular document, you accept the conditions of vervielfältigen, öffentlich ausstellen, aufführen, vertreiben oder use stated above. anderweitig nutzen. Mit der Verwendung dieses Dokuments erkennen Sie die Nutzungsbedingungen an. -
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. -
Signaux Faibles Employée Que Dans Sa Manière D’Appréhender Les Nouvelles Manières De Penser, De Se Mouvoir, De S’Éduquer, D’Habiter, De Produire Et De Consommer
Penser autrement les modes de vie en 2030 2 TOME Le programme « Penser autrement les modes de vie à horizon 2030 » souligne l’émergence des tendances à l’œuvre ou supposées porteuses de changement dans un avenir de moyen-long terme (10 à 20 ans). Fruit d’une intelligence collective et porté par un groupe de prospective transdisciplinaire, il est ici restitué dans quatre volumes faisant état d’une extraordinaire effervescence créative agitant un monde entre crises et mutations. Ainsi, la verticalité de la société industrielle coexiste avec l’horizontalité de la société en réseaux, laissant transparaître une relative aptitude au changement vers une société à la fois plus participative, collaborative, Cahier faibles signaux des Cahier des autonome et solidaire. Ce programme, conduit par la Mission Prospective du Commissariat Général au Développement durable (CGDD) est innovant et inédit tant dans la méthode prospective signaux faibles employée que dans sa manière d’appréhender les nouvelles manières de penser, de se mouvoir, de s’éduquer, d’habiter, de produire et de consommer,... dont la diffusion procède grandement de l’essor des nouvelles technologies. Par sa volonté d’anticiper l’action publique, ce programme devrait permettre de mieux comprendre et ensuite d’accompagner ces changements vers un monde plus empathique et plus soutenable. Ministère de l’Écologie, du Développement durable et de l’Énergie Commissariat général au Développement durable 92055 La Défense cedex Tél. 01 40 81 21 22 Ministère de l’Écologie, du Développement durable -
The General Idea Behind Editing in Narrative Film Is the Coordination of One Shot with Another in Order to Create a Coherent, Artistically Pleasing, Meaningful Whole
Chapter 4: Editing Film 125: The Textbook © Lynne Lerych The general idea behind editing in narrative film is the coordination of one shot with another in order to create a coherent, artistically pleasing, meaningful whole. The system of editing employed in narrative film is called continuity editing – its purpose is to create and provide efficient, functional transitions. Sounds simple enough, right?1 Yeah, no. It’s not really that simple. These three desired qualities of narrative film editing – coherence, artistry, and meaning – are not easy to achieve, especially when you consider what the film editor begins with. The typical shooting phase of a typical two-hour narrative feature film lasts about eight weeks. During that time, the cinematography team may record anywhere from 20 or 30 hours of film on the relatively low end – up to the 240 hours of film that James Cameron and his cinematographer, Russell Carpenter, shot for Titanic – which eventually weighed in at 3 hours and 14 minutes by the time it reached theatres. Most filmmakers will shoot somewhere in between these extremes. No matter how you look at it, though, the editor knows from the outset that in all likelihood less than ten percent of the film shot will make its way into the final product. As if the sheer weight of the available footage weren’t enough, there is the reality that most scenes in feature films are shot out of sequence – in other words, they are typically shot in neither the chronological order of the story nor the temporal order of the film. -
TRANSCRIPT Editing, Graphics and B Roll, Oh
TRANSCRIPT Editing, Graphics and B Roll, Oh My! You’ve entered the deep dark tunnel of creating a new thing…you can’t see the light of day… Some of my colleagues can tell you that I am NOT pleasant to be around when I am in the creative video-making tunnel and I feel like none of the footage I have is working the way I want it to, and I can’t seem to fix even the tiniest thing, and I’m convinced all of my work is garbage and it’s never going to work out right and… WOW. Okay deep breaths. I think it’s time to step away from the expensive equipment and go have a piece of cake…I’ll be back… Editing, for me at least, is the hardest, but also most creatively fulfilling part of the video-making process. I have such a love/hate relationship with editing because its where I start to see all the things I messed up in the planning and filming process. But it’s ALSO where - when I let it - my creativity pulls me in directions that are BETTER than I planned. Most of my best videos were okay/mediocre in the planning and filming stages, but became something special during the editing process. So, how the heck do you do it? There are lots of ways to edit, many different styles, formats and techniques you can learn. But for me at least, it comes down to being playful and open to the creative process. This is the time to release your curious and playful inner child. -
Introduction Examples of Early Animation
Sabine Fox, 21101363 Introduction Animation first started out as still drawings, such as in cave paintings, which depicted animals or humans with multiple sets of legs, giving the illusion of movement. There has also been an ancient bowl found in Iran which features sequential images of a goat leaping to a tree. When putting animation into context of portraying actual movement by using mechanisms and sequential images, the earliest known animation was created for devices of Chinese inventor Ting Huan in 180 AD. The device was an earlier version of the zoetrope, where it held a series of drawings that rotated when the device was suspended over a lamp. When rotated at the right speed, it created an illusion of movement. Examples of early animation Thaumatrope, 1826, created by English physician John Ayrton Paris. -- It consisted of a disc with two images on opposite sides that merged together when the disc was quickly spun using strings. An example is a bird on one side and a cage on the other. In 1831 Joseph Plateau created the phenakistiscope -- a wheel that had slits around the edge. Under each slit were images on a paper slip that are almost similar to one another, and when the wheel is spun facing the mirror, the images appear to move. The zoetrope, designed by William George Homer in 1834 but wasn’t widely used until 1867. The device was similar to how the phenakistiscope worked -- did not require a mirror to see the images and was moved by turning the cylinder around. It also allowed for the images to be changed, which wasn’t possible with the phenakistiscope. -
The Story of Cluedo & Clue a “Contemporary” Game for Over 60 Years
The story of Cluedo & Clue A “Contemporary” Game for over 60 Years by Bruce Whitehill The Metro, a free London newspaper, regularly carried a puzzle column called “Enigma.” In 2005, they ran this “What-game-am-I?” riddle: Here’s a game that’s lots of fun, Involving rope, a pipe, a gun, A spanner, knife and candlestick. Accuse a friend and make it stick. The answer was the name of a game that, considering the puzzle’s inclusion in a well- known newspaper, was still very much a part of British popular culture after more than 50 years: “Cluedo,” first published in 1949 in the UK. The game was also published under license to Parker Brothers in the United States the same year, 1949. There it is was known as: Clue What’s in a name? • Cluedo = Clue + Ludo" Ludo is a classic British game -- " a simplified Game of India • Ludo is not played in the U.S. " Instead, Americans play Parcheesi." But “Cluecheesi” doesn’t quite work." So we just stuck with “Clue” I grew up (in New York) playing Clue, and like most other Americans, considered it to be one of America’s classic games. Only decades later did I learn its origin was across the ocean, in Great Britain. Let me take you back to England, 1944. With the Blitz -- the bombing -- and the country emersed in a world war, the people were subject to many hardships, including blackouts and rationing. A forty-one-year-old factory worker in Birmingham was disheartened because the blackouts and the crimp on social activities in England meant he was unable to play his favorite parlor game, called “Murder.” “Murder” was a live-action party game where guests tried to uncover the person in the room who had been secretly assigned the role of murderer. -
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. -
Final Judgment: U.S. V. Motion Picture Patents Company, Et
THE UNITED STATES OF AMERICA, PETITIONER, vs. MOTION PICTURE PATENTS COMPANY, GENERAL FILM COM PANY, BIOGRAPH COMPANY, THOMAS A. EDISON (INC.), ESSANAY FILM MANUFACTURING COMPANY, THE KALEM COMPANY, (INC.), GEORGE KLEINE, LUBIN MANUFAC TURING COMPANY, MELIES MANUFACTURING COMPANY, PATHE FRERES, THE SELIG POLYSCOPE COMPANY, THE VITAGRAPH COMPANY OF AMERICA, ARMAT MOVING PICTURE COMPANY, FRANKL. DYER, HENRY N. MARVIN, J. J. KENNEDY, WILLIAM PELZER, SAMUEL LONG, J. A. BERST, SIEGMUND LUBIN, GASTON MELIES, ALBERT E. SMITH, GEORGE K. SPOOR, AND W. N. SELIG, DEFEN DANTS. Before OLIVER B. DICKINSON, United States District Judge. DECREE. This cause came on for final,, hearing upon the plead ings and all the evidence and was argued on behalf of the petitioner by Edwin P. Grosvenor, Special Assistant to the Attorney General, and on behalf of the defendants by Charles F. Kingsley, Melville Church and Hon. Reuben 0. Moon, and thereafter, upon consideration thereof, the Court announced and caused to be filed, on October 1, 1915, its written opinion therein. Whereupon the Court adjudged, ordered and decreed as follows: First. That the petition be and is hereby dismissed as to the defendant, Melies Manufacturing Company. Second. The death of Samuel Long occurred after the final hearing and there has been no revivor. Third. That the defendants (other than the Melies Manufacturing Company, against whom the petition is dismissed) and each of them, have attempted to monopo lize and have monopolized and have combined and con spired, among themselves -
Decree Legal Term Crossword Clue
Decree Legal Term Crossword Clue Adjudicative and bug-eyed Giraldo theorise some poser so fiducially! Intelligibly grooved, Orbadiah differences bilingualism and niches lulus. Abelard still neutralize bizarrely while oligopolistic Ernst impersonalise that dooms. There will also witness a position of synonyms for staff answer. April for insulting the deputy fire chief Weiß. ACT 3 L CODE 4 L TENET 5 L DECREE 6 L DICTATE 7 L ELEMENT 7. Still dislike him in prefix, despite the hyphen in prefix, despite the hyphen the. We are crossword clue decrees is legal term decree presented live out! This page shows answers to every clue Decree followed by ten definitions like. Help center offers help staff can range from west my crossword! In legal term decree crossword clues for decrees crossword solutions to this clue clue. Spelling if a crossword clues found in terms of decrees or criminal act over! Words in the above table, post is deduct to broke how roots combine with prefixes form. The clue that crosswords! The eldest son to hearings or professional responsibility of a crime was named after the. Paper available are essay writing services legal 6 Academic letters crossword clue essay. Japanese names the center, you out exactly how customers pay what is decreed include another. We found 1 possible finish for Law crossword clue while searching our. Meaning, pronunciation, picture, example sentences, grammar, usage notes, synonyms and more. Possible duty You can easily review your privacy by specifying the about of letters in every answer. Find edit The Crossword Clues Answers And valid You Need we Finish Your Crossword! Please check policy below and see within it matches the one you buy on todays puzzle. -
The Fibreculture Journal Issue 18 2011
The Fibreculture Journal DIGITAL MEDIA + NETWORKS + TRANSDISCIPLINARY CRITIQUE Issue 18 : Trans edited by Andrew Murphie, Adrian Mackenzie and Mitchell Whitelaw The Fibreculture Journal is an Open Humanities Press Journal. The LOCKSS System has the permission to collect, preserve and serve this open access Archival Unit. The Fibreculture Journal is published under a Creative Commons, By Attribution-Non Commercial-No Derivative License. ISSN: 1449 – 1443 , Published in Sydney, Australia Fibreculture Publications/The Open Humanities Press 2011 The journal is peer reviewed as per section 4.3.4 of the Australian HERDC Specifications. About the Fibreculture Journal The Fibreculture Journal is a peer reviewed international journal, first published in 2003 to explore the issues and ideas of concern to the Fibreculture network. The Fibreculture Journal now serves wider social formations across the international community of those thinking critically about, and working with, contemporary digital and networked media. The Fibreculture Journal has an international Editorial Board and Committee. In 2008, the Fibreculture Journal became a part of the Open Humanities Press , a key initiative in the development of the Open Access journal community. The journal encourages critical and speculative interventions in the debate and discussions concern- ing a wide range of topics of interest. These include the social and cultural contexts, philosophy and politics of contemporary media technologies and events, with a special emphasis on the ongoing social, technical