Computer Graphics and Electronic Perception, 1982
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Introduction
INTRODUCTION Looking at various newspapers, magazines and websites over the period 2004 to the present, it becomes apparent that our understanding of the reintroduction of stereoscopy (D3D) is anything but clear. There are disagreements among accounts of D3D regarding its artistic value, and its impact on the entertainment industry and audience. Over the 2004 to the present period, the digital screen period, I have seen D3D cast as an evolutionary step for the industry: ‘Why wouldn’t we want this Darwinian edge in our workplaces, in our sports and entertainment, in all our peak visual experiences?’ (Cameron in Cohen, 2008). I have seen it described as ‘the next great revolution’ of cinema (Giles & Katzenberg, 2010, p. 10) and as a facilitator of art, one that could aid the audience to enter the realm of the on-screen performer (Wenders in James, 2011, p. 22). I have also seen it described as artistically limited, with claims, such as, director, Werner Herzog’s ‘[that] you can shoot a porno film in 3D, but you cannot film a romantic comedy in 3D’ (Herzog in Wigley, 2011, p. 29). Newspaper headlines have described it as a health concern: ‘3D film strikes two movie-goers with bout of motion sickness’ (Helliwell, 2010, p. 2).2 As well, I have seen arguments expounding the idea that stereoscopy’s reintroduction is simply evidence that the popular film industry lacks ideas. For example, popular film critic, Roger Ebert, has argued that D3D was just ‘[a]nother Hollywood infatuation with a technology that was already pointless when their grandfathers played with stereoscopes’ (Ebert, 2010a). -
Interview with David Goodstein
DAVID L. GOODSTEIN (b. 1939) INTERVIEWED BY SHELLEY ERWIN November 11, 18, 25, and December 12, 2002 David Goodstein, 2000 ARCHIVES CALIFORNIA INSTITUTE OF TECHNOLOGY Pasadena, California Subject area Physics, administration Abstract An interview in four sessions, November and December 2002, with David L. Goodstein, Gilloon Distinguished Teaching and Service Professor, emeritus, and professor of physics and applied physics, emeritus, in the Division of Physics, Mathematics, and Astronomy. Dr. Goodstein received his BS from Brooklyn College (1960) and his PhD from the University of Washington (1965). He joined the Caltech faculty in 1966, serving as Caltech’s vice provost from 1987 to 2007, and became professor emeritus in 2009. He recalls his early education; taking up experimental low-temperature physics at the University of Washington; recruitment to Caltech by James Mercereau. Six- month NSF Fellowship, University of Rome. Teaching Physics 2 at Caltech; friendship with Richard Feynman; their trip to the University of Chicago in 1967. Establishment of applied physics option. Comments extensively on the production of the innovative 52-part TV series he conceived called The Mechanical Universe (released 1985-86). http://resolver.caltech.edu/CaltechOH:OH_Goodstein_D Recollections of Caltech presidents Harold Brown and Marvin “Murph” Goldberger; Arroyo Center controversy under Goldberger; Goldberger’s difficulties with provost R. E. Vogt. His own duties as vice provost; involvement with scientific misconduct; technology transfer and patents; SURF (Summer Undergraduate Research Fellowships); Campus Computing Organization (later, Information Technology Services). Describes his work on various NSF committees, the California Council on Science and Technology, and the Packard Foundation. Concludes by commenting on his love of teaching, both of undergraduate and graduate students. -
Bits of This and That by Charley Kohlhase Retold by Barbara Amago
Bits of This and That by Charley Kohlhase retold by Barbara Amago On November 14, 2002, about fifteen minutes before the JPL Story program was to start, the library staff was finishing setting up the chairs, testing the sound system, and getting the laptop and projector ready. Storyteller Charley Kohlhase, a frequent library user, and well known to library staff, arrived promptly, projecting an air of brisk energy. As the audience began to file in, many of them greeted Charley warmly. At 4:OO Teresa Bailey, the story coordinator, asked the audience to please take their seats and began her introductory remarks. “Charley is a former science and mission design manager,” Teresa began, “He led mission design teams and project systems engineering activities for numerous deep-space missions during the 1960s through 199Os, including Mission Design Manager for the Voyager Grand Tour mission. In addition, he has always been heavily involved in creating public engagement materials that blend art, science, and education. Charley retired in 1998, but is currently supporting several NASNJPL activities as an “on-call JPL employee.” These include the Mars Program Systems Engineering Team, the Mars Technology Program review board, the Kepler project as an external technical advisor, one final Cassini edutainment project, and several other space mission review boards and technical assignments. When Charley took the mike he explained the format of his story and why he decided to base it on a Powerpoint presentation. “I’m a sort of ‘essence person’,” he said, “and also very visual, so I decided to show nice imagery rather than just ramble on about the past.” He then began his story, which focused on six broad topics: building missions, public engagement, virtual reality, art and science, changes at JPL, and Earth’s greatest challenge. -
Digital Paint Systems: an Anecdotal and Historical Overview
Digital Paint Systems: An Anecdotal and Historical Overview Alvy Ray Smith The history of digital paint systems derives from many things— chance meetings, coincidences and boredom, artistic license, brilliant researchers, a wealthy benefactor, and, of course, lawsuits. Alvy Ray Smith tells the fascinating story—facts first, then anecdotes—in his own words. This article is based on a talk presented in tal 2D (two-dimensional) and 3D modeling and January 2000 at an evening hosted by the animation, film recording, video editing, and Computer History Museum on Moffatt Field, audio synthesis. An excellent rendering of my near Palo Alto, California. I shared the floor time with Dick Shoup (sounds like “shout,” not with longtime colleague Richard G. “Dick” like “hoop”) in the early days at Xerox PARC Shoup who figures highly in what follows. It is (Palo Alto Research Center) can be found in the also based on a document I submitted to the recent book Dealers of Lightning: Xerox PARC Academy of Motion Picture Arts and Sciences and the Dawn of the Computer Age.4 For other (AMPAS) in 1997 in answer to a call from them PARC references, see Lavendel,5 Pake,6 Perry,7 for information about early paint programs and and Smith.8 their contribution to the film business.1 The time frame dates from the late 1960s to Definitions the early 1980s, from the beginnings of the A digital paint program and a digital paint technology of digital painting up to the first system are distinguished by their functions. A consumer products that implemented it. -
A History of Computer Animation 3/20/92 1
tea:1 i20SZ bu :J1, Chapter 4 : A HISTORY OF COMPUTER ANIMATION 3/20/92 1 A History of Computer Animation . .. .. .. .. .. .. .. .. .. .1 The Origins of Animation . .. .. ... .. .. .. .. .. .. .. ..1 Animated phase pictures and roll media (1828- 1895) . .. .. .. .. .......... .. .. .. ................. ..........1 The early trickfilmsters and technology (1895- 1909) . .. .. .. .. .. .. .. .. .. .. .. .. ............ .. .. ............. ...2 The animation studio and techniques (1910-1920) . .5 The Classical Period (1920-1960) . .. 1 0 The Origins of the Computer . ............................ .. .. .. .. .. ...... .. ..14 Analog computers.... .. ... .. ... ... .. .. .. .. ... .. .. ..14 Digital computers . .... .. .. .. .. .. .. .. .. .. .............. .. .. .. .. ..16 Analog Computer Animation .... .. .. .. .. ............... ..21 Electronic Analog Computer Animation . .. .. .. ............. .21 Mechanical Analog Computer Animation . .. ..... ...... .. .23 Computerizating the Animation Stand and Optical Printer. .. .... ... .. ..... .. .... ..... .... ... .. .. .. ... .2 7 Benefits of Computer Animation Stand . .2 9 Motion Control . .............. .. .. .. .. .. ........ .. .. ..3 0 Benefits of Computerized Motion Control .............. .. .... .. .32 Synthetic Imagery. .. .. ... .. ... ... .. .. ... .. .. .. .. .. .. .3 3 Computer hardware fusions. .. .. .. .. .. .. ..3 3 The interactive cathode ray tube display. .3 3 The mechanical plotter. .. .. .. .. .. .. .. .. .. .3 5 Film recorder CRT's. .. .. .. .. ... .. .. ... .. .. .. .. .. -
The Planetary Report, March/April 1982)
Board of Directors CARL SAGAN BRUCE MURRAY In place of our regular Letters to the Editor, we are printing a letter written by Planetary Society member Vice President, President James Gotlieb to Congressman Sidney Yates, along with Mr, Yates 's reply, Mr. Yates is a member of the Director, Laboratory Professor of for Planetary Studies. Planetary Science, House Appropriations Committee, which sets the funding levels for the various agencies of the government. Cornell University California Institute Mr. Gotlieb's letter is an example of the power of the individual to "lobby" Congress,- Ed. of Technology LOUIS FRIEOMAN Executive Director HENRY TANNER Assistant Treasurer, JOSEPH RYAN California Institute DEAR CONGRESSMAN YATES: O'Melveny & Myers of Technology I am writing to ask you to use your position on the House Appropriations Committee to support continued funding for the NASA planetary program, Board of Advisors The 1970's saw an unprecedented growth in humanity's understanding of our place in the universe, OIANE AKERMAN JAMES MICHENER Central to this remarkable extension of knowledge was NASA's planetary program. During the present poet and author author period of reorienting budget priorities, NASA has not been immune, Crucial programs have been cancelled ISAAC ASIMOV PHILIP MORRISON or delayed. The Venus Orbiting Imaging Radar (VOIR) , the American spacecraft for the International author Institute Professor, Massachusetts Solar Polar Mission, the mission to Halley's Comet, and the research program on the Search for RICHARO BERENDZEN Institute of Technology President, Extraterrestrial Intelligence (SETO have all been cancelled, American University PAUL NEWMAN The reason for these cuts is obvious. -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. -
Animação E Quadrinhos Disney: Produção Cultural No Início Do Século XXI
UNIVERSIDADE DE SÃO PAULO ESCOLA DE COMUNICAÇÕES E ARTES PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIAS DA COMUNICAÇÃO Animação e quadrinhos Disney: Produção cultural no início do século XXI CELBI VAGNER MELO PEGORARO SÃO PAULO 2016 CELBI VAGNER MELO PEGORARO Animação e quadrinhos Disney: Produção cultural no início do século XXI Tese apresentada ao Programa de Pós- Graduação em Ciências da Comunicação da Escola de Comunicações e Artes da Universidade de São Paulo, como exigência parcial para obtenção do título de Doutor em Ciências da Comunicação. Versão Corrigida. Área de Concentração: Interfaces Sociais da Comunicação Orientador: Prof. Dr. Waldomiro de Castro Santos Vergueiro SÃO PAULO 2016 Autorizo a reprodução e divulgação total ou parcial deste trabalho, por qualquer meio convencional ou eletrônico, para fins de estudo e pesquisa, desde que citada a fonte. Versão Corrigida. A versão original encontra-se disponível na Biblioteca da ECA/USP e Biblioteca Digital de Teses e Dissertações da USP (BDTD). Catalogação na Publicação Serviço de Biblioteca e Documentação Escola de Comunicações e Artes da Universidade de São Paulo Dados fornecidos pelo(a) autor(a) AGRADECIMENTOS À Fundação de Amparo à Pesquisa do Estado de São Paulo (Fapesp), processo n. 2013/04103- 9, pelo apoio financeiro. À minha mãe Celina, por todo o apoio e compreensão durante a jornada desta tese; e ao meu pai João Carlos, por periodicamente ter discutido os temas da tese comigo Aos meus primos Marcos e Christina por todo o seu apoio e companheirismo nas viagens aos Estados Unidos, pelas dicas de livrarias e atividades culturais. Ao Prof. Dr. Waldomiro Vergueiro por seu apoio incondicional e por promover um ambiente rico de pesquisa em quadrinhos na USP. -
Download (2MB)
Universidad Autónoma de Nuevo León Facultad de Artes Visuales División de Posgrado TRON De la pantalla grande al monitor. Una reflexión retrospectiva. Por: Miguel Angel Torres Ontiveros Asesor: Dr. Manuchehr Eftekhar Como requisito parcial para obtener el Grado de Maestría en Artes con Especialidad en Difusión Cultural. Noviembre 2007 Índice. Agradecimientos…..……………………………………………….......... 2 Resumen………………………………………………………………….. 4 Introducción……...………………………………………………............. 5 Capítulo I 1.1. Objetivos..……...……………………………………………. 8 1.2. Justificación………………………………........................... 9 1.3. Metodología.……………………………….......................... 10 Capítulo II ¿Quién es Steven Lisberger? 2.1. Breve biografía……...………………………………………. 11 2.2. Preproducción……...…………………………………….…. 13 Capítulo III Producción y posproducción 3.1. Antecedentes……...………………………………………… 18 3.2. Los ilustradores……...……………………………………… 27 3.2.1. Peter Lloyd…...…………………………………… 27 3.2.2. Jean Giraud “Moebius”…………………………… 29 3.2.3. Syd Mead……...…………………………………... 31 3.3. Medios computacionales…...……………………………… 36 3.3.1. Digital Effects Inc. …...…………………………… 38 3.3.2. Robert Abel & Associates…...…………………… 40 3.3.3. Triple-I……...……………………………………… 41 3.3.4. MAGI……...……………………………………….. 45 3.4. Técnicas fotográficas…...………………………..………… 51 3.4.1. Computadoras…...…………………..…………… 54 3.4.2. Fotografía…...…………………………..………… 55 3.5. Estética computacional-cinematográfica…....…………… 65 Capítulo IV Como película de ciencia ficción 4.1. Algunas consideraciones………………………………..…. 73 4.2. Los precedentes……...……………………………….……. -
3D Computer-Generated Imaging and Technical Communication Classes Nikki Ann Agee University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2016-01-01 Animating Composition: 3D Computer-generated Imaging and Technical Communication Classes Nikki Ann Agee University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Rhetoric Commons Recommended Citation Agee, Nikki Ann, "Animating Composition: 3D Computer-generated Imaging and Technical Communication Classes" (2016). Open Access Theses & Dissertations. 795. https://digitalcommons.utep.edu/open_etd/795 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. ANIMATING COMPOSITION: 3D COMPUTER-GENERATED IMAGING & TECHNICAL COMMUNICATION CLASSES NIKKI A. AGEE Doctoral Program in Rhetoric and Writing Studies APPROVED: Beth Brunk-Chavez, PhD, Chair Lucia Dura, PhD Vince Burke, MFA Charles Ambler, Ph.D. Dean of the Graduate School Copyright © by Nikki A. Agee 2016 Dedication For Mom, Dad, and Nat, who love, support, and encourage me & For Beth and Helen, whose classes challenged me and changed my life Thank you. ANIMATING COMPOSITION: 3D COMPUTER-GENERATED IMAGING & TECHNICAL COMMUNICATION CLASSES by NIKKI A. AGEE, BA, MA DISSERTATION Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY English Department THE UNIVERSITY OF TEXAS AT EL PASO May 2016 Acknowledgements Many Obi Wans guided my passage through this project. I am most indebted to my dad, Douglas; my mom, Rosario; and my sister, Natalie. -
Wizards and Their Wonders: Portraits in Computing
. Atanasoff, 1, Marc Andreessen, John Charles Bachman, J eas Bechtolsheim, Gordon Bell, Gwen Bell, Eric Benhar :h, Leonard Bosack, Jeff Braun, Dan Bricklin, Fred Broo ]atmull, Vint Cerf, John Chambers, John Chowning, W< Fernando Corbato, Joel Birnbaum, Jim Blinn, Erich Bl , Whitfield Diffie, John Doerr, Esther Dyson, Presper Ec iordon Eubanks, Jr. Wizards Robert Evans, Robert Eve , Jay Forrester, William Foster and Bob Frankston, Chri William Gates Their Louis Gerstner, Charles Geschke, J eilmeier, Andrew Heller Wonders Gardner Hendrie, J , Grace Murray Hopper, Max Hopper, Charles House, D in, Philippe Kahn, Jerrold Kaplan, Mitchell Kapor, Alan i, Steven Kirsch, Leonard Kleinrock, Donald Knuth, The *nda Laurel, David Liddle, Robert Lucky, Dan Lynch, B^ irdt, Max Matthews, John Mauchly, John McCarthy, Ed^ aly, Carver Mead Portraits William Melton, Robert JV hrvold Nicholas Negroponte in Allen Newell, Kenneth < ymour Papert Computing Suhas Patil, David Pattersoi Rick Rashid, Justin Rattner, Raj Reddy, Dennis Ritchie, izen, Benjamin Rosen, Harry Saal, Pamela Samuelson, J( chard Shaffer, John Shoch, Edward Shortliffe, Herbert S 1, Gary Starkweather, Ray Stata, George Stibitz, Michael ardTennant, Dorothy Terrell, Ken Thompson, Joseph Tr in von Neumann, Steven Walske, Charles Wang, John W ite, Ann Winblad, Steve Wozniak, William Wulf, John Yc Wizards and Their Wonders: Portraits in Computing Wizards and Their Wonders: Portraits in Computing is a tribute by The Computer Museum and the Association for Computing Machinery (ACM) to the many people who made the computer come alive in this century. It is unabashedly American in slant: the people in this book were either born in the United States or have done their major work there.