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From Production to Education: An Analysis of Pipeline Requirements and PracticesJarratt, Brandon Lee 02 October 2013 (has links)
Animation, visual effects, and video game studios have to manage complex and highly iterative productions. The processes, tools, and data flow that carry a production from initial idea to finished state is called a ’pipeline.’ Students in academic programs, even ones focused on educating for digital production, often do not have a well- defined pipeline and spend unnecessary time on technical details rather than creative work. Through interviews with industry professionals, analysis of published works on pipeline and digital production, and study of current academic pipelines, this thesis presents general principles for pipelines as well as suggestions for applying these principles in academic environments. Implementing these suggestions could provide a foundation for a robust academic pipeline that lets students spend more time creating and collaborating and prepares them for employment in the digital production industry.
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Code-based Form: Reductio ad AbsurdumKroger, Brandon 30 September 2021 (has links)
No description available.
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A Beautiful Belly: Toward An Intimate Cinema Through Microbudget Production TechniquesGay, Andrew 01 January 2010 (has links)
A Beautiful Belly is a feature-length, microbudget, digital motion picture produced, written, and directed by Andrew Kenneth Gay in pursuit of the Master of Fine Arts in Film & Digital Media from the University of Central Florida. The guiding question behind the production of A Beautiful Belly was whether digital "no budget" production was particularly suited to the telling of a particular kind of cinematic story - the interior journey. The pursuit of an intimate cinema shaped every decision by the filmmaker and his collaborators, and this thesis is a record of their production experience.
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Development of Artistic Concepts for VjingMalmström, Marcus January 2012 (has links)
The aim of this research is describe the development of artistic concepts for visual artists and to evaluate aspects which augments the art experience for audiences. Competition and increased attention for the art form demands greater art to be produced, studying psychological aspects increases the probability of the art being perceived in line with the visions of artists. This research project uses a review of literature for its theoretical research, which is then used to underline decisions within practical experiments in order to give examples of the development of concepts. Findings include a description of the artistic process as well as aspects to augment experiences for audiences. The main conclusion from this work is the importance of combing innovative expressions with theoretical knowledge, in order to create spectacular art which audiences perceives in line with the vision of the artist.
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Webbasiertes Projekt-Coaching – Ein Ansatz zur Unterstützung wissensintensiver Coaching-Dienstleistungen im Umfeld digitaler ProduktionenTaranovych,, Yuriy, Rudolph, Simone, Förster, Claudia, Krcmar, Helmut 29 July 2016 (has links) (PDF)
Aus der Einführung:
"Immer kürzer werdende Entwicklungszyklen neuer Technologien stellen viele Unternehmen aus dem Umfeld digitaler Produktionen1 vor große Herausforderungen, die sich u.a. in einer hohen Marktdynamik und einer steigenden Komplexität der Projektvorhaben niederschlagen (Rudolph/Krcmar, 2004, S. 14). Aktuelle Untersuchungen der Standish Group (2003) belegen, dass in den USA 66 Prozent der IT-Projekte entweder abgebrochen wurden oder die ursprünglichen Ziele insbesondere die Einhaltung von Kosten, Zeit und Qualität nicht erreichten."
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Webbasiertes Projekt-Coaching – Ein Ansatz zur Unterstützung wissensintensiver Coaching-Dienstleistungen im Umfeld digitaler ProduktionenTaranovych,, Yuriy, Rudolph, Simone, Förster, Claudia, Krcmar, Helmut January 2004 (has links)
Aus der Einführung:
"Immer kürzer werdende Entwicklungszyklen neuer Technologien stellen viele Unternehmen aus dem Umfeld digitaler Produktionen1 vor große Herausforderungen, die sich u.a. in einer hohen Marktdynamik und einer steigenden Komplexität der Projektvorhaben niederschlagen (Rudolph/Krcmar, 2004, S. 14). Aktuelle Untersuchungen der Standish Group (2003) belegen, dass in den USA 66 Prozent der IT-Projekte entweder abgebrochen wurden oder die ursprünglichen Ziele insbesondere die Einhaltung von Kosten, Zeit und Qualität nicht erreichten."
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