...The Impact of Evolving Technologies Computer generated imagery has spanned the verge of acceptability. “CGI frequently plays an essential role in the creation of the believable alternate reality necessary for the enjoyment of a film” (Goodyer, 2012). The animation cartoon looks is replaced with subtle distinction of movement and expression. “Motion capture represents a wholly new form of filmmaking, one that cannot and should not be limited by our previously held definitions of synthetic versus recorded cinema” (Freedman, 2012). The once was a drawing, that was made into several to produce a cartoon seen in films, times have changed with technology, now it is becoming more realistic and believable to audiences. “But no matter how impressive the trappings used to surround the audience–all the tricks of lighting and make–up and acting and computer–generated imagery–the root of all movies is the story, and without it, nothing else matters. If a story works, if it engages the audiences for two hours, then there is no wrong way to tell it. If the story doesn’t work, then the opposite is true” (Goodykoontz & Jacobs, 2011). Avatar (2009), was an American Science Fiction film set in the 22-century. “Avatar cost somewhere between $250 million and $500 million to make, yet weeks after its release, it had already grossed more than $1 billion worldwide for the Twentieth Century–Fox Film Corporation” (Gray, 2010). While to create such a costly movies was a big risk for...
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...Reaction Paper The animation film “Frozen” has been the talk of the town since the Christmas season of 2013. And up ‘til now, it is still gaining a wider audience captivating the hearts of many, transcending from generations to generations. I’ve only come to watch Frozen around 2 weeks ago and I thought to myself, “Wow, ako nalang ata ang nilalang na hindi pa nakakapanood nito hahaha” but it’s never too late! I’ve watched it with my sisters and I can’t help but notice how it was made. I kept analyzing the background, the character design, and the movement itself. Let me elucidate my thoughts and insights on this 3D animated film. First, I guess we can’t take the critique out of us MMA individuals for we are already inculcated with theories and have applied our knowledge and skills into concrete work that repetition, it is already natural for us to notice things in animated films people wouldn’t normally notice. I love the character design of Elsa and Anna, two contrasting designs yet with striking similarity all the while making them both stand out in their own respective characters. There was also a great transition in the character growth of the two; I also adored the colours used for each character that evidently manifested all throughout the film. My favourite 3D mind bogglers are the amazing frozen icicles, soft cloud like snow, and the beautiful map design of Arendelle. I must say that the animators of Frozen are superb! The overall theme is perfectly executed. Second...
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...Angelia Romero Intro to Physical Science Professor Paquette Enhancing the Animated Movie-goers Experience with the Science of Gas Dynamics The goal of animated films has been immerse the audience in a fantasy world while maintaining some semblance of reality in those worlds. Various techniques are used to generate motion picture animation but they have all taken advantage of a phenomenon called “persistence of vision”. The “persistence of vision” is where the brain reads a rapid series of images as an unbroken movement. From the beginning, the animation was achieved by filming thousands and thousands of still images that were edited together to produce one continuous reel of film. Teams of artists meticulously drew each frame were tasked with capturing the aesthetic of the film while also mimicking the physics of the real world. Animation where each frame or cell is hand drawn and then compiled is called traditional or classical animation. Snow White and the Seven Dwarfs, generally considered the first full length animated feature using tradition animation, required 1,500,000 hand-drawn and colored frames to make the movie. As computing technology grew less expensive, movie studios like Disney gradually transitioned from the millions of hand paintings to computer based animation. Pixar finally broke the mold for animated films by releasing the world’s first computer animated feature film with Toy Story in 1995. Since 1995, movie studios have been pushing the boundaries...
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...Skills Paper : “The importance of using Video/Photo Reference in 3D Animation” By: Jeremy Smith Using Video/Photo reference in 3D Animation is the most accurate way to produce high quality Animations. Getting up and actually physically acting out and recording a few scenes or taking pictures of yourself blocking out poses is very beneficial when animating. Being able to convey what you see in a video or in a photograph into a pose or a full-fledged animation is a great skill to have when animating. “Free handing” animations or animating without reference is not just tricky and hard to do, but is a poor way to animate. Not using reference when animating can lead to many problems and difficulties when making animations. Personally I extensively use reference when animating. The majority of the time I will actually get up and physically record myself walking around or doing certain poses in front of a camera. . Doing this is not just good reference, but allows you as the animator to kind of walk in the shoes of the character and get a certain feel for what the animation should look and feel like. Most of the time animations are done at a frame rate of 24 FPS (Frames Per Second). Lets say you are animating a simple walk cycle – having a character walk a distance – and say you want the walk cycle to be 3 seconds long, recording yourself doing the walk cycle will tell you the timing of the animation and what poses should be at what frames(the pose at second 1 of the recording...
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...Motion Sensing Technology Motion-sensing capability has become a boon in the gaming industry, with 90 million Nintendo Wii units sold since its 2006 introduction and over 10 million units of Microsoft’s Xbox360 Kinect peripheral sold since its winter 2010 launch, then latter having surpassed the former as the world’s fastest-selling consumer electronic device. Distinguishing Kinect from Wii is its dedication to pure, controller-less motion input, you are the controller, as the marketing slogan goes. One of the key aspects of Kinect that has generated much excitement is its promotion of the natural user interface (NUI) paradigm, which in many ways aims to succeed the traditional graphical user interface (GUI) and command line interface (CLI) paradigms for human-computer interaction. Indeed, Microsoft’s approach to Kinect clearly focuses on the expansion of NUI and a vision for Kinect that goes far beyond gaming. Craig Mundie, chief research and strategy officer at Microsoft recently stated that the “computing interface is evolving from something we drive to something that’s more like us” but while the world searches for applications that may be primed to accept NUI, Kinect and the activity surrounding it offer clues as to where motion-sensing technology may be headed in the next 5-10 years. Motion-sensing in gaming has had many premature starts, with a history of products for older generation consoles ranging in reputation from grossly unsuccessful to largely...
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...Scientists are playing their role to contribute for the betterment of the sports. Cricket is played worldwide and there are proper rules followed by the players. Illegal bowling action is very critical issue now a days and ICC (international cricket council) is paying more attention on this problem. It’s very difficult for the umpires to judge the faulty action on field so labs are developed to check the bowler’s action. High speed motion cameras are used in there which capture the motion and plot the 3D image of a...
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...engineering systems and modern technology. One of the most influential technological advancements of the 21st century in the field of robotics are bionic limbs. Prosthetic limbs try to make life easier for the disabled, but it is merely replacing the missing part using something that feels artificial and is difficult to use. However, technology is blurring...
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...continuously introduce change in photography is key in aligning the Canon brand and image to be synonymous with reliability, ease in functionality, and quality to the professional consumer and establishing itself as the brand to beat in the digital camera marketplace with its lens technology that can produce super sharp, high-resolution pictures (“Red for still & motion.,” 2011). Canon’s brand dominance and notable achievements separates them from other competitors, such as Fujifilm and RED and with the current competition trend of HD production, Canon will surpass expectations and cavort its dominance over the competition with the long awaited Digital SLR EOS Renegade 3D (Renegade 3D). Canon was first to begin the motion capture craze with their innovative introduction of the seditious Canon EOS 5D Mark II back in 2008 and since then Canon has surpassed the competition with a production development line of cinema EOS model cameras that obtain similar, if not more advanced, digital stills and motion capture as recently seen with the previous release of their EOS C300 digital cinema camera and its 4k concept DSLR which, both, are expected to further revolutionize cinematic photography (“Red for still & motion.,” 2011). Canon’s new production launch of the Digital SLR EOS Renegade 3D cameras will transcend its viability within the entertainment...
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...Installation D.Jia, Technip, M.Agrawal, ANSYS Copyright 2014, Offshore Technology Conference This paper was prepared for presentation at the Offshore Technology Conference held in Houston, Texas, USA, 5–8 May 2014. This paper was selected for presentation by an OTC program committee following review of information contained in an abstract submitted by the author(s). Contents of the paper have not been reviewed by the Offshore Technology Conference and are subject to correction by the author(s). The material does not necessarily reflect any position of the Offshore Technology Conference, its officers, or members. Electronic reproduction, distribution, or storage of any part of this paper without the written consent of the Offshore Technology Conference is prohibited. Permission to reproduce in print is restricted to an abstract of not more than 300 words; illustrations may not be copied. The abstract mus t contain conspicuous acknowledgment of OTC copyright. Abstract Successful installation of subsea structures and equipment is critical for offshore campaigns in development of deep-water fields. This paper presents a novel approach using Fluid-Structure Interaction (FSI) to predict wave induced motions, wave loads, dynamic stresses and deformation of subsea structure and equipments in the splash zone during installation. This approach combines transient multiphase CFD simulation including dynamic mesh motion with transient nonlinear Computational Structural Dynamics including...
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...Discovering Computers Technology in a World of Computers, Mobile Devices, and the Internet Chapter 7 Input and Output Objectives Overview Differentiate among various types of keyboards: standard, compact, on‐ screen, virtual, ergonomic, gaming, and wireless Describe characteristics of various pointing devices: mouse, touchpad, pointing stick, and trackball Describe various types of pen input: stylus, digital pen, and graphics tablet See Page 288 for Detailed Objectives Describe various uses of touch screens Describe various uses of motion input, voice input, and video input Discovering Computers 2014: Chapter 7 2 Objectives Overview Differentiate among various scanners and reading devices Explain the characteristics of various displays Identify the purpose and features of speakers, headphones and earbuds, data projectors, interactive whiteboards, and force‐feedback game controllers and tactile output See Page 288 for Detailed Objectives Summarize the various types of printers Identify various assistive technology input and output methods Discovering Computers 2014: Chapter 7 3 What Is Input? • Input is any data and instructions entered into the memory of a computer • • • Instructions can be in the form of software (programs and apps), commands, and user response Command is an instruction that causes a program or app to perform a specific action...
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...Media Another type of two-dimensional media is photography and camera art, this type of media allows the artist to explore the fourth dimension – time. Camera record the world around us, and the history of the camera is a history of technologies that record our world with ever0inceasing sophistication and expertise. Photography started in 1838 with still images, but the still images generated the though that might be possible to capture the object in motion as well. The Kinetoscope, which was invented by Thomas Edison and W.K. Laurie Dickson was the first continuous film motion-picture viewing machine. The process of silent moving images progressed into “talkie” and then added color. Photography • Photography – from the Greek phos, “light,” and graphos, “writing,” literally “writing with light” • You can photograph anything you can see • Creation is the process of asseblage • Photography is a process of asseblage, instant collage Early History • Camera – Latin world for “room” • Camera obscura – to copy nature accurately (A small hole on the side of a light-tight room admits a ray of light that projects a scene, upside down, directly across the hole onto a semitransparent white scrim. ) • Major drawback – While it could capture the image it could not preserve it. • Problem was solved in 1839, by fixing negative images on paper coated with light sensitive chemicals, a process that he called photogenic drawing. • In France a different process, which yielded...
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...Although the interest in “motion pictures” dates back hundreds of years, it wasn’t until the early 19th century that the American people began to focus on advancing the visual art of film. DIfferent methods of image projection served as the rudimentary foundations of motion picture entertainment, and they advanced rapidly throughout the 1800s. Innovators such as Thomas Edison and Eadweard Muybridge began building off of image-projecting technologies to create the roots of America’s film industry. The history of the “motion picture” as we know it begins with photographer and entrepreneur Eadweard Muybridge in California in the late 19th century. He used timed exposures of photos of racehorses to capture the different stages of a horse’s gallop and placed them on a projector to simulate motion. He traveled with his creation in hopes of advancing his invention, and he eventually met with Thomas Edison at one of his shows. During this time, Edison and Muybridge worked together while trying to discover a way to set these moving images to sound from Edison’s phonograph. Soon after their meeting, Edison set out to create an even better camera that could capture more images, and eventually created the kinetograph and the kinetoscope. By the turn of the century, it was evident that the film industry was s profitable enterprise. Many early films contained little to no story line, such as Edison’s The Kiss and The Sneeze. Later, when the ability to pan a camera was born, cinema company...
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...Landscape photography captures the beauty and natural essence of the environment. With a wide range of skills and technology the world of landscape photography continually evolves. Many key components involved in photography directly relate to the camera and the skills of the photographer. Camera specifications, equipment requirements, and the many elements of photography all integrate into crucial elements of photography. Therefore by incorporating these skills, photographers have the possibility to turn their works into art. Landscape photography requires attention to detail and the use of acquired skills. Inspiration Capturing an image that impacts an audience holds the upmost importance to any photographer. Inspiration for photographs...
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...Defining a photograph today, the age where digital technology is dominant comes with great difficulty. The traditional use of chemicals to produce fixed photographic pictures and analogue photography being the pioneers of the first photograph are gradually being forgotten. Traditional photography is no longer widely practised and may soon, no longer be in existence. Grant Romer says that, “the stretching and blurring of the definition of “photograph” is a direct result of the evolution of electronic imaging, which has profoundly disrupted the traditional photographic industry” (Romer 2005, p.1). The Oxford dictionary defines a photograph as “a picture made using a camera, in which an image is focused on to light-sensitive material and then...
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...Suhaili Bin Ariffin Faculty of Science and Defence Technology, Universiti Pertahanan Nasional Malaysia, Aras 6, Bangunan Bistari, Kem Sungai Besi, 57000 Kuala Lumpur. Abstract: Hand gesture password might be the most natural and intuitive way to communicate between people and machines, since it closely mimics how human interact with each other. Its intuitiveness and naturalness have spawned many applications in exploring large and complex data, computer games, virtual reality, health care, etc. Although the market for hand gesture password is huge, building a robust hand gesture recognition system remains a challenging problem for traditional vision-based approaches, which are greatly limited by the quality of the input from optical sensors. In this paper, we use their gesture in order to login or authenticate to the system. And then we introduce a novel method to create a gesture pattern that act as a password. This hand gesture recognition system performs robustly despite variations in hand orientation, scale or articulation. Moreover, it works well in uncontrolled environments with background clusters. Key words: Password Recognition, Authentication, Gesture password INTRODUCTION The advent of relatively cheap image and depth sensors has spurred research in the field of object tracking and gesture recognition. One of the more popular devices used to do this type of research is Microsoft’s Kinect, which has sensors that capture both rgb and depth data. Using similar data, researchers...
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