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A dramaturgia da forma das trucagens eletrônicas digitais em Peter Greenaway / The form dramaturgy of electronics digitals tricks-films in Peter GreenawayJoão Luiz Leocadio da Nova 22 June 2009 (has links)
Estudo centrado nas trucagens eletrônicas digitais utilizadas por Peter Greenaway a partir dos anos 80, no âmbito das tradições cinematográficas e da evolução tecnológica audiovisual. Conceitua-se suas intervenções técnicas e artísticas no campo dos efeitos especiais e das trucagens cinematográficas. O método de análise utilizado combina a dramaturgia da forma, enunciada por Sergei Eisenstein, com as tradições artísticas das composições do visual music, iniciado nos anos 20, e as teorias da física mecânica e seus movimentos ondulatórios. As reflexões construídas nessa pesquisa nos permitem reconhecer um amplo sistema de referências utilizado por Greenaway para desenvolver a sua dramaturgia da forma a partir das trucagens eletrônicas digitais. Diversas categorias propostas por Eisenstein foram revigoradas por Greenaway e estão sendo enriquecidas com novas formulações que apontam para o desenvolvimento de uma prática inovadora na cinematografia em geral. / Study focused on electronic digital trick-film used by Peter Greenaway from the\'80s, under the traditions of film and audiovisual technology developments. The concept is its technical and artistic interventions in the field of special effects and trick-films. The analysis method used combines the form dramaturgy, provided by Sergei Eisenstein with the artistic traditions of the visual music compositions, starting in the 20s, and the theories of physics and mechanical wave motion. The reflections made in this study allow us to recognize an extensive system of references used by Greenaway to develop their theater the way from trucagens electronic fingerprints. Categories proposed by Eisenstein were reinvigorated by Greenaway and are enriched with new formulations that point to the development of an innovative practice in the film industry in general.
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Zvláštní vlivy působící na cenu nemovitostí / Special influences affecting the price of real estateKulil, Vladimír Unknown Date (has links)
The subject matter of this dissertation thesis is a proposal for a method of valuation of special effects that with impact on real estate prices. It deals with proposed procedures for valuation of intangible assets, and definitions of such property. Special effects are in particular name, historical value, design, quality of layout, security aspects, accessibility, conflictful groups of inhabitants in or near the property, and location. The value of special effects can be calculated as the difference between usual value and the material value of such property without coefficients of merchantability. For appraisal by official price, the thesis suggests to amend certain provisions and sections of the Act on Property Valuation No. 151/1997 Coll., and the implementing regulation of this Act, as amended. Part of the methodology is a general proposal for a method how to divide the assets into tangible and intangible part. As concerns the concrete procedure when calculating real estate prices, the thesis specifies procedure for special effects valuation. A form of cumulative matrix comprising all such effects has been drafted. Prices in single methodologies for assets valuation has to be adjusted by reasonable quantity of impact. For real estate on the territory of the Czech Republic will be used also coefficients of merchantability Kp in accordance with the price regulation considering their development in historical statistics.
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The different viewing experiences between special and visual effectsYu, Caroline, Zhang, Ann-Mia January 2019 (has links)
Computer graphics field is rapidly growing and is widely used in many industries, especially in cinematics. The visual effects, which is a part of the field, have become more affordable in comparison to special effect. By using more visual effects, safety during the shooting increases and the use of resources decreases. However, the field is still young and there are a lot of flaws to consider when creating such an effect. It is important that CGI in movies are created in such a way that it does not disrupt the viewing experience unless it’s done on purpose. Therefore, CGI in a real-life setting should look real. To create CGI that is closer to reality, this study examines the differences between special effects and visual effects in the aspect of the viewing experience. To investigate this question, we conducted an experiment following a semi-structured interview. 13 students participated in this study where they had to watch video clips representing the special respective visual effect. During the experiment, they did a self- report by filling in a questionnaire. A Valence-Arousal model was used to examine the subject’s emotional reactions. The result suggests that there are no significant differences between the two effects in regard to an emotional reaction. However, it shows that the visual effect had flaws of being too plastic and too perfect which makes it less convincing compared to the special effects. In contrary, the special effects do not have the ability to be exaggerating, which in turn makes it more exciting to watch the visual effects. Although this study does not solve any flaws, it highlights those that need to be fixed for the goals of improving CGI. / Datorgrafik är ett ständigt växande ämne och tekniken kan appliceras så många olika sätt, speciellt inom film. Visuella effekter som är en del av ämnet som har blivit ett mer prisvärt alternativ i jämförelse till specialeffekter. Genom att använda mer visuella effekter, har säkerheten i filmandet ökat och användningen av resurser minskat. Men datagrafiksämnet är fortfarande relativt ny och det finns många brister att tänka på när det gäller att skapa en visuell effekt. Det är viktigt att CGI i filmer är skapad på sådant sätt att den inte stör tittarupplevelsen, såvida det inte är med mening. CGI i en verklighetstrogen miljö bör därför se verklighetstrogen ut. För att skapa CGI som är närmare verkligheten ska denna studien undersöka skillnaden mellan specialeffekter och visuella effekter baserad på tittarupplevelsen. För att undersöka denna fråga har vi utfört ett experiment med följd av en semi-strukturerad intervju. 13 studenter deltog denna studie där de har kollat på videoklipp med specialeffekter respektive visuella effekter. Under experimentet fick de fylla i en enkät där de utvärderar deras reaktion till klippen samt vad de tyckte om respektive klipp. En Valence-Arousal-modell användes för att undersöka deltagarnas emotionella reaktion. Resultatet visar att det inte är någon signifikant skillnad mellan de två effekterna när det gäller den emotionella reaktionen. Däremot indikerar att de visuella effekterna var för konstlad samt för perfekt i jämförelse till specialeffekter. Dessa nackdelar gjorde effekten mindre övertygande. Emellertid kan specialeffekterna inte överdrivas i samma skala som visuella effekter vilket gör den visuella effekten mer spännande. Denna studie löser inte de problem som visuella effekter har idag, men den tar fram problem som behöver fixas för att förbättra tekniken.
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[en] A METHOD FOR MASSIVE AGENTS SIMULATION OF SEA SCENES FOR TV / FILM PRODUCTIONS / [pt] UM MÉTODO PARA SIMULAÇÃO EM MASSA DE AGENTES PARA CENAS DE MAR EM PRODUÇÕES PARA TV/CINEMAAARAO IRVING MANHAES MARINS 06 February 2015 (has links)
[pt] Esta dissertação de mestrado apresenta um método para simular cenas de mar para TV/Cinema com um grande número de agentes de vários tipos (embarcações, portos, pessoas, ...) para produções com elevado grau de realismo de imagem e comportamento dos agentes. Este método usa modelagem em lógica nebulosa (fuzzy) e programação no sistema MASSIVE de maneira a integrar os resultados com sistemas de rendering e composição de imagens de alta resolução. Um objetivo importante desta dissertação é criar um sistema que facilita o trabalho de modeladores e designers envolvidos no pipeline de produção. / [en] This MSc dissertation presents a method to simulate sea scenes for TV /
Film with a large number of agents of various types (vessels, ports, people ...) for
productions with a high degree of realism in both image and agent s behavior.
This method uses modeling in fuzzy logic and programming in the MASSIVE
system as the main approach to integrate the results with rendering systems and
high-resolution images composition. An important goal of this dissertation is to
create a system that facilitates the work of modelers and designers involved in the
production pipeline.
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8.BIT.BROSSalinas, Rogelio Manuel 03 February 2012 (has links)
The following report describes the pre-production, production, and post-production of the short film, 8.BIT.BROS, designed from its inception to fully exploit the years-developed, cumulative and varied skills of its director. The fantastical narrative focuses on the strained emotional dynamic between two adult brothers that have yet to come to terms with having witnessed their father’s death as children. Their trauma is dramatized and encapsulated in the videogame-themed psychotic hallucinations of the film’s protagonist. The director’s specialized skill-set was put to practical use in both the creation of animatronic creature effect, “Commander Gorgo,” and during the post-production phase of the film, wherein green screen compositing, animation, and motion graphics were used at length to bring the narrative life. / text
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La fabrique des "nouvelles images" : l’émergence des images de synthèse en France dans la création audiovisuelle (1968-1989) / Making “nouvelles images” : the emergence of computer-generated images in France in audiovisual creation (1968-1989)Welker, Cécile 06 November 2015 (has links)
Entre la première thèse en informatique graphique (soutenue en 1968) et la première publicité entièrement synthétique diffusée à la télévision (en 1983), les images de synthèse se transforment en “nouvelles images”. Il ne s’agit pas d’évaluer ces prétendues images nouvelles en fonction de leurs qualités distinctives de rupture ou de continuité que l’expression a tendance à appeler, mais d’étudier leur mode de production et de représentation afin de déterminer ce qu’elles montrent des techniques employées, et les imaginaires que ces dernières véhiculent au moment d’émergence de l’image numérique, comme autant de propositions créatives mais aussi d’enjeux idéologiques. Étudiées d’un point de vue technique puis esthétique, grâce à l’étude croisée de témoignages, de littérature grise, et de l’analyse formelle des films, ces productions donnent à voir un processus de réappropriation du médium, avant et après l’image. Si elle définit une histoire « officielle » des images de synthèse en France, en replaçant aussi précisément que possible les productions dans leur environnement technique, politique et culturel, cette thèse a finalement mis en évidence les temps des images de synthèse en tant que produit innovant, depuis leurs lieux de fabrication jusqu’à leurs lieux de légitimation. Ses conclusions mettent en jeu les différentes circulations locales des hommes, des outils et des images, au moment où la politique culturelle de 1981 favorise la jonction art-ordinateur, et l’indiscipline des créations. / Between the first PhD in computer graphics (defended in 1968) and the first entirely synthetic advertisement broadcast on television (1983), computer-generated images became “new images”. The aim is not to assess these so-called new images according to their distinctive qualities of rupture or continuity, as the expression would suggest, but rather to study their mode of production and representation in order to determine what they show from the techniques employed, and the imaginative worlds that they convey at the time of the emergence of digital images, like so many creative suggestions but also ideological issues. Studied first from a technical, then from an aesthetic point of view, thanks to the cross-study of testimonies, grey literature and a formal analysis of the movies, these productions show a process of recovery of the medium, before and after the image. This PhD not only defines an “official” history of computer-generated images in France, replacing as precisely as possible the productions in their technical, political and cultural environment, but it also reveals when computer-generated images are innovating products, from their places of fabrication to their places of legitimacy. The conclusions question the different local circulations of people, tools and images, at a time when the cultural policies of the year 1981 promotes the bond between art and computer, and the indiscipline of creations.
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Controle automatizado para scanners de luz / Automated control of light beam scannersMenezes Junior, Luiz Ferreira 16 July 2004 (has links)
Orientador: Paulo Roberto Gardel Kurka / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecanica / Made available in DSpace on 2018-08-04T02:13:27Z (GMT). No. of bitstreams: 1
MenezesJunior_LuizFerreira_M.pdf: 3960270 bytes, checksum: 542b501adbaca7fc3d8ff80120fab0d3 (MD5)
Previous issue date: 2004 / Resumo: Este trabalho apresenta um método de controle automatizado de scanners de luz baseado no posicionamento dos projetores. É desenvolvida ainda uma estratégia de posicionamento dos focos de luz, através de acionamento sincronizado por sinais de áudio. Todos os modos de controle desenvolvidos são incorporados a um software de gerenciamento. No processo de controle toma-se necessário também a construção de uma interface de dados baseada no protocolo PC-DMX512. O trabalho contempla ainda uma descrição detalhada de tal protocolo e do hardware construído. O resultado final é ilustrado através de exemplos e do manual de operação do software de controle / Abstract: The work presents a method for automatically positioning of the light beam scanners. A strategy for synchronizing their positions based on the audio signals is also developed All control modes developed are incorporated into a managing system software. The controlling process requires the construction of a digital data interface to the hardware on the basis of the DMX512 protocol. The work includes a detailed description of the DMX512 protocol and the implemented hardware. Final results are illustrated through examples and operation manual / Mestrado / Mecanica dos Sólidos e Projeto Mecanico / Mestre em Engenharia Mecânica
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The Virtual Steamroller: How CGI Paved the Way for 3D's ComebackBarber, Cody 18 April 2012 (has links)
No description available.
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Visual Effects and the Test of TimeWagener, Thomas Dane 25 June 2009 (has links)
No description available.
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Från Ronja Rövardotter till Hundraåringen : Kartläggning av hur specialeffekter och visuella effekter används inom svensk filmbransch idag och vad branschens inställning till det ärGustavsson, Sara, Helmersson, Jonas January 2015 (has links)
"Technology has been a key element in the changing creative possibilities available to filmmakers, but deep down the questions of staging, point of view, pace, suspense, time and psychology faced by filmmakers as they walk onto the set in the morning have remained remarkably consistent". Cousins, 2004, s13. Sättet att göra film på har ständigt förändrats och fortsätter att förändras men som citatet syftar till så verkar inställningen till film stå sig lika genom tiderna. I grund och botten handlar det om att berätta en historia som berör publiken. En historia berättad utifrån filmskaparnas olika stilar. Tack vare teknikutvecklingen har många effekter i film, både digitala och fysiska blivit möjliga och vem vet vad den tekniska, och kanske framförallt den digitala utvecklingen, kommer att leda till för effekter i film i framtiden? Vi är trots allt bara i början av den digitala eran. Samtidigt som det nya introduceras kanske de gamla beprövade fysiska effekterna etsar sig fast som klassiska och erkända arbetsmetoder. Vad vi behandlar i den här uppsatsen är hur digitala och fysiska tekniker att skapa effekter används och nyttjas i den svenska filmbranschen. Hur ser beslutsfattare i branschen på effekter som filmskapande och varför ser användandet ut som det gör idag? Vi har också undersökt vad det är som styr användandet av effekter inom filmskapande utifrån ekonomiska, tekniska och konstnärliga överväganden. Vi har samlat in information genom kvalitativa, djupgående intervjuer med tre produktionsbolagsföreträdare och tre finansiärer. Vi har även samlat in information kring begreppen fysiska effekter och digitala effekter bland sex stycken filmarbetare som aktivt arbetar med effektskapande på olika sätt. Det har visat sig att det råder meningsskiljaktigheter när det kommer till definition av begreppen kring digitala effekter och fysiska effekter mellan de bolagsföreträdare och finansiärer vi har intervjuat och de aktiva effektmakare som vi har bett definiera begreppen. För att underlätta framtida kommunikation kommer vi i den här uppsatsen definiera dessa begrepp utifrån våra resultat. Våra resultat tyder på att det finns en vilja inom filmbranschen att arbeta med effekter inom film men att det samtidigt saknas resurser och kompetens idag. Samtidigt tycker vi oss utläsa en okunskap kring effekter vilket ställer till det för dem som vill arbeta med effekter. Exempelvis gällande Guldbaggegalan, där kategorin "Bästa Visuella Effekter" togs bort efter bara några år efter införandet för att det ansågs vara för svårt att utläsa vad som var effekter och inte i en film. Utifrån det vi kan utläsa från våra resultat finner vi det motsägelsefullt att vilja utveckla branschen och arbetet med effekter och samtidigt inte utveckla kunnandet kring det, när man istället för att plocka bort en kategori på grund av okunskap istället borde lära sig mer om det. / "Technology has been a key element in the changing creative possibilities available to filmmakers, but deep down the questions of staging, point of view, pace, suspense, time and psychology faced by filmmakers as they walk onto the set in the morning have remained remarkably consistent." Cousins, 2004, s13. The way of filmmaking has always been changing and it continues to change but as the quote leads up to it seems like the attitude stays the same. It is essentially about telling a story, which affects the audience. To tell a story with the different approaches the creators favors. Thanks to the technical development, many of these effects, both physical and digital have become practicable and who knows what the technique and digital progress will lead to in the future of filmmaking. After all, we are only in the beginning of the digital era. In the same time, the old and proven effect making techniques might inculcate as both classic and recognizable working methods. In this essay, we will talk about how the techniques of digital and practical effects are being used in the Swedish film industry. What does the decision makers in the business think about using effects in filmmaking and why are effects being used the way they are in todays film industry? We also wanted to examine what regulates he use of effects based on economical, technical and artistic considerations. We have collected our data from interviews with three representatives from production companies and three film financiers. We have also collected information considering the definitions of visual effects and special effects from six filmmakers who that works with effect making on a daily basis. It has become apparent that there are some confusion considering the definitions of the concepts of visual effects and special effects between the producers and financiers and the filmmakers. In order to ease future communication, we will in this essay define these concepts out of our results. Our result suggests that there is a will in the Swedish film industry to work with effects in filmmaking but in the same time parts of the industry lacks of resources and capability. Simultaneously, we can note that the ignorance around the concept of effects causes communication problems for digital artists and prop makers. For instance, on the Swedish film gala "Guldbaggegalan" they added a new category only a few years back and this year they took it away because of the problems of recognizing what's visual effects and what's not. It is interesting that there is an interest in developing effects in filmmaking and at the same time takes away the award. Instead of taking it away, they should focus on educating people about effects.
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