Analysis of Third Person Cameras in Current Generation Action Games
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CTE: Get Real! Student Filmmaker Toolkit This Guide Will Teach You How to Create a Promotional Video for Your CTE Classes
CTE: Get Real! Student Filmmaker Toolkit This guide will teach you how to create a promotional video for your CTE classes. Here’s what’s included in this guide: ◦ A sample video to guide you. ◦ An overview of all the footage you will need to shoot. ◦ Best practices for setting up, interviewing, and how to get the footage you need. ◦ How to cut this footage down to your final video. 2 Career and Technical Education is hands-on learning that puts students at the center of the action! But not everyone knows how CTE: • Connects to career opportunities like employer internships and job shadows. • Puts students on a path that leads toward a career, college, and education after high school. • Delivers real world skills that make education come alive. 3 Table of Contents 1. Video Basics 6 2. How to tell your CTE story 9 3. Preparing for an interview 13 4. How to interview students, teachers, and employers 24 5. How to capture B-Roll action shots 39 6. How to edit your footage 43 7. Wrap it up! 57 5 We’ve included a sample video to help you create your own video. Click here to view it now. We will refer to specific times in this sample video. Quick Checklist ◦ Pick a CTE class or two to focus on. ◦ Interview students and teachers. ◦ Interview local employers with careers that connect to the CTE class. ◦ Shoot action shots of general classroom activity. ◦ Shoot action shots of employer, or of their employees doing work. ◦ Use a music track. Let’s get started! 4 1 Video Basics 6 Video Basics Six Basic Tips 1. -
Techniques of Cinematography: 2 (SUPROMIT MAITI)
Dept. of English, RNLKWC--SEM- IV—SEC 2—Techniques of Cinematography: 2 (SUPROMIT MAITI) The Department of English RAJA N.L. KHAN WOMEN’S COLLEGE (AUTONOMOUS) Midnapore, West Bengal Course material- 2 on Techniques of Cinematography (Some other techniques) A close-up from Mrinal Sen’s Bhuvan Shome (1969) For SEC (English Hons.) Semester- IV Paper- SEC 2 (Film Studies) Prepared by SUPROMIT MAITI Faculty, Department of English, Raja N.L. Khan Women’s College (Autonomous) Prepared by: Supromit Maiti. April, 2020. 1 Dept. of English, RNLKWC--SEM- IV—SEC 2—Techniques of Cinematography: 2 (SUPROMIT MAITI) Techniques of Cinematography (Film Studies- Unit II: Part 2) Dolly shot Dolly shot uses a camera dolly, which is a small cart with wheels attached to it. The camera and the operator can mount the dolly and access a smooth horizontal or vertical movement while filming a scene, minimizing any possibility of visual shaking. During the execution of dolly shots, the camera is either moved towards the subject while the film is rolling, or away from the subject while filming. This process is usually referred to as ‘dollying in’ or ‘dollying out’. Establishing shot An establishing shot from Death in Venice (1971) by Luchino Visconti Establishing shots are generally shots that are used to relate the characters or individuals in the narrative to the situation, while contextualizing his presence in the scene. It is generally the shot that begins a scene, which shoulders the responsibility of conveying to the audience crucial impressions about the scene. Generally a very long and wide angle shot, establishing shot clearly displays the surroundings where the actions in the Prepared by: Supromit Maiti. -
009NAG – September 2012
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you. -
Graphic Design and the Cinema: an Application of Graphic Design to the Art of Filmmaking
The University of Southern Mississippi The Aquila Digital Community Honors Theses Honors College Spring 5-2016 Graphic Design and the Cinema: An Application of Graphic Design to the Art of Filmmaking Kacey B. Holifield University of Southern Mississippi Follow this and additional works at: https://aquila.usm.edu/honors_theses Part of the Graphic Design Commons Recommended Citation Holifield, Kacey B., "Graphic Design and the Cinema: An Application of Graphic Design to the Art of Filmmaking" (2016). Honors Theses. 403. https://aquila.usm.edu/honors_theses/403 This Honors College Thesis is brought to you for free and open access by the Honors College at The Aquila Digital Community. It has been accepted for inclusion in Honors Theses by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. The University of Southern Mississippi Graphic Design and the Cinema: An Application of Graphic Design to the Art of Filmmaking by Kacey Brenn Holifield A Thesis Submitted to the Honors College of The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Bachelor of Fine Arts of Graphic Design in the Department of Art and Design May 2016 ii Approved by _______________________________ Jennifer Courts, Ph.D., Thesis Adviser Assistant Professor of Art History _______________________________ Howard M. Paine, Ph.D., Chair Department of Art and Design _______________________________ Ellen Weinauer, Ph.D., Dean Honors College iii Abstract When the public considers different art forms such as painting, drawing and sculpture, it is easy to understand the common elements that unite them. Each is a non- moving art form that begins at the drawing board. -
295 Platinum Spring 2021 Syllabus Online (No Contact)
CTPR 295 Cinematic Arts Laboratory 4 Units Spring 2021 Concurrent enrollment: CTPR 294 Directing in Television, Fiction, and Documentary Platinum/Section#18488D Meeting times: Sound/Cinematography: Friday 9-11:50AM Producing/Editing: Friday 1-3:50PM Producing Laboratory (online) Instructor: Stephen Gibler Office Hours: by appointment SA: Kayla Sun Cinematography Laboratory (online) Instructor: Gary Wagner Office Hours: by appointment SA: Gerardo Garcia Editing Laboratory (online) Instructor: Avi Glick Office Hours: by appointment SA: Alessia Crucitelli Sound Laboratory (online) Instructor: Sahand Nikoukar Office Hours: by appointment SA: Georgia Conrad Important Phone Numbers: * NO CALLS AFTER 9:00pm * Joe Wallenstein (213) 740-7126 Student Prod. Office - SPO (213) 740-2895 Prod. Faculty Office (213) 740-3317 Campus Cruiser (213) 740-4911 1 Course Structure and Schedule: CTPR 295 consists of four laboratories which, in combination, introduce Cinematic Arts Film and Television Production students to major disciplines of contemporary cinematic practice. Stu- dents will learn the basic technology, computer programs, and organizational principles of the four course disciplines that are necessary for the making of a short film. 1) Producing 2) Cinematography 3) Editing 4) Sound Each laboratory has six or seven sessions. Students will participate in exercises, individual projects, lectures and discussions designed to give them a strong foundation, both technical and theoretical, in each of the disciplines. Producing and Cinematography laboratories meet alternate weeks on the same day and time, for three-hour sessions, but in different rooms, Editing and Sound laboratories meet alternate weeks on the same day and time, for three-hour sessions, but in different rooms. Students, therefore, have six hours of CTPR 295 each week. -
10 Tips on How to Master the Cinematic Tools And
10 TIPS ON HOW TO MASTER THE CINEMATIC TOOLS AND ENHANCE YOUR DANCE FILM - the cinematographer point of view Your skills at the service of the movement and the choreographer - understand the language of the Dance and be able to transmute it into filmic images. 1. The Subject - The Dance is the Star When you film, frame and light the Dance, the primary subject is the Dance and the related movement, not the dancers, not the scenography, not the music, just the Dance nothing else. The Dance is about movement not about positions: when you film the dance you are filming the movement not a sequence of positions and in order to completely comprehend this concept you must understand what movement is: like the French philosopher Gilles Deleuze said “w e always tend to confuse movement with traversed space…” 1. The movement is the act of traversing, when you film the Dance you film an act not an aestheticizing image of a subject. At the beginning it is difficult to understand how to film something that is abstract like the movement but with practice you will start to focus on what really matters and you will start to forget about the dancers. Movement is life and the more you can capture it the more the characters are alive therefore more real in a way that you can almost touch them, almost dance with them. The Dance is a movement with a rhythm and when you film it you have to become part of the whole rhythm, like when you add an instrument to a music composition, the vocabulary of cinema is just another layer on the whole art work. -
Tellin Your Story
2017 TELLING YOUR STORY Using storytelling for social good and the mission of the Peace Corps WHY STORYTELLING? • Makes sense of the world around us • Connects us with people • Inspires empathy IN THE PUBLIC SECTOR Gain visibility, credibility • Important to be recognized and to be known as an organization making valuable contributions to the communities it serves. Create connections, gather support • Connect with your audience and motivate them to support your organization • A good image/reputation inspires trust in your organization which leads to a more secure future with funders Transform yourself and your work • Allows you, the storyteller, to reflect on where you came from, where you are now, and where you hope to go in the future THE PROCESS (re)discover | build | share REFLECT • Remember a time when you stepped out of your comfort zone and tackled a problem to make a positive difference in the world. • What was your “a-ha” moment? • Recall this moment using all of your senses. How did it look? Feel? Sound? Taste? • Capture the moment as best you can using written words, an audio recording, a drawing… (re)discover | build | share Big idea How To Challenge Impact The hook Call to Action (re)discover | build | share THE HOOK The opening that pulls your audience into the story • Paint the scene. Describe the when and where of your story • Introduce the protagonist. From what perspective do you want to tell your story? (re)discover | build | share THE CHALLENGE Introduction to the central problem • Describe the moment when you made a connection with the problem. -
TYLER WILSON Lead Artist Tylerwilson.Art Vancouver, BC [email protected] +1-604-771-4577
TYLER WILSON Lead Artist tylerwilson.art Vancouver, BC [email protected] +1-604-771-4577 Summary ● 10 years of Leadership experience and 20 years in the game industry. ● Detail oriented, organized, and technical (rigs, problem solving, pipelines, best practices) ● Excellent written communication as well as documentation and tutorial experience. ● Always working towards the big picture studio goals. ● Loves: Games, Film, Anatomy Sculpts, Cloth Sims, Mentoring, Hockey. Skills Tools ● Character Creation ● Maya, XGen ● Digital Tailoring ● 3ds Max ● Technical Art ● ZBrush ● Scheduling & Organization ● Marvelous Designer ● Outsourcing ● Substance Painter, Mari ● Leadership ● Marmoset Toolbag, Keyshot, Arnold Experience Lead Artist Oct 2019 – Present Brass Token Games ● Provide overall artistic leadership and review all art assets for quality and continuity with the Creative Director’s vision. ● Light key assets through static and dynamic lighting. ● Help and manage art outsourcers to provide feedback, determine opportunities for efficiencies and cost savings, and help integrate art assets into the engine. ● Support the creation of marketing and pitch materials. Digital Tailor Mar 2019 – Present Freelance ● Continued creation of many items of clothing and complete outfits including accessories for Brud. Brud is a transmedia studio that creates digital character driven story worlds (Virtual Digital Influencers). ● Created two versions of a clean room tyvek Scientist outfit for System Shock 3, before and after Mutant infection. Lead Artist Mar 2016 – Mar 2019 Hothead Games ● Manage a team of twelve internal artists including 1on1's and mentoring. ● Set the art direction and worked closely with the team to reach our goals. ● Featured by Apple in "Gloriously Gorgeous Games" category. ● Brought high fidelity art to the mobile market. -
Camera Movement]
MPPP 1383 – Video Technology Production Teknik Asas Melakukan Penggambaran Bergerak [CAMERA MOVEMENT] Prepared BY : NUR J A N NA H BINTI JAMIL FAT I M A H SARAH BINTI YAACOB 8 BASIC OF CAMERA MOVEMENTS PAN D O L LY Z O O M T I LT TRACK/TRUCK ZOOM ARC D O L LY FOLLOW 1 Canon EOS 60D TOOLS (as secondary video record) Sony HXR-NX30U Palm Size NXCAM HD Camcorder with Projector & 96GB HDD (as main video record) Microdolly Hollywood TH-650DV Tripod system WF-553T Tripod How to do? PAN Rotating a camera to the left or right in horizontal movement. (turning your head to left/right before cross a road) Purpose? To follow a subject or show the distance between two objects. Pan shots also work great for panoramic views such as a shot from a mountaintop to the valley below. 2 How to do? TILT Rotating a camera up or down in vertical movement. (like shake your head up/down Purpose? Like panning, to follow a subject or to show the top and bottom of a stationary object. With a tilt, you can also show how high something is. For example, a slow tilt up a Giant Sequoia tree shows its grandness and enormity. Here's a good tip. In general, when you tilt up and shoot an object or a person they look larger and thicker. The subject looks smaller and thinner when you tilt down. How to do? DOLLY Moving a camera closer or further from subject over time. Purpose? To follow an object smoothly to get a unique perspective. -
Comparative Look at Spectator Identification in Films and Video Games
Comparative Look at Spectator Identification in Films and Video Games by Taylor Reiner A THESIS submitted to Oregon State University University Honors College in partial fulfillment of the requirements for the degree of Honors Baccalaureate of Science in Computer Science (Honors Scholar) Presented March 2, 2016 Commencement June 2016 AN ABSTRACT OF THE THESIS OF Taylor Reiner for the degree of Honors Baccalaureate of Science in Computer Science presented on March 2, 2016. Title: Comparative Look at Spectator Identification in Films and Video Games. Abstract approved: ____________________________________________________________ Jon Lewis Often, characters of entertainment works, such as movies, books, or video games, display traits that people find relatable. In certain cases, a spectator of a work will develop such a strong psychological bond with a character that they identify with them. Identification with fictional characters is usually a subconscious act where the viewer or reader will empathize and project themselves onto a character in the film or book they are experiencing. Although this sense of identification is universal in entertainment mediums, films and video games have distinct ways that they cultivate this identification phenomenon. This thesis examined a variety of identification catalysts, suppressors, and theories in efforts to create a comprehensive comparative look at identification between the two mediums. With technological, interactive, and format differences, these mediums differ greatly in their effectiveness at fostering identification in the spectator. Although video games are similar to film, their interactivity pushes new boundaries of identification that film does not. Alternatively, film's character leniency allows for a range of identification possibilities that video games do not. -
Introduction
CINEMATOGRAPHY Mailing List the first 5 years Introduction This book consists of edited conversations between DP’s, Gaffer’s, their crew and equipment suppliers. As such it doesn’t have the same structure as a “normal” film reference book. Our aim is to promote the free exchange of ideas among fellow professionals, the cinematographer, their camera crew, manufacturer's, rental houses and related businesses. Kodak, Arri, Aaton, Panavision, Otto Nemenz, Clairmont, Optex, VFG, Schneider, Tiffen, Fuji, Panasonic, Thomson, K5600, BandPro, Lighttools, Cooke, Plus8, SLF, Atlab and Fujinon are among the companies represented. As we have grown, we have added lists for HD, AC's, Lighting, Post etc. expanding on the original professional cinematography list started in 1996. We started with one list and 70 members in 1996, we now have, In addition to the original list aimed soley at professional cameramen, lists for assistant cameramen, docco’s, indies, video and basic cinematography. These have memberships varying from around 1,200 to over 2,500 each. These pages cover the period November 1996 to November 2001. Join us and help expand the shared knowledge:- www.cinematography.net CML – The first 5 Years…………………………. Page 1 CINEMATOGRAPHY Mailing List the first 5 years Page 2 CINEMATOGRAPHY Mailing List the first 5 years Introduction................................................................ 1 Shooting at 25FPS in a 60Hz Environment.............. 7 Shooting at 30 FPS................................................... 17 3D Moving Stills...................................................... -
Depth Assisted Composition of Synthetic and Real 3D Scenes
©2016 Society for Imaging Science and Technology DOI: 10.2352/ISSN.2470-1173.2016.21.3DIPM-399 Depth Assisted Composition of Synthetic and Real 3D Scenes Santiago Cortes, Olli Suominen, Atanas Gotchev; Department of Signal Processing; Tampere University of Technology; Tampere, Finland Abstract In media production, previsualization is an important step. It Prior work allows the director and the production crew to see an estimate of An extensive description and formalization of MR systems the final product during the filmmaking process. This work focuses can be found in [1]. After the release of the ARToolkit [2] by the in a previsualization system for composite shots, which involves Nara Institute of Technology, the research community got much real and virtual content. The system visualizes a correct better access to real time blend of real and virtual data. Most of the perspective view of how the real objects in front of the camera AR applications running on web browsers produced during the operator look placed in a virtual space. The aim is to simplify the early 2000s were developed using the ARToolkit. MR has evolved workflow, reduce production time and allow more direct control of with the technology used to produce it, and the uses for it have the end result. The real scene is shot with a time-of-flight depth multiplied. Nowadays, in the embedded system era, a single device camera, whose pose is tracked using a motion capture system. can have most of, if not all, the sensors and computing power to Depth-based segmentation is applied to remove the background run a good MR application.