Temporal Control for Interactive Virtual Storytelling
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The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD
Nebula4.2, June 2007 The Versatility of Visualization: Delivering Interactive Feature Film Content on DVD. By Sarah Atkinson Abstract This article investigates how the film production process has been influenced by the DVD format of delivery. It discusses how the digital output is affecting the creative process of feature film production and the affect upon the visualization process during preproduction. It will deploy two case studies - M y Little Eye (2002, Dir: Marc Evans) and Final Destination 3 (2006, Dir: James Wong) – utilizing diagrammatical visualizations of their interactive content. Both these films produced additional content during the feature film production phase to offer viewers an alternate and interactive viewing experience on DVD. The article concludes by exploring how a current technological advancement, Blu Ray DVD Production, will act as a further catalyst to develop the interactive film genre beyond the initial phases investigated within the current case studies. Article The two most important aspects of visualization, the physical connections with the medium and the opportunity to review and refine work as it is created, are hard to implement because of the complexity of film production. (Katz, 1991:5) It has been 10 years since the mass inception of the so-called Digital Versatile Disc (DVD). Since that time, the market for DVD hardware and content has expanded exponentially. The DVD forum reported that ‘Film distributors depend more on DVD sales than box office takings.’ (July 31, 2006) Home video sales now account for nearly 60% of Hollywood’s revenue (LA Times 2004). The versatile format allows for a higher volume of media content to be stored and accessed in a non-linear manner. -
De-Framing Video Games from the Light of Cinema
Issue 04 – 2015 Journal –Peer Reviewed BERNARD PERRON Université de Montréal De-framing video [email protected] & DOMINIC ARSENAULT Université de Montréal games from the light [email protected] of cinema Interactivity is the cinema of the 21st century. David Cage (foreword of L’empire des jeux, 2005) ABSTRACT In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limi- tations, and to refect on the interpretive communities that have relied on flm (communities we are part of, due to our flm studies background) to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we fnd very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their difering technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media. KEYWORDS: video game; cinema; theory; history; remediation It is difcult not to rephrase the theme of this issue and try to see outside its box. It seems that video games, since a while already, have been framed in the light of cinema by the designers, producers and scholars who have begun to study them. Indeed, as we have been doing for ten years throughout the activi- ties of the Ludiciné research group (www.ludicine.ca), flm theories have been one of the most important body of works used to analyse video games at the dawn of game studies. -
Video-Based Interactive Storytelling
4 Video-Based Interactive Storytelling This thesis proposes a new approach to video-based interactive narratives that uses real-time video compositing techniques to dynamically create video sequences representing the story events generated by planning algorithms. The proposed approach consists of filming the actors representing the characters of the story in front of a green screen, which allows the system to remove the green background using the chroma key matting technique and dynamically compose the scenes of the narrative without being restricted by static video sequences. In addition, both actors and locations are filmed from different angles in order to provide the system with the freedom to dramatize scenes applying the basic cinematography concepts during the dramatization of the narrative. A total of 8 angles of the actors performing their actions are shot using a single or multiple cameras in front of a green screen with intervals of 45 degrees (forming a circle around the subject). Similarly, each location of the narrative is also shot from 8 angles with intervals of 45 degrees (forming a circle around the stage). In this way, the system can compose scenes from different angles, simulate camera movements and create more dynamic video sequences that cover all the important aspects of the cinematography theory. The proposed video-based interactive storytelling model combines robust story generation algorithms, flexible multi-user interaction interfaces and cinematic story dramatizations using videos. It is based on the logical framework for story generation of the Logtell system, with the addition of new multi-user interaction techniques and algorithms for video-based story dramatization using cinematography principles. -
Dialogues with the Machine, Or Ruins of Closure and Control in Interactive Digital Narratives
Hoydis, J 2021 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives. Open Library of Humanities, 7(2): 4, pp. 1–24. DOI: https://doi.org/10.16995/olh.4695 Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives Julia Hoydis, University of Graz, Austria, [email protected] The interrelations between literary studies and posthumanism deserve attention beyond the focus on the representation of posthuman identities on the story level. To explore these, this article looks at examples of interactive digital narratives (IDN): Bandersnatch (2018), a ‘choose-your-own- adventure’-type instalment of Netflix’s dystopian Sci Fi-anthology series Black Mirror, the short film The Angry River (2017), which employs gaze-detection technology to determine what viewers get to see, and the serious multi-platform videogame The Climate Trail (2019), specifically designed to move players ‘into action’. Straddling the border between ludology and narrative to varying degrees, all offer the chance of ‘do-overs’ and the exploration of complex patterns and processes. They raise questions about the co-production of pre-scripted meanings, about authorial and reader agency, conceptions of control, closure, and narrative (un)reliability. Thus, this article argues, they challenge ideas about the potential of narratives in and beyond posthuman digital environments. Open Library of Humanities is a peer-reviewed open access journal published by the Open Library of Humanities. © 2021 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. -
Landon Cat.PM
VIDEO UNIVERSITY HOW TO START OR EXPAND A SUCCESSFUL HOME-BASED BUSINESS PRODUCING CORPORATE VIDEOS ■#77 PROFESSIONAL VIDEO PRODUCER - A Comprehensive Course If you love making videos as much as I do, you know it’s an expensive hobby. That’s why I produce videos for others. So they can help pay for my equipment. For the last 12 years I’ve been producing corporate videos, having been in the film and video business for over 20 years. And over those years I have learned a lot! NEW VIDEO What they don’t teach you in college College courses costing hundreds of dollars are great for learning the theory of visual communication, but they don’t teach you how to build a profitable business and support BUSINESSES ARE yourself. That’s why I wrote Professional Video Producer to show you the real world of video business from people who actually run successful production companies. In this HOTTER unique home study course you’ll discover the techniques and strategies used by large and small video production companies who’ve learned the most important lesson of all - how THAN EVER… to make a profit in this $8 BILLION business. But before we explore that, let me tell you the FOUR THINGS I LOVE about this work: ARE YOU 1. Variety Since I started producing corporate videos, I've been paid to learn about and produce GETTING YOUR videos on subjects ranging from dock building, lipstick manufacturing, electronic surveying, furniture sales training, computer programs, architecture, nursing, interstate highway SHARE? building, sexual harassment, waterfront reconstruction, book printing, food preparation and many more. -
Video-Based Interactive Storytelling
Edirlei Everson Soares de Lima Video-Based Interactive Storytelling TESE DE DOUTORADO DEPARTAMENTO DE INFORMÁTICA Programa de Pós-Graduação em Informática Rio de Janeiro August 2014 Edirlei Everson Soares de Lima Video-Based Interactive Storytelling TESE DE DOUTORADO Thesis presented to the Programa de Pós-Graduação em Informática of the Departamento de Informática, PUC-Rio as partial fulfillment of the requirements for the degree of Doutor em Informática Advisor: Prof. Bruno Feijó Rio de Janeiro August 2014 Edirlei Everson Soares de Lima Video-Based Interactive Storytelling Thesis presented to the Programa de Pós-Graduação em Informática, of the Departamento de Informática do Centro Técnico Científico da PUC-Rio, as partial fulfillment of the requirements for the degree of Doutor. Prof. Bruno Feijó Advisor Departamento de Informática - PUC-Rio Prof. Simone Diniz Junqueira Barbosa Departamento de Informática - PUC-Rio Prof. Helio Côrtes Vieira Lopes Departamento de Informática - PUC-Rio Prof. Angelo Ernani Maia Ciarlini UNIRIO Prof. Sean Wolfgand Matsui Siqueira UNIRIO Prof. José Eugenio Leal Coordinator of the Centro Técnico Científico da PUC-Rio Rio de Janeiro, August 4th, 2014 All rights reserved. No part of this thesis may be reproduced in any form or by any means without prior written permission of the University, the author and the advisor. Edirlei Everson Soares de Lima Graduated in Computer Science at Universidade do Contestado (2008), and received his Master Degree in Computer Science from Universidade Federal de Santa Maria (2010). He joined the Doctorate program at PUC- Rio in 2010, researching on interactive storytelling, games, artificial intelligence and computer graphics. In 2011 and 2012, his research on video-based interactive storytelling received two honorable mentions from the International Telecommunication Union (ITU). -
Diadeloso Sanctions Placed on Dickerson Campaign After Code Violations
STAY CONNECTED >> Follow us on Twitter at @BULARIAT for breaking news updates and more Baylor Animals, music and more! pg. 8 LariatWE’RE THERE WHEN YOU CAN’T BE APRIL 5, 2017 WEDNESDAY BAYLORLARIAT.COM Diadeloso Sanctions placed on Dickerson campaign after code violations RYLEE SEAVERS Staff Writer Katy senior Amye Dickerson, student body external vice president, was found guilty of violating Baylor’s electoral code on March 28 by posting two unapproved videos to her campaign Facebook page. A sanction was placed on the Dickerson campaign by the electoral commission, requiring her to suspend all campaign social media from March 28 until April 1, according to the official opinion of Liesje Powers | Photo Editor the court. MEET AND GREET Ms. Mei, 1845 at Memorial’s well-known lead baker, poses for photos with fans of her cookies, including Abilene The Dickerson junior Josh Monhllon, on Tuesday on Fountain Mall as a part of Diadeloso. Ms. Mei also shared her baked goods with the Baylor campaign appealed to community. the student court on the grounds that the Dickerson electoral commission was wrong to find the campaign guilty, said Baylor looks to increase security, Waco senior Elliott Riches, council to the Dickerson campaign. The electoral code states that “All campaign safety by installing new cameras materials must be approved by the electoral commission and by the department of student activities prior to distribution,” but later KALYN STORY The first phase was installing cameras an idea to increase security staff, which says campaign web pages must be approved, Staff Writer from Dutton Avenue to University Parks includes staff to monitor the cameras 24/7. -
USC School of Spring 2017—Mondays 10:00 – 13:50 Course Website: Ctcs505.Com
CTCS 505 Survey of Interactive Media Units: 2.0 USC School of Spring 2017—Mondays 10:00 – 13:50 Course Website: ctcs505.com Cinematic Arts Instructor: Kiki Benzon Office: SCI 101c Cinema and Media Division Office Hours: by appointment Contact Info: [email protected] Teaching Assistant: Manouchka Labouba Office / Office Hours: by appointment Contact Info: [email protected] Course Description In this course, we will examine the history, aesthetics, and cultural implications of interactivity through media. Pursuing a spectrum of interactive avenues—cinematic, literary, artistic, virtual, ludic, communicative—we will consider the ways in which media work to mobilize creativity and extend individual and collective agency. Our exploration will involve critical analyses of media artifacts and the representation of the cultural effects of these artifacts in cinematic, online, and exhibitory contexts. We will also experience, play, and create interactive media works, and discuss practices in the field with industry, academic, and artistic specialists. Learning Objectives You will emerge from this course with - an enhanced understanding of interactive media modalities and their function in cultural evolution and exchange - a grounding in media theory in the contexts of critical theory and art history - insight into the interactive affordances of digital technology - familiarity with important interactive media applications in cinema, games, documentary, mixed-media/immersive storytelling, and installation/environmental art - critical writing on media theory, cultural studies, and interactive practices and artifacts - a creative work employing production technologies and software in interactive cinema, video games, augmented reality, digital narrative, or another media platform Required Readings and Supplementary Materials Readings will be provided as PDFs, which can be accessed on the course website, ctcs505.com. -
New Frontier Showcases Storytelling's Future at 2017
FOR IMMEDIATE RELEASE Media Contact: December 1, 2016 Spencer Alcorn 310.360.1981 [email protected] New Frontier Showcases Storytelling’s Future at 2017 Sundance Film Festival Virtual / Augmented Reality Experiences, Installations, Live Performances Lead Programming, Including Works by Saschka Unseld, Chris Milk, Terence Nance, Shaun Gladwell, Nonny de la Peña (L-R) ASTEROIDS!, Credit: Courtesy of Sundance Institute; Heroes, Credit:Jamie Caliri; Journey to the Center of the Natural Machine, Credit: Meta. Park City, UT — Now in its second decade of breaking new ground at the forefront of art and technology, Sundance Institute has curated an in-depth vision of storytelling’s future for the 2017 edition of New Frontier at the Sundance Film Festival, January 19-29 in Park City. The full slate — including storyworlds in Augmented Reality headsets, projection-mapped acrobatics, a VR beauty salon producing neuroscience data via the internet of things and a host of socialized, interactive and immersively haptic VR story experiences — stands as a testament to New Frontier’s expertise in identifying, developing and amplifying the most relevant and high-impact modes of tech-enabled narrative. Live performances, a feature film and augmented reality experiences will complement a total of 20 VR experiences and 11 installations, showcased between three venues in Park City. The historic Claim Jumper will host seven immersive installations focused on cross-disciplinary story construction and and two video works; the VR Palace will feature 15 VR experiences alongside additional installations; and the VR Bar will offer a lineup of mobile VR. Three projects are part of the Festival’s The New Climate program, which highlights the environment and climate change. -
Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2017 Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices Michael Joseph Eakins University of Central Florida Part of the Arts and Humanities Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Eakins, Michael Joseph, "Beyond Panels Interactive Storytelling: Developing a Framework for Highly Emotive Narrative Experiences on Mobile Devices" (2017). Electronic Theses and Dissertations, 2004-2019. 6272. https://stars.library.ucf.edu/etd/6272 BEYOND PANELS INTERACTIVE STORYTELLING: DEVELOPING A FRAMEWORK FOR HIGHLY EMOTIVE NARRATIVE EXPERIENCES ON MOBILE DEVICES by MICHAEL JOSEPH EAKINS B.A. University of Central Florida, 2009 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Emerging Media in the School of Visual Arts and Design in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Fall Term 2017 Major Professor: Rudy McDaniel and Joseph Fanfarelli © 2017 Michael Eakins ii ABSTRACT Balancing passive and interactive experiences within a narrative experience is an area of research that has broad applicability to the video game, cinematic, and comic book industries. Each of these media formats has attempted various experiments in interactive experience. -
52 Interactive Film Recombination
Interactive Film Recombination FABRIZIO GUERRINI, NICOLA ADAMI, SERGIO BENINI, and ALBERTO PIACENZA, Department of Information Engineering, University of Brescia JULIE PORTEOUS, School of Computing, Teesside University Digital Futures Institute MARC CAVAZZA, School of Engineering and Digital Arts, University of Kent RICCARDO LEONARDI, Department of Information Engineering, University of Brescia In this article, we discuss an innovative media entertainment application called Interactive Movietelling. As an offspring of Interactive Storytelling applied to movies, we propose to integrate narrative generation through artificial intelligence (AI) planning with video processing and modeling to construct filmic variants starting from the baseline content. The integration is possible thanks to content description using semantic attributes pertaining to intermediate-level concepts shared between video processing and planning levels. The output is a recombination of segments taken from the input movie performed so as to convey an alternative plot. User tests on the prototype proved how promising Interactive Movietelling might be, even if it was designed at a proof of concept level. Possible improvements that are suggested here lead to many challenging research issues. CCS Concepts: • Computing methodologies → Scene understanding; Additional Key Words and Phrases: Interactive storytelling, logical story unit, semantic description, Markov chains, narrative modeling ACM Reference format: Fabrizio Guerrini, Nicola Adami, Sergio Benini, Alberto Piacenza, -
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